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	<id>https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arven</id>
	<title>UO Icebound - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arven"/>
	<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/wiki/Special:Contributions/Arven"/>
	<updated>2026-10-01T08:25:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=2695</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=2695"/>
		<updated>2026-09-25T13:52:42Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead NPC humans into scrap with no chance of failure. You now have a chance to salvage the items themselves worn by players when salvaging player corpses, with higher quality items being easier to damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
You may receive a bonus unit of scrap when salvaging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and other outpost throughout the wasteland and will be operational as long as the [[Region Maintenance]] is providing electricity. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
Salvage Stations generally reduce items to their base components. Any craftable item may be salvaged to receive a portion of the scrap version of their base components. For example, an item that takes Steel Ingots to craft would be reduced to Steel Scrap. NPCs will often drop items marked &amp;quot;Salvage&amp;quot; that give specific scrap amounts. Other items, such as Copper Coins, can be salvaged in set specific amounts.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Axes, Shovels, or Crowbars may yield secondary resources when used to harvest nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
Player Human corpses are salvaged in much the same way as NPC corpses, albeit with a higher Sanity cost, with a chance to recover whole items starting at 50 skill. The difficulty of recovering an item is calculated by its quality and your total skill, with higher quality items being easier to recover. Recovered items will take significant soft damage upon recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Butchery&amp;diff=2694</id>
		<title>Butchery</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Butchery&amp;diff=2694"/>
		<updated>2026-09-24T16:44:54Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Butchery.png | left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Butchers Tools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Basic Knifework - &#039;&#039;&#039; Removing meat and small pelts from creatures will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Not Squeamish -&#039;&#039;&#039; Removing Medium Pelts, Offal, Fat, and Bones will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Careful Carver -&#039;&#039;&#039; Removing Large Pelts, Resin, and Antlers will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk: Animal Anatomist -&#039;&#039;&#039; Removing Ivory will always succeed. Will harvest a bonus (non-pelt) resource from every corpse.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Butchery&amp;diff=2693</id>
		<title>Butchery</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Butchery&amp;diff=2693"/>
		<updated>2026-09-24T16:40:54Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Butchery.png | left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Butchers Tools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Basic Knifework - &#039;&#039;&#039; Removing meat and small pelts from creatures will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Not Squeamish -&#039;&#039;&#039; Removing Medium Pelts, Offal, Fat, and Bones will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Careful Carver -&#039;&#039;&#039; Removing Large Pelts, Resin, and Antlers will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk: Animal Anatomist -&#039;&#039;&#039; Removing Ivory will always succeed. Will a bonus (non-pelt) resource from every corpse.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Butchery&amp;diff=2692</id>
		<title>Butchery</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Butchery&amp;diff=2692"/>
		<updated>2026-09-24T16:40:20Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Butchery.png | left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Butchers Tools]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Basic Anatomy - &#039;&#039;&#039; Removing meat and small pelts from creatures will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Not Squeamish -&#039;&#039;&#039; Removing Medium Pelts, Offal, Fat, and Bones will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Careful Carver -&#039;&#039;&#039; Removing Large Pelts, Resin, and Antlers will always succeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk: Anatomist -&#039;&#039;&#039; Removing Ivory will always succeed. Will a bonus (non-pelt) resource from every corpse.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2670</id>
		<title>Armor Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2670"/>
		<updated>2026-09-16T20:24:19Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* List of Attachments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Editorial note: This draft lists the intended bonuses. Before publication, fix Fur Lining&#039;s SteelPlate resource type and the shared armor attachment resistance calculation. Steel Studs and Steel Spikes currently have no crafting recipes. Test Armor Attachment is omitted because it is a staff testing item. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor attachments are limited-use items that can be applied to armor to provide additional protection and other bonuses. Different crafters make different attachments, based on what makes sense for their trade. Some attachments work in both PvE and PvP, while others are PvE only.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to Use&amp;lt;/font&amp;gt;=&lt;br /&gt;
To put an attachment on your armor, place both the attachment and the armor in your backpack. Double-click the attachment, then select the armor you want to use it on. Each attachment lists the types of armor it can be applied to.&lt;br /&gt;
&lt;br /&gt;
Some attachments can be removed early and applied again later. To remove one, place the armor in your backpack, left-click it, and choose &amp;quot;Remove Attachments&amp;quot; from the menu. Select the attachment you want to remove. It returns to your backpack with its remaining durability; removing and reapplying it does not restore durability.&lt;br /&gt;
&lt;br /&gt;
Other attachments, such as coatings and sealants, cannot be removed. They remain on the armor until they are used up. Both kinds wear out and disappear when their durability reaches 0%.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How They Work&amp;lt;/font&amp;gt;=&lt;br /&gt;
New attachments start with 100% durability. When a piece of armor is selected to absorb a hit, each eligible attachment on that piece loses 1% durability. Attachments on your other armor pieces do not lose durability from that armor hit. When an attachment reaches 0%, it wears off completely, allowing you to apply a replacement.&lt;br /&gt;
&lt;br /&gt;
You can put multiple attachments on your armor, but attachments beyond its free attachment allowance each add a separate 15% chance that the armor takes one extra point of durability damage when it absorbs a hit. Adding more attachments than your armor can comfortably support makes it wear out faster.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Relationship to Armor Quality&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor made with [[Quality Crafting]] has a larger free attachment allowance. Attachments within this allowance still wear out, but do not add extra attachment-related damage to the armor. This does not prevent the armor&#039;s normal durability loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | Free Attachment Allowance&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Quality&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Free Attachments per Piece&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Artisanal&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;PvE and PvP&amp;lt;/font&amp;gt;=&lt;br /&gt;
Attachments listed as PvE and PvP remain effective in either type of combat.&lt;br /&gt;
&lt;br /&gt;
Attachments marked &amp;quot;PVE Only&amp;quot; have their bonuses disabled while you have the PvP combat flag. Their bonuses return when the flag is removed.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;List of Attachments&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE and PvP Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Fur Lining&lt;br /&gt;
| +2% Cold Resistance&lt;br /&gt;
| Steel Plate, Leather, Scrap, Mail, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thermal-Resistant Padding&lt;br /&gt;
| +4% Fire Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain Insulator Array&lt;br /&gt;
| +4% Energy Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Sculpting]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Adhesive Joint Seals&lt;br /&gt;
| +4% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fireproofing Compound&lt;br /&gt;
| +2% Fire Resistance&lt;br /&gt;
| Leather and Fur Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rubberizing Sealant&lt;br /&gt;
| +2% Energy Resistance&lt;br /&gt;
| Steel Plate, Mail, and Scrap Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal-Infused Wax Coating&lt;br /&gt;
| +2% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE-Only Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Steel Studs&lt;br /&gt;
| +2% Physical Resistance&lt;br /&gt;
| Fur and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Steel Spikes&lt;br /&gt;
| 5% Reflect Physical Damage&lt;br /&gt;
| Steel Plate, Scrap, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Steel Plating&lt;br /&gt;
| +2% Physical Resistance, -2 Dexterity&lt;br /&gt;
| Fur, Leather, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cloth Padding&lt;br /&gt;
| +2 Maximum Hits&lt;br /&gt;
| Steel Plate, Bone, Scrap, and Mail Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oil Coating&lt;br /&gt;
| +5% Defense Chance Increase&lt;br /&gt;
| Mail and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2669</id>
		<title>Armor Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2669"/>
		<updated>2026-09-16T20:10:56Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* PvE and PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Editorial note: This draft lists the intended bonuses. Before publication, fix Fur Lining&#039;s SteelPlate resource type and the shared armor attachment resistance calculation. Steel Studs and Steel Spikes currently have no crafting recipes. Test Armor Attachment is omitted because it is a staff testing item. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor attachments are limited-use items that can be applied to armor to provide additional protection and other bonuses. Different crafters make different attachments, based on what makes sense for their trade. Some attachments work in both PvE and PvP, while others are PvE only.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to Use&amp;lt;/font&amp;gt;=&lt;br /&gt;
To put an attachment on your armor, place both the attachment and the armor in your backpack. Double-click the attachment, then select the armor you want to use it on. Each attachment lists the types of armor it can be applied to.&lt;br /&gt;
&lt;br /&gt;
Some attachments can be removed early and applied again later. To remove one, place the armor in your backpack, left-click it, and choose &amp;quot;Remove Attachments&amp;quot; from the menu. Select the attachment you want to remove. It returns to your backpack with its remaining durability; removing and reapplying it does not restore durability.&lt;br /&gt;
&lt;br /&gt;
Other attachments, such as coatings and sealants, cannot be removed. They remain on the armor until they are used up. Both kinds wear out and disappear when their durability reaches 0%.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How They Work&amp;lt;/font&amp;gt;=&lt;br /&gt;
New attachments start with 100% durability. When a piece of armor is selected to absorb a hit, each eligible attachment on that piece loses 1% durability. Attachments on your other armor pieces do not lose durability from that armor hit. When an attachment reaches 0%, it wears off completely, allowing you to apply a replacement.&lt;br /&gt;
&lt;br /&gt;
You can put multiple attachments on your armor, but attachments beyond its free attachment allowance each add a separate 15% chance that the armor takes one extra point of durability damage when it absorbs a hit. Adding more attachments than your armor can comfortably support makes it wear out faster.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Relationship to Armor Quality&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor made with [[Quality Crafting]] has a larger free attachment allowance. Attachments within this allowance still wear out, but do not add extra attachment-related damage to the armor. This does not prevent the armor&#039;s normal durability loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | Free Attachment Allowance&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Quality&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Free Attachments per Piece&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Artisanal&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;PvE and PvP&amp;lt;/font&amp;gt;=&lt;br /&gt;
Attachments listed as PvE and PvP remain effective in either type of combat.&lt;br /&gt;
&lt;br /&gt;
Attachments marked &amp;quot;PVE Only&amp;quot; have their bonuses disabled while you have the PvP combat flag. Their bonuses return when the flag is removed.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;List of Attachments&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE and PvP Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Fur Lining&lt;br /&gt;
| +2% Cold Resistance&lt;br /&gt;
| Steel Plate, Leather, Scrap, Mail, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thermal-Resistant Padding&lt;br /&gt;
| +4% Fire Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain Insulator Array&lt;br /&gt;
| +4% Energy Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Sculpting]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Adhesive Joint Seals&lt;br /&gt;
| +4% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fireproofing Compound&lt;br /&gt;
| +2% Fire Resistance&lt;br /&gt;
| Leather and Fur Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rubberizing Sealant&lt;br /&gt;
| +2% Energy Resistance&lt;br /&gt;
| Steel Plate, Mail, and Scrap Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal-Infused Wax Coating&lt;br /&gt;
| +2% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE-Only Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Steel Studs&lt;br /&gt;
| +2% Physical Resistance&lt;br /&gt;
| Fur and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Steel Spikes&lt;br /&gt;
| 5% Reflect Physical Damage&lt;br /&gt;
| Steel Plate, Scrap, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cloth Padding&lt;br /&gt;
| +2 Maximum Hits&lt;br /&gt;
| Steel Plate, Bone, Scrap, and Mail Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oil Coating&lt;br /&gt;
| +5% Defense Chance Increase&lt;br /&gt;
| Mail and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2668</id>
		<title>Armor Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2668"/>
		<updated>2026-09-16T20:10:00Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* PvE and PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Editorial note: This draft lists the intended bonuses. Before publication, fix Fur Lining&#039;s SteelPlate resource type and the shared armor attachment resistance calculation. Steel Studs and Steel Spikes currently have no crafting recipes. Test Armor Attachment is omitted because it is a staff testing item. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor attachments are limited-use items that can be applied to armor to provide additional protection and other bonuses. Different crafters make different attachments, based on what makes sense for their trade. Some attachments work in both PvE and PvP, while others are PvE only.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to Use&amp;lt;/font&amp;gt;=&lt;br /&gt;
To put an attachment on your armor, place both the attachment and the armor in your backpack. Double-click the attachment, then select the armor you want to use it on. Each attachment lists the types of armor it can be applied to.&lt;br /&gt;
&lt;br /&gt;
Some attachments can be removed early and applied again later. To remove one, place the armor in your backpack, left-click it, and choose &amp;quot;Remove Attachments&amp;quot; from the menu. Select the attachment you want to remove. It returns to your backpack with its remaining durability; removing and reapplying it does not restore durability.&lt;br /&gt;
&lt;br /&gt;
Other attachments, such as coatings and sealants, cannot be removed. They remain on the armor until they are used up. Both kinds wear out and disappear when their durability reaches 0%.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How They Work&amp;lt;/font&amp;gt;=&lt;br /&gt;
New attachments start with 100% durability. When a piece of armor is selected to absorb a hit, each eligible attachment on that piece loses 1% durability. Attachments on your other armor pieces do not lose durability from that armor hit. When an attachment reaches 0%, it wears off completely, allowing you to apply a replacement.&lt;br /&gt;
&lt;br /&gt;
You can put multiple attachments on your armor, but attachments beyond its free attachment allowance each add a separate 15% chance that the armor takes one extra point of durability damage when it absorbs a hit. Adding more attachments than your armor can comfortably support makes it wear out faster.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Relationship to Armor Quality&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor made with [[Quality Crafting]] has a larger free attachment allowance. Attachments within this allowance still wear out, but do not add extra attachment-related damage to the armor. This does not prevent the armor&#039;s normal durability loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | Free Attachment Allowance&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Quality&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Free Attachments per Piece&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Artisanal&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;PvE and PvP&amp;lt;/font&amp;gt;=&lt;br /&gt;
Attachments listed as PvE and PvP remain effective in either type of combat.&lt;br /&gt;
&lt;br /&gt;
Attachments marked &amp;quot;PVE Only&amp;quot; have their bonuses disabled while you have the PvP combat flag. Their bonuses return when the flag is removed. This means the bonuses remain disabled even against NPCs while you are flagged for PvP.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;List of Attachments&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE and PvP Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Fur Lining&lt;br /&gt;
| +2% Cold Resistance&lt;br /&gt;
| Steel Plate, Leather, Scrap, Mail, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thermal-Resistant Padding&lt;br /&gt;
| +4% Fire Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain Insulator Array&lt;br /&gt;
| +4% Energy Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Sculpting]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Adhesive Joint Seals&lt;br /&gt;
| +4% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fireproofing Compound&lt;br /&gt;
| +2% Fire Resistance&lt;br /&gt;
| Leather and Fur Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rubberizing Sealant&lt;br /&gt;
| +2% Energy Resistance&lt;br /&gt;
| Steel Plate, Mail, and Scrap Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal-Infused Wax Coating&lt;br /&gt;
| +2% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE-Only Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Steel Studs&lt;br /&gt;
| +2% Physical Resistance&lt;br /&gt;
| Fur and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Steel Spikes&lt;br /&gt;
| 5% Reflect Physical Damage&lt;br /&gt;
| Steel Plate, Scrap, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cloth Padding&lt;br /&gt;
| +2 Maximum Hits&lt;br /&gt;
| Steel Plate, Bone, Scrap, and Mail Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oil Coating&lt;br /&gt;
| +5% Defense Chance Increase&lt;br /&gt;
| Mail and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2667</id>
		<title>Armor Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Armor_Attachments&amp;diff=2667"/>
		<updated>2026-09-16T20:01:53Z</updated>

		<summary type="html">&lt;p&gt;Arven: Created page with &amp;quot;&amp;lt;!-- Editorial note: This draft lists the intended bonuses. Before publication, fix Fur Lining&amp;#039;s SteelPlate resource type and the shared armor attachment resistance calculation. Steel Studs and Steel Spikes currently have no crafting recipes. Test Armor Attachment is omitted because it is a staff testing item. --&amp;gt;  Armor attachments are limited-use items that can be applied to armor to provide additional protection and other bonuses. Different crafters make different att...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Editorial note: This draft lists the intended bonuses. Before publication, fix Fur Lining&#039;s SteelPlate resource type and the shared armor attachment resistance calculation. Steel Studs and Steel Spikes currently have no crafting recipes. Test Armor Attachment is omitted because it is a staff testing item. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor attachments are limited-use items that can be applied to armor to provide additional protection and other bonuses. Different crafters make different attachments, based on what makes sense for their trade. Some attachments work in both PvE and PvP, while others are PvE only.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to Use&amp;lt;/font&amp;gt;=&lt;br /&gt;
To put an attachment on your armor, place both the attachment and the armor in your backpack. Double-click the attachment, then select the armor you want to use it on. Each attachment lists the types of armor it can be applied to.&lt;br /&gt;
&lt;br /&gt;
Some attachments can be removed early and applied again later. To remove one, place the armor in your backpack, left-click it, and choose &amp;quot;Remove Attachments&amp;quot; from the menu. Select the attachment you want to remove. It returns to your backpack with its remaining durability; removing and reapplying it does not restore durability.&lt;br /&gt;
&lt;br /&gt;
Other attachments, such as coatings and sealants, cannot be removed. They remain on the armor until they are used up. Both kinds wear out and disappear when their durability reaches 0%.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How They Work&amp;lt;/font&amp;gt;=&lt;br /&gt;
New attachments start with 100% durability. When a piece of armor is selected to absorb a hit, each eligible attachment on that piece loses 1% durability. Attachments on your other armor pieces do not lose durability from that armor hit. When an attachment reaches 0%, it wears off completely, allowing you to apply a replacement.&lt;br /&gt;
&lt;br /&gt;
You can put multiple attachments on your armor, but attachments beyond its free attachment allowance each add a separate 15% chance that the armor takes one extra point of durability damage when it absorbs a hit. Adding more attachments than your armor can comfortably support makes it wear out faster.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Relationship to Armor Quality&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor made with [[Quality Crafting]] has a larger free attachment allowance. Attachments within this allowance still wear out, but do not add extra attachment-related damage to the armor. This does not prevent the armor&#039;s normal durability loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | Free Attachment Allowance&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Quality&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Free Attachments per Piece&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Artisanal&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;PvE and PvP&amp;lt;/font&amp;gt;=&lt;br /&gt;
Attachments listed as PvE and PvP remain effective in either type of combat.&lt;br /&gt;
&lt;br /&gt;
Attachments marked &amp;quot;PVE Only&amp;quot; have their bonuses disabled while you have the PvP combat flag. Their bonuses return when the flag is removed. This means the bonuses remain disabled even against NPCs while you are flagged for PvP.&lt;br /&gt;
&lt;br /&gt;
Hits from players or player-controlled creatures do not consume PvE-only attachment durability, and those attachments do not count toward extra attachment-related armor damage for those hits. Eligible NPC hits still consume their durability.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;List of Attachments&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE and PvP Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Fur Lining&lt;br /&gt;
| +2% Cold Resistance&lt;br /&gt;
| Steel Plate, Leather, Scrap, Mail, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thermal-Resistant Padding&lt;br /&gt;
| +4% Fire Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain Insulator Array&lt;br /&gt;
| +4% Energy Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Sculpting]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Adhesive Joint Seals&lt;br /&gt;
| +4% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fireproofing Compound&lt;br /&gt;
| +2% Fire Resistance&lt;br /&gt;
| Leather and Fur Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rubberizing Sealant&lt;br /&gt;
| +2% Energy Resistance&lt;br /&gt;
| Steel Plate, Mail, and Scrap Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal-Infused Wax Coating&lt;br /&gt;
| +2% Poison Resistance&lt;br /&gt;
| Any Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot; | PvE-Only Attachments&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Attachment Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align: left; color:#AFACA8; font-weight:bold;&amp;quot; | Armor Affected&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Crafted By&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Removable?&lt;br /&gt;
|-&lt;br /&gt;
| Steel Studs&lt;br /&gt;
| +2% Physical Resistance&lt;br /&gt;
| Fur and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Steel Spikes&lt;br /&gt;
| 5% Reflect Physical Damage&lt;br /&gt;
| Steel Plate, Scrap, and Bone Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Metalworking]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cloth Padding&lt;br /&gt;
| +2 Maximum Hits&lt;br /&gt;
| Steel Plate, Bone, Scrap, and Mail Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Tailoring]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#2ECC40&amp;quot;&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oil Coating&lt;br /&gt;
| +5% Defense Chance Increase&lt;br /&gt;
| Mail and Leather Armor&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | [[Chemistry]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=2308</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=2308"/>
		<updated>2026-08-15T14:23:21Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is alt-history. This timeline shows where our real history forks into this fictional one. Rule of thumb: anything before 1866 is safely canon, anything in the science, medicine, and technological advancements should be limited to what would be relevant for your character to know that would be published before 1890. Please refer to [[Server Rules]] for more information.&lt;br /&gt;
&lt;br /&gt;
The timeline here includes the broad strokes only. A player character in Icebound wouldn&#039;t have access to the nuances behind them. That&#039;s why your character is here in this story. You&#039;re a leftover, someone who wasn&#039;t important enough, whether by connections or merit, to get swept up in those larger events. &lt;br /&gt;
&lt;br /&gt;
Keep in mind, mass communication was still new back then. Telegraphs mostly connected major cities and railroad lines, and even so, information moved slow by today&#039;s standards. Whether your character kept up with any of it is up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and deposing the monarchy. The [[People&#039;s Commune of France]] is declared. French Royalists retain control of the entire French Fleet, and establish a government-in-exile in French Guiana.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1881=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1883&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1891=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;August of 1892&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1893==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1895&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1896=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=2288</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=2288"/>
		<updated>2026-08-14T14:39:09Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is alt-history. This timeline shows where our real history forks into this fictional one. Rule of thumb: anything before 1866 is safely canon, anything in the science, medicine, and technological advancements should be limited to what would be relevant for your character to know that would be published before 1890. Please refer to [[Server Rules]] for more information.&lt;br /&gt;
&lt;br /&gt;
The timeline here includes the broad strokes only. A player character in Icebound wouldn&#039;t have access to the nuances behind them. That&#039;s why your character is here in this story. You&#039;re a leftover, someone who wasn&#039;t important enough, whether by connections or merit, to get swept up in those larger events. &lt;br /&gt;
&lt;br /&gt;
Keep in mind, mass communication was still new back then. Telegraphs mostly connected major cities and railroad lines, and even so, information moved slow by today&#039;s standards. Whether your character kept up with any of it is up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and executing the King. The [[People&#039;s Commune of France]] is declared. French Royalists retain control of the entire French Fleet, and establish a government-in-exile in French Guiana.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1881=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1883&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1891=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;August of 1892&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1893==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1895&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1896=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Illness,_Injury_%26_Death&amp;diff=2230</id>
		<title>Illness, Injury &amp; Death</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Illness,_Injury_%26_Death&amp;diff=2230"/>
		<updated>2026-08-07T15:02:09Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Generally, common sense should prevent you from suffering the vast majority of perils lurking on the periphery.&lt;br /&gt;
&lt;br /&gt;
When a player reaches 0 Hit Points, they are not killed like in normal Ultima Online- they are knocked unconscious. Knocked Out players will be immobile on the ground while they recover (and may fire a [[Rocket Flare]] if they have one), and will be able to stand back up after 60 seconds. Players who are Knocked Out multiple times within a 15 minutes will receive an Injury. &lt;br /&gt;
&lt;br /&gt;
If you are Knocked Out by another player, they may choose to inflict a Mortal Wound upon you. Doing so will start a 5 minute timer in which a [[Doctor]] can render aid, after which you will be subject to Permanent Death. Players may also choose to inflict Permanent Injuries instead of Mortal Injuries.&lt;br /&gt;
&lt;br /&gt;
All players can sustain Three Permanent injuries before they are subject to permanent death, losing an eye, hand, and leg. When a player succumbs to a mortal injury from environment or illness, they will be teleported to the nearest NPC medical facility missing a random eye or limb. Once this has happened three times, players will permanently die and return to character creation.&lt;br /&gt;
&lt;br /&gt;
=Illness=&lt;br /&gt;
&lt;br /&gt;
Failing to regulate [[Temperature]], or neglecting your characters [[Hunger, Thirst &amp;amp; Nutrition]] can result in contracting an illness.&lt;br /&gt;
&lt;br /&gt;
=Injuries=&lt;br /&gt;
&lt;br /&gt;
Failing to treat severe injuries in a timely manner may cause it to turn into a lethal injury - meaning that it must either be treated in perpetuity, or a doctor must perform an [[Amputation]], which will remove the injury entirely at the cost of removing the afflicted extremity.&lt;br /&gt;
&lt;br /&gt;
=Death=&lt;br /&gt;
&lt;br /&gt;
Permanent death means your character is dead, and all of your items and property will be lost. All of your skills higher than 75 will be dropped to 75, and your adjusted skill total will be available to freely invest in any skills up to 75 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP can be contentious, thus [[Region Safety]] mechanics inform you at all times the threat of escalation available to you in a conflict. Additionally, in choosing to engage in PvP another player, you should expect equal response from them and their friends. We recommend you review [[Server Rules]] before you ever decide to get spicy.&lt;br /&gt;
&lt;br /&gt;
Doctors with the appropriate skill can use [[Medicine]] to effectively stabilize a dying player provided they are able to arrive in time and perform their medical procedure uninterrupted.&lt;br /&gt;
&lt;br /&gt;
Death from any means leaves evidence for investigations performed with [[Forensics]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Illness,_Injury_%26_Death&amp;diff=2229</id>
		<title>Illness, Injury &amp; Death</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Illness,_Injury_%26_Death&amp;diff=2229"/>
		<updated>2026-08-07T15:01:31Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Generally, common sense should prevent you from suffering the vast majority of perils lurking on the periphery.&lt;br /&gt;
&lt;br /&gt;
When a player reaches 0 Hit Points, they are not killed like in normal Ultima Online- they are knocked unconscious. Knocked Out players will be immobile on the ground while they recover (and may fire a [[Rocket Flare]] if they have one), and will be able to stand back up after 60 seconds. Players who are Knocked Out multiple times within a 15 minutes will receive an Injury. &lt;br /&gt;
&lt;br /&gt;
If you are Knocked Out by another player, they may choose to inflict a Mortal Wound upon you. Doing so will start a 5 minute timer in which a [[Doctor]] can render aid, after which you will be subject to Permanent Death. Players may also choose to inflict Permanent Injuries instead of Mortal Injuries.&lt;br /&gt;
&lt;br /&gt;
All players can sustain Three Permanent injuries before they are subject to permanent death, losing an eye, hand, and leg. When a player succumbs to a mortal injury, either through hostile player action, environment, or illness, they will be teleported to the nearest NPC medical facility missing a random eye or limb. Once this has happened three times, players will permanently die and return to character creation.&lt;br /&gt;
&lt;br /&gt;
=Illness=&lt;br /&gt;
&lt;br /&gt;
Failing to regulate [[Temperature]], or neglecting your characters [[Hunger, Thirst &amp;amp; Nutrition]] can result in contracting an illness.&lt;br /&gt;
&lt;br /&gt;
=Injuries=&lt;br /&gt;
&lt;br /&gt;
Failing to treat severe injuries in a timely manner may cause it to turn into a lethal injury - meaning that it must either be treated in perpetuity, or a doctor must perform an [[Amputation]], which will remove the injury entirely at the cost of removing the afflicted extremity.&lt;br /&gt;
&lt;br /&gt;
=Death=&lt;br /&gt;
&lt;br /&gt;
Permanent death means your character is dead, and all of your items and property will be lost. All of your skills higher than 75 will be dropped to 75, and your adjusted skill total will be available to freely invest in any skills up to 75 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP can be contentious, thus [[Region Safety]] mechanics inform you at all times the threat of escalation available to you in a conflict. Additionally, in choosing to engage in PvP another player, you should expect equal response from them and their friends. We recommend you review [[Server Rules]] before you ever decide to get spicy.&lt;br /&gt;
&lt;br /&gt;
Doctors with the appropriate skill can use [[Medicine]] to effectively stabilize a dying player provided they are able to arrive in time and perform their medical procedure uninterrupted.&lt;br /&gt;
&lt;br /&gt;
Death from any means leaves evidence for investigations performed with [[Forensics]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Illness,_Injury_%26_Death&amp;diff=2228</id>
		<title>Illness, Injury &amp; Death</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Illness,_Injury_%26_Death&amp;diff=2228"/>
		<updated>2026-08-07T15:00:23Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Generally, common sense should prevent you from suffering the vast majority of perils lurking on the periphery.&lt;br /&gt;
&lt;br /&gt;
When a player reaches 0 Hit Points, they are not killed like in normal Ultima Online- they are knocked unconscious. Knocked Out players will be immobile on the ground while they recover (and may fire a [[Rocket Flare]] if they have one), and will be able to stand back up after 60 seconds. Players who are Knocked Out multiple times within a 15 minutes will receive an Injury. &lt;br /&gt;
&lt;br /&gt;
If you are Knocked Out by another player, they may choose to inflict a Mortal Wound upon you. Doing so will start a 5 minute timer in which a [[Doctor]] can render aid, after which you will be subject to Permanent Death.&lt;br /&gt;
&lt;br /&gt;
All players can sustain Three Permanent injuries before they are subject to permanent death, losing an eye, hand, and leg. When a player succumbs to a mortal injury, either through hostile player action, environment, or illness, they will be teleported to the nearest NPC medical facility missing a random eye or limb. Once this has happened three times, players will permanently die and return to character creation.&lt;br /&gt;
&lt;br /&gt;
=Illness=&lt;br /&gt;
&lt;br /&gt;
Failing to regulate [[Temperature]], or neglecting your characters [[Hunger, Thirst &amp;amp; Nutrition]] can result in contracting an illness.&lt;br /&gt;
&lt;br /&gt;
=Injuries=&lt;br /&gt;
&lt;br /&gt;
Failing to treat severe injuries in a timely manner may cause it to turn into a lethal injury - meaning that it must either be treated in perpetuity, or a doctor must perform an [[Amputation]], which will remove the injury entirely at the cost of removing the afflicted extremity.&lt;br /&gt;
&lt;br /&gt;
=Death=&lt;br /&gt;
&lt;br /&gt;
Permanent death means your character is dead, and all of your items and property will be lost. All of your skills higher than 75 will be dropped to 75, and your adjusted skill total will be available to freely invest in any skills up to 75 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP can be contentious, thus [[Region Safety]] mechanics inform you at all times the threat of escalation available to you in a conflict. Additionally, in choosing to engage in PvP another player, you should expect equal response from them and their friends. We recommend you review [[Server Rules]] before you ever decide to get spicy.&lt;br /&gt;
&lt;br /&gt;
Doctors with the appropriate skill can use [[Medicine]] to effectively stabilize a dying player provided they are able to arrive in time and perform their medical procedure uninterrupted.&lt;br /&gt;
&lt;br /&gt;
Death from any means leaves evidence for investigations performed with [[Forensics]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Drugs_%26_Addiction&amp;diff=2227</id>
		<title>Drugs &amp; Addiction</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Drugs_%26_Addiction&amp;diff=2227"/>
		<updated>2026-08-07T12:11:11Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We have split drugs into two broad categories, and within those categories further split them into more specific ones.&lt;br /&gt;
&lt;br /&gt;
=Common Intoxicants=&lt;br /&gt;
&lt;br /&gt;
While we recognize that these drugs are actually addictive and can be quite damaging in real life, for purposes of gameplay and to represent the attitudes of the time, we are having them be more or less purely beneficial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alcohol&#039;&#039;&#039; - Restores [[Resolve]] and a small amount of [[Fatigue]], also acts as a source of [[Food, Drink, and Nutrition]].&lt;br /&gt;
*&#039;&#039;&#039;Tobacco&#039;&#039;&#039; - Restores Fatigue&lt;br /&gt;
*&#039;&#039;&#039;Coffee, Tea, and Soda&#039;&#039;&#039; - Restores Fatigue&lt;br /&gt;
&lt;br /&gt;
You may only regain 100 total Fatigue every 60 minutes through consuming substances of any type.&lt;br /&gt;
&lt;br /&gt;
=Hard Drugs=&lt;br /&gt;
&lt;br /&gt;
Hard Drugs are split into two categories: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stimulants&#039;&#039;&#039; (Cocaine and Amphetamine analogs) - Raises your total Max [[Stamina]] while in effect and increase your passive Fatigue regeneration.&lt;br /&gt;
*&#039;&#039;&#039;Depressants&#039;&#039;&#039; (Opiates and Barbiturate analogs) - Raises your total Max [[Focus]] while offsetting the effects of negative [[Sanity]]&lt;br /&gt;
&lt;br /&gt;
Hard drugs are subject to &#039;&#039;&#039;Addiction&#039;&#039;&#039; mechanics. When you consume drugs, your level of addiction increases, and will slowly decrease over time. Your addiction level is subtracted from your intoxicant level of that drug. As the effects of a drug wear off and your total intoxicant level dips below of that of your addiction level, you may incur decreases to your corresponding max Stat levels.&lt;br /&gt;
&lt;br /&gt;
Consuming too much of a drug category puts you at risk of &#039;&#039;&#039;Overdose&#039;&#039;&#039;, which may be [[Fatal]] if not treated by a [[Doctor]]. Consuming more of the offending substance before the effects of the medical treatment subside will immediately result in a relapsed overdose that can not be treated.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Music_Theory&amp;diff=2164</id>
		<title>Music Theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Music_Theory&amp;diff=2164"/>
		<updated>2026-07-28T14:57:47Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MusicTheoryIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Restful Sonata:&#039;&#039;&#039; Passive Aura; Restores 1 Resolve every 10 seconds, 5 resolve per second if in a Rest Area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Melodic Focus:&#039;&#039;&#039; Passive Aura, Self Only; Restores own Focus by 6 every 10 seconds. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Harmonious Rest:&#039;&#039;&#039; Passive Aura; Restores 1 fatigue of each listener every 10 seconds, up to 100 Fatigue every 3 hours. Can not use on self.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Music Composition:&#039;&#039;&#039; You can now compose custom music compositions using sheet music, works for any instrument.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
==Piano Notes Available==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| C Major&lt;br /&gt;
| C1&lt;br /&gt;
| D1&lt;br /&gt;
| E1&lt;br /&gt;
| F1&lt;br /&gt;
| G1&lt;br /&gt;
| A1&lt;br /&gt;
| B1&lt;br /&gt;
|-&lt;br /&gt;
| G Major&lt;br /&gt;
| G1&lt;br /&gt;
| A1&lt;br /&gt;
| B1&lt;br /&gt;
| C2&lt;br /&gt;
| D2&lt;br /&gt;
| E2&lt;br /&gt;
| Fs2&lt;br /&gt;
|-&lt;br /&gt;
| D Major&lt;br /&gt;
| D2&lt;br /&gt;
| E2&lt;br /&gt;
| Fs2&lt;br /&gt;
| G2&lt;br /&gt;
| A2&lt;br /&gt;
| B2&lt;br /&gt;
| Cs3&lt;br /&gt;
|-&lt;br /&gt;
| A Major&lt;br /&gt;
| A2&lt;br /&gt;
| B2&lt;br /&gt;
| Cs3&lt;br /&gt;
| D3&lt;br /&gt;
| E3&lt;br /&gt;
| Fs3&lt;br /&gt;
| Gs3&lt;br /&gt;
|-&lt;br /&gt;
| E Major&lt;br /&gt;
| E3&lt;br /&gt;
| Fs3&lt;br /&gt;
| Gs3&lt;br /&gt;
| A3&lt;br /&gt;
| B3&lt;br /&gt;
| Cs4&lt;br /&gt;
| Ds4&lt;br /&gt;
|-&lt;br /&gt;
| B Major&lt;br /&gt;
| B3&lt;br /&gt;
| Cs4&lt;br /&gt;
| Ds4&lt;br /&gt;
| E4&lt;br /&gt;
| Fs4&lt;br /&gt;
| Gs4&lt;br /&gt;
| As4&lt;br /&gt;
|-&lt;br /&gt;
| F# Major&lt;br /&gt;
| Fs4&lt;br /&gt;
| Gs4&lt;br /&gt;
| As4&lt;br /&gt;
| B4&lt;br /&gt;
| Cs5&lt;br /&gt;
| Ds5&lt;br /&gt;
| F5&lt;br /&gt;
|-&lt;br /&gt;
| F Major&lt;br /&gt;
| F4&lt;br /&gt;
| G4&lt;br /&gt;
| A4&lt;br /&gt;
| Bb4&lt;br /&gt;
| C5&lt;br /&gt;
| D5&lt;br /&gt;
| E5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Passive Abilities==&lt;br /&gt;
&lt;br /&gt;
Abilities marked as &amp;quot;Passive&amp;quot; require you to be actively playing a song with an instrument. Only one can be active at a time.&lt;br /&gt;
&lt;br /&gt;
While playing, the benefits of the passive ability will be felt every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Music_Theory&amp;diff=2163</id>
		<title>Music Theory</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Music_Theory&amp;diff=2163"/>
		<updated>2026-07-28T14:56:40Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MusicTheoryIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Restful Sonata:&#039;&#039;&#039; Passive Aura; Restores 1 Resolve every 10 seconds, 5 resolve per second if in a Rest Area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Melodic Focus:&#039;&#039;&#039; Passive Aura, Self Only; Restores own Focus by 6 every 10 seconds. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Harmonious Rest:&#039;&#039;&#039; Passive Aura; Restores up to 100 fatigue if in a Rest Area. Can only be affected by this ability once every three hours. Can not use on self.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Music Composition:&#039;&#039;&#039; You can now compose custom music compositions using sheet music, works for any instrument.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
==Piano Notes Available==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| C Major&lt;br /&gt;
| C1&lt;br /&gt;
| D1&lt;br /&gt;
| E1&lt;br /&gt;
| F1&lt;br /&gt;
| G1&lt;br /&gt;
| A1&lt;br /&gt;
| B1&lt;br /&gt;
|-&lt;br /&gt;
| G Major&lt;br /&gt;
| G1&lt;br /&gt;
| A1&lt;br /&gt;
| B1&lt;br /&gt;
| C2&lt;br /&gt;
| D2&lt;br /&gt;
| E2&lt;br /&gt;
| Fs2&lt;br /&gt;
|-&lt;br /&gt;
| D Major&lt;br /&gt;
| D2&lt;br /&gt;
| E2&lt;br /&gt;
| Fs2&lt;br /&gt;
| G2&lt;br /&gt;
| A2&lt;br /&gt;
| B2&lt;br /&gt;
| Cs3&lt;br /&gt;
|-&lt;br /&gt;
| A Major&lt;br /&gt;
| A2&lt;br /&gt;
| B2&lt;br /&gt;
| Cs3&lt;br /&gt;
| D3&lt;br /&gt;
| E3&lt;br /&gt;
| Fs3&lt;br /&gt;
| Gs3&lt;br /&gt;
|-&lt;br /&gt;
| E Major&lt;br /&gt;
| E3&lt;br /&gt;
| Fs3&lt;br /&gt;
| Gs3&lt;br /&gt;
| A3&lt;br /&gt;
| B3&lt;br /&gt;
| Cs4&lt;br /&gt;
| Ds4&lt;br /&gt;
|-&lt;br /&gt;
| B Major&lt;br /&gt;
| B3&lt;br /&gt;
| Cs4&lt;br /&gt;
| Ds4&lt;br /&gt;
| E4&lt;br /&gt;
| Fs4&lt;br /&gt;
| Gs4&lt;br /&gt;
| As4&lt;br /&gt;
|-&lt;br /&gt;
| F# Major&lt;br /&gt;
| Fs4&lt;br /&gt;
| Gs4&lt;br /&gt;
| As4&lt;br /&gt;
| B4&lt;br /&gt;
| Cs5&lt;br /&gt;
| Ds5&lt;br /&gt;
| F5&lt;br /&gt;
|-&lt;br /&gt;
| F Major&lt;br /&gt;
| F4&lt;br /&gt;
| G4&lt;br /&gt;
| A4&lt;br /&gt;
| Bb4&lt;br /&gt;
| C5&lt;br /&gt;
| D5&lt;br /&gt;
| E5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Passive Abilities==&lt;br /&gt;
&lt;br /&gt;
Abilities marked as &amp;quot;Passive&amp;quot; require you to be actively playing a song with an instrument. Only one can be active at a time.&lt;br /&gt;
&lt;br /&gt;
While playing, the benefits of the passive ability will be felt every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=2078</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=2078"/>
		<updated>2026-07-13T13:49:58Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon attachments are limited-use items that can be applied to weapons. Every hit landed with a weapon with applied attachments has an increased chance for the weapon to be damaged, with additional attachments increasing that chance. Higher quality weapons may have one &amp;quot;free&amp;quot; attachment per level of quality that does not incur the additional damage, in addition to a larger durability pool that can absorb damage.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
*Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%&lt;br /&gt;
*Basket Hilt (All Non-Pugilism) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - 5% damage increase&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - 3% damage increase&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
*Leather Grip Wrap (All-non Pugilism, all firearms) - 1% Swing Speed Increase&lt;br /&gt;
*Fur Handle - 3 Cold Resist&lt;br /&gt;
*Knuckle Spikes (Pugilism) - 5% damage increase&lt;br /&gt;
*Electro-Coil Adapter (all piercing) - 50% Energy Damage&lt;br /&gt;
*Hydraulic Shock Booster (all bludgeoning) - 5% damage increase&lt;br /&gt;
*Thermal Conductive Edge (all bladed) - 50% Fire damage&lt;br /&gt;
*Spring-Loaded Grip (All Piercing) - 5% Swing Speed Increase&lt;br /&gt;
*Electro-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Balanced Stock (Rifles/Shotgns) - HCI 3%&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Muzzle Choke (Shotguns) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Reload Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Reload Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Reload Speed Increase&lt;br /&gt;
*Magnetic Recoil Dampener (all firearms and bows) - 5% HCI&lt;br /&gt;
*Voltaic Shot Capacitor (all firearms) - 25% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows-&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
*Fire Arrow - 50% Fire&lt;br /&gt;
&lt;br /&gt;
==Special Firearm Ammo==&lt;br /&gt;
*Incendiary Ammo (Rifle, Pistol Shotgun) - 25% Fire&lt;br /&gt;
*Tracer Ammo (Rifle, Pistol Shotgun) - 5% HCI&lt;br /&gt;
*Buck and Ball Ammo (Musket) - +1 Base Damage&lt;br /&gt;
&lt;br /&gt;
==Melee Poisons, Toxins, and Coatings==&lt;br /&gt;
&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
&lt;br /&gt;
*Pyrokinetic Catalyst Oil - 25% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=2076</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=2076"/>
		<updated>2026-07-13T13:38:34Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon attachments are limited-use items that can be applied to weapons. Every hit landed with a weapon with applied attachments has an increased chance for the weapon to be damaged, with additional attachments increasing that chance. Higher quality weapons may have one &amp;quot;free&amp;quot; attachment per level of quality that does not incur the additional damage, in addition to a larger durability pool that can absorb damage.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
*Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%&lt;br /&gt;
*Basket Hilt (All Non-Pugilism) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - 5% damage increase&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - 3% damage increase&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
*Leather Grip Wrap (All-non Pugilism, all firearms) - 1% Swing Speed Increase&lt;br /&gt;
*Fur Handle - 3 Cold Resist&lt;br /&gt;
*Knuckle Spikes (Pugilism) - 5% damage increase&lt;br /&gt;
*Electro-Coil Adapter (all piercing) - 50% Energy Damage&lt;br /&gt;
*Hydraulic Shock Booster (all bludgeoning) - 5% damage increase&lt;br /&gt;
*Thermal Conductive Edge (all bladed) - 50% Fire damage&lt;br /&gt;
*Spring-Loaded Grip (All Piercing) - 5% Swing Speed Increase&lt;br /&gt;
*Electro-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Balanced Stock (Rifles/Shotgns) - HCI 3%&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Muzzle Choke (Shotguns) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Reload Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Reload Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Reload Speed Increase&lt;br /&gt;
*Magnetic Recoil Dampener (all firearms and bows) - 5% HCI&lt;br /&gt;
*Voltaic Shot Capacitor (all firearms) - 25% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows-&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
*Fire Arrow - 50% Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Poisons, Toxins, and Coatings==&lt;br /&gt;
&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
&lt;br /&gt;
*Pyrokinetic Catalyst Oil - 25% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Dog&amp;diff=2073</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Dog&amp;diff=2073"/>
		<updated>2026-07-09T16:20:49Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players may select Canine Companion as an Adaptation. Doing so, your character will start with a Dog Controller and 25 skill points in the Animal Handling skill. Animal Handling can only be used by, and is only used for, controlling pet dogs. Dogs are invulnerable and do not engage in combat directly. They are meant to function as a RP prop for your character, and give you some limited utility if you choose to invest in Animal Handling. Your dog will be KO&#039;d when you are, and will not permanently die in any circumstance.&lt;br /&gt;
&lt;br /&gt;
== Canine Abilities ==&lt;br /&gt;
&lt;br /&gt;
Focus is consumed when having your dog perform abilities. Your dog must be fed, or will not perform abilities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bite&#039;&#039;&#039; - Your dog will run out and bite an enemy. Damage scales with Animal Handling.&lt;br /&gt;
* &#039;&#039;&#039;Fetch&#039;&#039;&#039; - Have your dog run to and bring back a non-locked down item on the ground.&lt;br /&gt;
* &#039;&#039;&#039;Growl&#039;&#039;&#039; - Your target will drop its current attack target.&lt;br /&gt;
* &#039;&#039;&#039;Guard&#039;&#039;&#039; - Players stealthing within a skill-scalable radius of your pet will be automatically revealed, regardless of if players are looking at them.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Dog&amp;diff=2072</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Dog&amp;diff=2072"/>
		<updated>2026-07-09T16:19:39Z</updated>

		<summary type="html">&lt;p&gt;Arven: Created page with &amp;quot;Players may select Canine Companion as an Adaptation. Doing so, your character will start with a Dog Controller and 25 skill points in the Animal Handling skill. Animal Handling can only be used by, and is only used for, controlling pet dogs. Dogs are invulnerable and do not engage in combat directly. They are meant to function as a RP prop for your character, and give you some limited utility if you choose to invest in Animal Handling.  == Canine Abilities ==  Focus is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players may select Canine Companion as an Adaptation. Doing so, your character will start with a Dog Controller and 25 skill points in the Animal Handling skill. Animal Handling can only be used by, and is only used for, controlling pet dogs. Dogs are invulnerable and do not engage in combat directly. They are meant to function as a RP prop for your character, and give you some limited utility if you choose to invest in Animal Handling.&lt;br /&gt;
&lt;br /&gt;
== Canine Abilities ==&lt;br /&gt;
&lt;br /&gt;
Focus is consumed when having your dog perform abilities. Your dog must be fed, or will not perform abilities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bite&#039;&#039;&#039; - Your dog will run out and bite an enemy. Damage scales with Animal Handling.&lt;br /&gt;
* &#039;&#039;&#039;Fetch&#039;&#039;&#039; - Have your dog run to and bring back a non-locked down item on the ground.&lt;br /&gt;
* &#039;&#039;&#039;Growl&#039;&#039;&#039; - Your target will drop its current attack target.&lt;br /&gt;
* &#039;&#039;&#039;Guard&#039;&#039;&#039; - Players stealthing within a skill-scalable radius of your pet will be automatically revealed, regardless of if players are looking at them.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Tracking&amp;diff=2027</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Tracking&amp;diff=2027"/>
		<updated>2026-06-30T14:13:11Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Tracking.png| left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A skilled tracker reads the land like a book, following the trail of their quarry through the smallest of signs. With [[Trapmaking Tools]] they lay clever snares to catch their next meal or, when danger prowls too close, to trap even the fiercest of foes in the heat of battle. Tracking distances are *significantly* higher than in standard Ultima Online, scaling with skill up to hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
Additionally, trackers can also determine changes to the landscape after intense storms and approximate locations of [[Points of Interest]] for a more precise expedition.&lt;br /&gt;
&lt;br /&gt;
Tracking is disabled during [[Storms]], except for players with 100.0 skill who will be able to track at 10% of the normal range.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Trapmaking:&#039;&#039;&#039; Using trapmaking tools, you can construct basic snares to set and catch small prey animals. One trap can be set at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Improved Trapmaking:&#039;&#039;&#039; Can set up one additional trap at a time for a total of 2, and gain a 10% Chance of recovering the trap after use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) The Most Dangerous Game:&#039;&#039;&#039; Trapmaking tools now allow the construction of traps for use on humans and animals in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master Trapper:&#039;&#039;&#039; Can set one additional trap at a time for a total of 4, and gain a 60% Chance of recovering the trap after use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Traps=&lt;br /&gt;
After crafting or purchasing traps using [[Trapmaking Tools]], double click the trap you would like to use. Snares can be used in any area, but the type of prey caught will be determined by the surroundings. Rat Traps may be used to catch live rats for [[Rat Breeding]]. Lobster Traps from [[Fishing]] count as traps and function the same way as snares, and a wise fisherman has some tracking ability in order to be able to remember the location of multiple lobster traps.&lt;br /&gt;
&lt;br /&gt;
When deployed, a trap will show its completion percentage and only be visible and accessible to its owner, having caught something when it reaches 100%. Tracking skill determines the speed at which things are caught, taking up to a real life day to catch something. Traps will stay in-game for 7 days, after which they will become visible and accessible by anyone for 24 hours before being deleted.&lt;br /&gt;
&lt;br /&gt;
You may also track your own traps from the Tracking skill menu if you happen to forget their location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat traps may only be used in Unsafe or Dangerous areas, and will be automatically deleted if not triggered or recovered after 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Tracking&amp;diff=2026</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Tracking&amp;diff=2026"/>
		<updated>2026-06-30T14:12:41Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Tracking.png| left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A skilled tracker reads the land like a book, following the trail of their quarry through the smallest of signs. With [[Trapmaking Tools]] they lay clever snares to catch their next meal or, when danger prowls too close, to trap even the fiercest of foes in the heat of battle. Tracking distances are *significantly* higher than in standard Ultima Online.&lt;br /&gt;
&lt;br /&gt;
Additionally, trackers can also determine changes to the landscape after intense storms and approximate locations of [[Points of Interest]] for a more precise expedition.&lt;br /&gt;
&lt;br /&gt;
Tracking is disabled during [[Storms]], except for players with 100.0 skill who will be able to track at 10% of the normal range.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Trapmaking:&#039;&#039;&#039; Using trapmaking tools, you can construct basic snares to set and catch small prey animals. One trap can be set at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Improved Trapmaking:&#039;&#039;&#039; Can set up one additional trap at a time for a total of 2, and gain a 10% Chance of recovering the trap after use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) The Most Dangerous Game:&#039;&#039;&#039; Trapmaking tools now allow the construction of traps for use on humans and animals in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master Trapper:&#039;&#039;&#039; Can set one additional trap at a time for a total of 4, and gain a 60% Chance of recovering the trap after use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Traps=&lt;br /&gt;
After crafting or purchasing traps using [[Trapmaking Tools]], double click the trap you would like to use. Snares can be used in any area, but the type of prey caught will be determined by the surroundings. Rat Traps may be used to catch live rats for [[Rat Breeding]]. Lobster Traps from [[Fishing]] count as traps and function the same way as snares, and a wise fisherman has some tracking ability in order to be able to remember the location of multiple lobster traps.&lt;br /&gt;
&lt;br /&gt;
When deployed, a trap will show its completion percentage and only be visible and accessible to its owner, having caught something when it reaches 100%. Tracking skill determines the speed at which things are caught, taking up to a real life day to catch something. Traps will stay in-game for 7 days, after which they will become visible and accessible by anyone for 24 hours before being deleted.&lt;br /&gt;
&lt;br /&gt;
You may also track your own traps from the Tracking skill menu if you happen to forget their location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat traps may only be used in Unsafe or Dangerous areas, and will be automatically deleted if not triggered or recovered after 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Tracking&amp;diff=2025</id>
		<title>Tracking</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Tracking&amp;diff=2025"/>
		<updated>2026-06-30T14:11:59Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Tracking.png| left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A skilled tracker reads the land like a book, following the trail of their quarry through the smallest of signs. With [[Trapmaking Tools]] they lay clever snares to catch their next meal or, when danger prowls too close, to trap even the fiercest of foes in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
Additionally, trackers can also determine changes to the landscape after intense storms and approximate locations of [[Points of Interest]] for a more precise expedition.&lt;br /&gt;
&lt;br /&gt;
Tracking is disabled during [[Storms]], except for players with 100.0 skill who will be able to track at 10% of the normal range.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Trapmaking:&#039;&#039;&#039; Using trapmaking tools, you can construct basic snares to set and catch small prey animals. One trap can be set at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Improved Trapmaking:&#039;&#039;&#039; Can set up one additional trap at a time for a total of 2, and gain a 10% Chance of recovering the trap after use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) The Most Dangerous Game:&#039;&#039;&#039; Trapmaking tools now allow the construction of traps for use on humans and animals in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master Trapper:&#039;&#039;&#039; Can set one additional trap at a time for a total of 4, and gain a 60% Chance of recovering the trap after use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Traps=&lt;br /&gt;
After crafting or purchasing traps using [[Trapmaking Tools]], double click the trap you would like to use. Snares can be used in any area, but the type of prey caught will be determined by the surroundings. Rat Traps may be used to catch live rats for [[Rat Breeding]]. Lobster Traps from [[Fishing]] count as traps and function the same way as snares, and a wise fisherman has some tracking ability in order to be able to remember the location of multiple lobster traps.&lt;br /&gt;
&lt;br /&gt;
When deployed, a trap will show its completion percentage and only be visible and accessible to its owner, having caught something when it reaches 100%. Tracking skill determines the speed at which things are caught, taking up to a real life day to catch something. Traps will stay in-game for 7 days, after which they will become visible and accessible by anyone for 24 hours before being deleted.&lt;br /&gt;
&lt;br /&gt;
You may also track your own traps from the Tracking skill menu if you happen to forget their location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat traps may only be used in Unsafe or Dangerous areas, and will be automatically deleted if not triggered or recovered after 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2009</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2009"/>
		<updated>2026-06-08T20:49:42Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Hunger, Thirst and Nutrition will not decay more than 20% below their Zero/Neutral state while you are Offline, so you should never go log out Satiated and log back in Starving.&lt;br /&gt;
&lt;br /&gt;
While a High/Positive Hunger value gives you bonus effects, it is important to note that you do not receive any penalty from Low/Negative Hunger, Thirst, or Nutrition unless they are completely neglected and are left to decay to the lowest possible level, at which time you may begin to suffer from Starvation or Dehydration. Consumable food and drink provides a bonus, and not engaging with them to their fullest should be seen as opportunity cost, not a penalty.&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2008</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2008"/>
		<updated>2026-06-08T20:49:31Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Hunger, Thirst and Nutrition do not decay more than 20% below their Zero/Neutral state while you are Offline, so you should never go log out Satiated and log back in Starving.&lt;br /&gt;
&lt;br /&gt;
While a High/Positive Hunger value gives you bonus effects, it is important to note that you do not receive any penalty from Low/Negative Hunger, Thirst, or Nutrition unless they are completely neglected and are left to decay to the lowest possible level, at which time you may begin to suffer from Starvation or Dehydration. Consumable food and drink provides a bonus, and not engaging with them to their fullest should be seen as opportunity cost, not a penalty.&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2007</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2007"/>
		<updated>2026-06-08T20:49:10Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Hunger, Thirst and Nutrition do not decay more than 20% below their Zero/Neutral state while you are Offline, so you should never go offline Satiated and wake up Starving.&lt;br /&gt;
&lt;br /&gt;
While a High/Positive Hunger value gives you bonus effects, it is important to note that you do not receive any penalty from Low/Negative Hunger, Thirst, or Nutrition unless they are completely neglected and are left to decay to the lowest possible level, at which time you may begin to suffer from Starvation or Dehydration. Consumable food and drink provides a bonus, and not engaging with them to their fullest should be seen as opportunity cost, not a penalty.&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2006</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2006"/>
		<updated>2026-06-08T20:49:01Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Hunger, Thirst and Nutrition do not decay more than 20% below their Zero/Neutral state while Offline, so you should never go offline Satiated and wake up Starving.&lt;br /&gt;
&lt;br /&gt;
While a High/Positive Hunger value gives you bonus effects, it is important to note that you do not receive any penalty from Low/Negative Hunger, Thirst, or Nutrition unless they are completely neglected and are left to decay to the lowest possible level, at which time you may begin to suffer from Starvation or Dehydration. Consumable food and drink provides a bonus, and not engaging with them to their fullest should be seen as opportunity cost, not a penalty.&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2005</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2005"/>
		<updated>2026-06-08T20:48:46Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Hunger, Thirst and Nutrition do not decay more than 20% below their Zero/Neutral state while offline, so you should never go offline Satiated and wake up Starving.&lt;br /&gt;
&lt;br /&gt;
While a High/Positive Hunger value gives you bonus effects, it is important to note that you do not receive any penalty from Low/Negative Hunger, Thirst, or Nutrition unless they are completely neglected and are left to decay to the lowest possible level, at which time you may begin to suffer from Starvation or Dehydration. Consumable food and drink provides a bonus, and not engaging with them to their fullest should be seen as opportunity cost, not a penalty.&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2004</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2004"/>
		<updated>2026-06-08T20:45:05Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Hunger, Thirst and Nutrition do not decay more than 20% below their Zero/Neutral state while offline, so you should never go offline Satisfied and wake up Starving.&lt;br /&gt;
&lt;br /&gt;
While a High/Positive Hunger value gives you bonus effects, it is important to note that you do not receive any penalty from Low/Negative Hunger, Thirst, or Nutrition unless they are completely neglected and are left to decay to the lowest possible level, at which time you may begin to suffer from Starvation or Dehydration. Consumable food and drink provides a bonus, and not engaging with them to their fullest should be seen as opportunity cost, not a penalty.&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Sick&amp;diff=2003</id>
		<title>Sick</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Sick&amp;diff=2003"/>
		<updated>2026-06-08T20:37:27Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Illness, Injury &amp;amp; Death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Illness, Injury &amp;amp; Death]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Doctors&amp;diff=2002</id>
		<title>Doctors</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Doctors&amp;diff=2002"/>
		<updated>2026-06-08T20:37:06Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Medicine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Medicine]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Chemist&amp;diff=2001</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Chemist&amp;diff=2001"/>
		<updated>2026-06-08T20:36:54Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Chemistry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Chemistry]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Injuries&amp;diff=2000</id>
		<title>Injuries</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Injuries&amp;diff=2000"/>
		<updated>2026-06-08T20:36:41Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Illness, Injury &amp;amp; Death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Illness, Injury &amp;amp; Death]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Addiction&amp;diff=1999</id>
		<title>Addiction</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Addiction&amp;diff=1999"/>
		<updated>2026-06-08T20:36:18Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Drugs &amp;amp; Addiction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Drugs &amp;amp; Addiction]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Adaptation&amp;diff=1998</id>
		<title>Adaptation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Adaptation&amp;diff=1998"/>
		<updated>2026-06-08T20:35:47Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Adaptation Traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Adaptation Traits]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst,_and_Nutrition&amp;diff=1997</id>
		<title>Hunger, Thirst, and Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst,_and_Nutrition&amp;diff=1997"/>
		<updated>2026-06-08T20:32:55Z</updated>

		<summary type="html">&lt;p&gt;Arven: Redirected page to Hunger, Thirst &amp;amp; Nutrition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Hunger, Thirst &amp;amp; Nutrition]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Item_Properties&amp;diff=1996</id>
		<title>Item Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Item_Properties&amp;diff=1996"/>
		<updated>2026-06-08T20:31:26Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Items in the game have Properties that determine their effects in [[Custom Crafting]], on consumption, as well as their effects when used to treat [[Injuries]] by [[Doctors]].&amp;lt;br&amp;gt;&lt;br /&gt;
Players have a value between -1000 and 1000 for each Property, with 0 being the neutral baseline. All properties will naturally drift towards 0 over time (with the exceptions of [[Hunger, Thirst, and Nutrition]], which dift towards -1000) unless an Injury, [[Adaptation]], or [[Addiction]] prevents them from doing so. A Positive value in a property generally does Good things, whereas a Negative value generally only does BAD things.&amp;lt;br&amp;gt;&lt;br /&gt;
Properties do not have their exact values displayed, and sometimes may not be visible at all. Positive values will have a &#039;&#039;&#039;plus&#039;&#039;&#039; (+) indicator, and negative values will have a &#039;&#039;&#039;minus&#039;&#039;&#039; (-) indicator. The degree of a value may only be visible to a player with related skills. For example, all players may be able to see that Cocaine is a Stimulant, but a skilled [[Chemist]] may be able to tell at a glance the overall strength of the effects, as well as any secondary effects. Further still, a [[Doctor]] may be able to determine the negative (or positive!) health effects of consuming the drug.&amp;lt;br&amp;gt;&lt;br /&gt;
Properties can be viewed by hovering your mouse pointer over the item. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Primary Properties====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Description&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Positive Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Negative Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunger&#039;&#039;&#039;&lt;br /&gt;
| Raises when food is consumed, drifts down over time&lt;br /&gt;
| Increased Fatigue Regeneration and Injury Recovery&lt;br /&gt;
| Starvation if minimum value is reached.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thirst&#039;&#039;&#039;&lt;br /&gt;
| Raises when drinks are consumed, drifts down over time&lt;br /&gt;
| Increased Fatigue Regeneration&lt;br /&gt;
| Dehydration if minimum value is reached.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nutrition&#039;&#039;&#039;&lt;br /&gt;
| Raises when nutritious food and drinks are consumed, drifts down over time&lt;br /&gt;
| Increased Fatigue Regeneration and Injury Recovery&lt;br /&gt;
| Greatly increases the chance of getting [[Sick]] in cold weather.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Depressant&#039;&#039;&#039;&lt;br /&gt;
| Generally only can be raised by consuming Opiate analogs&lt;br /&gt;
| Raises total Max Focus and can prevent developing Mental Conditions with low Sanity&lt;br /&gt;
| Lowers total Max Focus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stimulant&#039;&#039;&#039;&lt;br /&gt;
| Raised by consuming Cocaine analogs&lt;br /&gt;
| Raises total Max Stamina and Passive Fatigue Regeneration&lt;br /&gt;
| Lowers total Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Illness&#039;&#039;&#039;&lt;br /&gt;
| The overall state of your immune system.&lt;br /&gt;
| None&lt;br /&gt;
| Max Fatigue is reduced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| Your ability to move unhindered by your own body.&lt;br /&gt;
| Maximum Stamina Increased&lt;br /&gt;
| Maximum Stamina Decreased&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pain&#039;&#039;&#039;&lt;br /&gt;
| The level of pain (or lack thereof) you are feeling.&lt;br /&gt;
| Maximum Focus Increased&lt;br /&gt;
| Maximum Focus Decreased&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleed&#039;&#039;&#039;&lt;br /&gt;
| Your blood levels and overall vitality.&lt;br /&gt;
| Maximum Hitpoints Increased&lt;br /&gt;
| Maximum Hitpoints Decreased&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sanity&#039;&#039;&#039;&lt;br /&gt;
| Your overall mental state.&lt;br /&gt;
| None&lt;br /&gt;
| You may develop a [[Mental Condition]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitpoints&#039;&#039;&#039;&lt;br /&gt;
| Instant Hitpoint Modification&lt;br /&gt;
| Regain Hits&lt;br /&gt;
| Lose Hits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stamina&#039;&#039;&#039;&lt;br /&gt;
| Instant [[Stamina]] Modification&lt;br /&gt;
| Regain Stam&lt;br /&gt;
| Lose Stam&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039;&lt;br /&gt;
| Instant [[Focus]] Modification&lt;br /&gt;
| Regain Focus&lt;br /&gt;
| Lose Fous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
| Instant [[Fatigue]] Modification&lt;br /&gt;
| Regain Stam&lt;br /&gt;
| Lose Stam&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are secondary properties that are less common, and are more confined to specific crafting systems or effects. &lt;br /&gt;
====Secondary Properties====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Description&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Positive Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Negative Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vision&#039;&#039;&#039;&lt;br /&gt;
| How clearly you can see. Modifies overall on-screen light level.&lt;br /&gt;
| Night Sight&lt;br /&gt;
| Blindness&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;&lt;br /&gt;
| (Very Temporary) effects to your movement speed. Will only last seconds at best.&lt;br /&gt;
| Increased Run Speed&lt;br /&gt;
| Hobble Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Explosive&#039;&#039;&#039;&lt;br /&gt;
| The explosive volatility of an object.&lt;br /&gt;
| Increased explosive range and damage.&lt;br /&gt;
| Increased explosive range and damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smoke&#039;&#039;&#039;&lt;br /&gt;
| How much smoke is put off when an object is burned.&lt;br /&gt;
| Increased smoke effect duration.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flame&#039;&#039;&#039;&lt;br /&gt;
| The flammability (inflammability?) of a material.&lt;br /&gt;
| Increased burn duration and damage.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vermin&#039;&#039;&#039;&lt;br /&gt;
| The consumable was made using Rats, Bugs, or other unsavory protein sources.&lt;br /&gt;
| None&lt;br /&gt;
| Players with high [[Eloquence]] skill can not consume.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Item_Properties&amp;diff=1995</id>
		<title>Item Properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Item_Properties&amp;diff=1995"/>
		<updated>2026-06-08T20:23:30Z</updated>

		<summary type="html">&lt;p&gt;Arven: Created page with &amp;quot; Items in the game have Properties that determine their effects in Custom Crafting, on consumption, as well as their effects when used to treat Injuries by Doctors.&amp;lt;br&amp;gt; Players have a value between -1000 and 1000 for each Property, with 0 being the neutral baseline. All properties will naturally drift towards 0 over time (with the exceptions of Hunger, Thirst, and Nutrition, which dift towards -1000) unless an Injury, Adaptation, or Addiction prev...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Items in the game have Properties that determine their effects in [[Custom Crafting]], on consumption, as well as their effects when used to treat [[Injuries]] by [[Doctors]].&amp;lt;br&amp;gt;&lt;br /&gt;
Players have a value between -1000 and 1000 for each Property, with 0 being the neutral baseline. All properties will naturally drift towards 0 over time (with the exceptions of [[Hunger, Thirst, and Nutrition]], which dift towards -1000) unless an Injury, [[Adaptation]], or [[Addiction]] prevents them from doing so. A Positive value in a property generally does Good things, whereas a Negative value generally only does BAD things.&amp;lt;br&amp;gt;&lt;br /&gt;
Properties do not have their exact values displayed, and sometimes may not be visible at all. Positive values will have a &#039;&#039;&#039;plus&#039;&#039;&#039; (+) indicator, and negative values will have a &#039;&#039;&#039;minus&#039;&#039;&#039; (-) indicator. The degree of a value may only be visible to a player with related skills. For example, all players may be able to see that Cocaine is a Stimulant, but a skilled [[Chemist]] may be able to tell at a glance the overall strength of the effects, as well as any secondary effects. Further still, a [[Doctor]] may be able to determine the negative (or positive!) health effects of consuming the drug.&amp;lt;br&amp;gt;&lt;br /&gt;
Properties can be viewed by hovering your mouse pointer over the item. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Primary Properties====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Description&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Positive Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
! &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Negative Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunger&#039;&#039;&#039;&lt;br /&gt;
| Raises when food is consumed, drifts down over time&lt;br /&gt;
| Increased Fatigue Regeneration and Injury Recovery&lt;br /&gt;
| Starvation if minimum value is reached.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thirst&#039;&#039;&#039;&lt;br /&gt;
| Raises when drinks are consumed, drifts down over time&lt;br /&gt;
| Increased Fatigue Regeneration&lt;br /&gt;
| Dehydration if minimum value is reached.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nutrition&#039;&#039;&#039;&lt;br /&gt;
| Raises when nutritious food and drinks are consumed, drifts down over time&lt;br /&gt;
| Increased Fatigue Regeneration and Injury Recovery&lt;br /&gt;
| Greatly increases the chance of getting [[Sick]] in cold weather.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Depressant&#039;&#039;&#039;&lt;br /&gt;
| Generally only can be raised by consuming Opiate analogs&lt;br /&gt;
| Raises total Max Focus and can prevent developing Mental Conditions with low Sanity&lt;br /&gt;
| Lowers total Max Focus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stimulant&#039;&#039;&#039;&lt;br /&gt;
| Raised by consuming Cocaine analogs&lt;br /&gt;
| Raises total Max Stamina and Passive Fatigue Regeneration&lt;br /&gt;
| Lowers total Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Illness&#039;&#039;&#039;&lt;br /&gt;
| The overall state of your immune system.&lt;br /&gt;
| None&lt;br /&gt;
| Max Fatigue is reduced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| Your ability to move unhindered by your own body.&lt;br /&gt;
| Maximum Stamina Increased&lt;br /&gt;
| Maximum Stamina Decreased&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pain&#039;&#039;&#039;&lt;br /&gt;
| The level of pain (or lack thereof) you are feeling.&lt;br /&gt;
| Maximum Focus Increased&lt;br /&gt;
| Maximum Focus Decreased&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bleed&#039;&#039;&#039;&lt;br /&gt;
| Your blood levels and overall vitality.&lt;br /&gt;
| Maximum Hitpoints Increased&lt;br /&gt;
| Maximum Hitpoints Decreased&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sanity&#039;&#039;&#039;&lt;br /&gt;
| Your overall mental state.&lt;br /&gt;
| None&lt;br /&gt;
| You may develop a [[Mental Condition]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitpoints&#039;&#039;&#039;&lt;br /&gt;
| Instant Hitpoint Modification&lt;br /&gt;
| Regain Hits&lt;br /&gt;
| Lose Hits&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stamina&#039;&#039;&#039;&lt;br /&gt;
| Instant [[Stamina]] Modification&lt;br /&gt;
| Regain Stam&lt;br /&gt;
| Lose Stam&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039;&lt;br /&gt;
| Instant [[Focus]] Modification&lt;br /&gt;
| Regain Focus&lt;br /&gt;
| Lose Fous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
| Instant [[Fatigue]] Modification&lt;br /&gt;
| Regain Stam&lt;br /&gt;
| Lose Stam&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vision&#039;&#039;&#039;&lt;br /&gt;
| How clearly you can see. Modifies overall on-screen light level.&lt;br /&gt;
| Night Sight&lt;br /&gt;
| Blindness&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed&#039;&#039;&#039;&lt;br /&gt;
| (Very Temporary) effects to your movement speed. Will only last seconds at best.&lt;br /&gt;
| Increased Run Speed&lt;br /&gt;
| Hobble Effect&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1994</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1994"/>
		<updated>2026-06-08T19:29:08Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Character Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is Ultima Online Roleplay server set in an alternate-history in which Earth has frozen over in the late 19th century. Plummeted into an apocalyptic ice age, civilization has collapsed, and in its place a never-ending winter where humanity struggles to survive amidst the unyielding cold.&lt;br /&gt;
&lt;br /&gt;
You cannot save this world. But you can work alongside your fellow survivors to build a new one on the old one&#039;s bones.&lt;br /&gt;
&lt;br /&gt;
This is not a traditional fantasy server. This project draws from alternate history, speculative fiction, and, if you&#039;re unfortunate, weird fiction. Out in the white expanse, the world does not always behave the way it should. Or perhaps it does, and the mind simply plays tricks in the cold.&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting Primer]]&lt;br /&gt;
* [[Beta Playtest Primer]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Download &amp;amp; Installation]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[UO Veteran Guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Disguise &amp;amp; Concealment]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Firearms &amp;amp; Cover]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Item Properties]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[City Development]]&lt;br /&gt;
* [[Job System]]&lt;br /&gt;
* [[Region Maintenance]]&lt;br /&gt;
* [[Region Safety]]&lt;br /&gt;
* [[Rental Property]]&lt;br /&gt;
* [[Storms]]&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Train Stations]]&lt;br /&gt;
* [[Consumable Properties]]&lt;br /&gt;
* [[Agriculture]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Weapon Attachments]]&lt;br /&gt;
* [[Rat Breeding]]&lt;br /&gt;
* [[HTML Writing Guide]]&lt;br /&gt;
* [[Layering Guide]]&lt;br /&gt;
* [[Quality Crafting]]&lt;br /&gt;
* [[Public Market]]&lt;br /&gt;
* [[Player Factions &amp;amp; Turf Wars]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Lore &amp;amp; History=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Society &amp;amp; Classism]]&lt;br /&gt;
* [[Surviving Communities]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Credits &amp;amp; Acknowledgements]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1993</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1993"/>
		<updated>2026-06-08T19:28:45Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Character Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is Ultima Online Roleplay server set in an alternate-history in which Earth has frozen over in the late 19th century. Plummeted into an apocalyptic ice age, civilization has collapsed, and in its place a never-ending winter where humanity struggles to survive amidst the unyielding cold.&lt;br /&gt;
&lt;br /&gt;
You cannot save this world. But you can work alongside your fellow survivors to build a new one on the old one&#039;s bones.&lt;br /&gt;
&lt;br /&gt;
This is not a traditional fantasy server. This project draws from alternate history, speculative fiction, and, if you&#039;re unfortunate, weird fiction. Out in the white expanse, the world does not always behave the way it should. Or perhaps it does, and the mind simply plays tricks in the cold.&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting Primer]]&lt;br /&gt;
* [[Beta Playtest Primer]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Download &amp;amp; Installation]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[UO Veteran Guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Disguise &amp;amp; Concealment]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Firearms &amp;amp; Cover]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Consumables Properties]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[City Development]]&lt;br /&gt;
* [[Job System]]&lt;br /&gt;
* [[Region Maintenance]]&lt;br /&gt;
* [[Region Safety]]&lt;br /&gt;
* [[Rental Property]]&lt;br /&gt;
* [[Storms]]&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Train Stations]]&lt;br /&gt;
* [[Consumable Properties]]&lt;br /&gt;
* [[Agriculture]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Weapon Attachments]]&lt;br /&gt;
* [[Rat Breeding]]&lt;br /&gt;
* [[HTML Writing Guide]]&lt;br /&gt;
* [[Layering Guide]]&lt;br /&gt;
* [[Quality Crafting]]&lt;br /&gt;
* [[Public Market]]&lt;br /&gt;
* [[Player Factions &amp;amp; Turf Wars]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Lore &amp;amp; History=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Society &amp;amp; Classism]]&lt;br /&gt;
* [[Surviving Communities]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Credits &amp;amp; Acknowledgements]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1980</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1980"/>
		<updated>2026-06-08T13:17:05Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[Sheath&#039;&#039;&#039;, &#039;&#039;&#039;[Sling&#039;&#039;&#039;, or &#039;&#039;&#039;[Holster&#039;&#039;&#039; commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready while not making the role-play faux pas of walking around social settings with a sword or gun drawn and pointed at everyone.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1979</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1979"/>
		<updated>2026-06-08T13:16:43Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[Sheath&#039;&#039;&#039;, &#039;&#039;&#039;[Sling&#039;&#039;&#039;, or &#039;&#039;&#039;[Holster&#039;&#039;&#039; commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready will not making the role-play faux pas of walking around social settings with a sword or gun drawn and pointed at everyone.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1978</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1978"/>
		<updated>2026-06-08T13:16:17Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[Sheath&#039;&#039;&#039;, &#039;&#039;&#039;[Sling&#039;&#039;&#039;, or &#039;&#039;&#039;[Holster&#039;&#039;&#039; commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready will not making the role-play faux pas of walking around social settings with a sword or gun drawn pointed at everyone.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1977</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1977"/>
		<updated>2026-06-08T13:15:34Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[Sheath&#039;&#039;&#039; or &#039;&#039;&#039;[Sling&#039;&#039;&#039; commands may be used to sling or sheath your weapon if it has a sling or sheath. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready will not making the role-play faux pas of walking around social settings with a sword or gun drawn pointed at everyone.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1976</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1976"/>
		<updated>2026-06-08T13:00:42Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is Ultima Online Roleplay server set in an alternate-history in which Earth has frozen over in the late 19th century. Plummeted into an apocalyptic ice age, civilization has collapsed, and in its place a never-ending winter where humanity struggles to survive amidst the unyielding cold.&lt;br /&gt;
&lt;br /&gt;
You cannot save this world. But you can work alongside your fellow survivors to build a new one on the old one&#039;s bones.&lt;br /&gt;
&lt;br /&gt;
This is not a traditional fantasy server. This project draws from alternate history, speculative fiction, and, if you&#039;re unfortunate, weird fiction. Out in the white expanse, the world does not always behave the way it should. Or perhaps it does, and the mind simply plays tricks in the cold.&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting Primer]]&lt;br /&gt;
* [[Beta Playtest Primer]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Download &amp;amp; Installation]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[UO Veteran Guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Disguise &amp;amp; Concealment]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Firearms &amp;amp; Cover]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[City Development]]&lt;br /&gt;
* [[Job System]]&lt;br /&gt;
* [[Region Maintenance]]&lt;br /&gt;
* [[Region Safety]]&lt;br /&gt;
* [[Rental Property]]&lt;br /&gt;
* [[Storms]]&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Train Stations]]&lt;br /&gt;
* [[Consumable Properties]]&lt;br /&gt;
* [[Agriculture]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Weapon Attachments]]&lt;br /&gt;
* [[Rat Breeding]]&lt;br /&gt;
* [[HTML Writing Guide]]&lt;br /&gt;
* [[Layering Guide]]&lt;br /&gt;
* [[Quality Crafting]]&lt;br /&gt;
* [[Public Market]]&lt;br /&gt;
* [[Player Factions &amp;amp; Turf Wars]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Lore &amp;amp; History=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Society &amp;amp; Classism]]&lt;br /&gt;
* [[Surviving Communities]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Credits &amp;amp; Acknowledgements]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1975</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1975"/>
		<updated>2026-06-08T13:00:07Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1974</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1974"/>
		<updated>2026-06-08T12:59:52Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, effective range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1973</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1973"/>
		<updated>2026-06-08T12:59:29Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1972</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1972"/>
		<updated>2026-06-08T12:55:19Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1971</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1971"/>
		<updated>2026-06-08T12:55:00Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught, street fighting experience, or the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
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* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
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