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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>2026-08-09T02:00:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<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;
&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=1970</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1970"/>
		<updated>2026-06-08T12:54:35Z</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 or street fighting experience and 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;
&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=1969</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1969"/>
		<updated>2026-06-08T12:54:04Z</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 experience and 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;
&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=1968</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1968"/>
		<updated>2026-06-08T12:53:46Z</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 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 experience and 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;
&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=1967</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1967"/>
		<updated>2026-06-08T12:52:29Z</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 as you raise the skill.&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 experience and 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;
&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=1966</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1966"/>
		<updated>2026-06-08T12:52:12Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Tactics &amp;amp; Weapon Skill */&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 [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&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 experience and 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;
&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=1965</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1965"/>
		<updated>2026-06-08T12:51:52Z</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 [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&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 experience and 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 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;
==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=1964</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1964"/>
		<updated>2026-06-08T12:50:09Z</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 [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&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 experience and 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;
&lt;br /&gt;
&amp;lt;br&amp;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=1963</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1963"/>
		<updated>2026-06-08T12:49:51Z</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 [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&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 experience and 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;
&lt;br /&gt;
&amp;lt;br&amp;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. 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=1962</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1962"/>
		<updated>2026-06-08T12:49:27Z</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 [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&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 experience and 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;
&lt;br /&gt;
&amp;lt;br&amp;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 type have identical damage and speed statistics regardless of their quality. 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=1961</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1961"/>
		<updated>2026-06-08T12:49:02Z</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 [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&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 experience and 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;
&lt;br /&gt;
&amp;lt;br&amp;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 have identical damage and speed statistics regardless of their quality. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
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