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	<id>http://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arven</id>
	<title>UO Icebound - User contributions [en]</title>
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	<updated>2026-05-09T21:29:09Z</updated>
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	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1013</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1013"/>
		<updated>2025-07-19T16:19:08Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* 1881 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and executing the King. The People&#039;s Commune of France is declared.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1871=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1874&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1876=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1878&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1881==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1886&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1887=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1012</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1012"/>
		<updated>2025-07-19T16:18:47Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* 1887 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and executing the King. The People&#039;s Commune of France is declared.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1871=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1874&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1876=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1878&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1881==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1885&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1887=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1011</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1011"/>
		<updated>2025-07-19T16:16:05Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* 1881 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and executing the King. The People&#039;s Commune of France is declared.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1871=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1874&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1876=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1878&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1881==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1885&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1886=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1010</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1010"/>
		<updated>2025-07-19T16:15:33Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* 1885 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and executing the King. The People&#039;s Commune of France is declared.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1871=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1874&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1876=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1878&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1881==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1884&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1886=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Stats&amp;diff=994</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Stats&amp;diff=994"/>
		<updated>2025-06-30T17:34:38Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Character Stats explanation here. Your character can have a total of 225 stat points.&lt;br /&gt;
&lt;br /&gt;
How they&#039;re raised.&lt;br /&gt;
&lt;br /&gt;
How you can control how you gain/lose&lt;br /&gt;
&lt;br /&gt;
Injuries and offensive abilities, and debuffs can hinder your stats as well as your regeneration.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Determines your total Hitpoints, melee damage, and carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Your total Hitpoints are reduced based on your Bleed level.&lt;br /&gt;
&lt;br /&gt;
Hitpoints are (Strength * 3 / 4) + 50 - your bleed modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Determines how much Stamina you have.&lt;br /&gt;
Your max Stamina is reduced based on your Mobility level.&lt;br /&gt;
==Intelligence==&lt;br /&gt;
Determines how much Focus you have.&lt;br /&gt;
Your max Focus is reduced based on your Pain level.&lt;br /&gt;
&lt;br /&gt;
==Stats Regeneration Numbers==&lt;br /&gt;
&lt;br /&gt;
Passive Regeneration Overview&lt;br /&gt;
&lt;br /&gt;
Regeneration can be improved upon using consumables.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Stats&amp;diff=993</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Stats&amp;diff=993"/>
		<updated>2025-06-30T17:17:46Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Character Stats explanation here. Your character can have a total of 225 stat points.&lt;br /&gt;
&lt;br /&gt;
How they&#039;re raised.&lt;br /&gt;
&lt;br /&gt;
How you can control how you gain/lose&lt;br /&gt;
&lt;br /&gt;
Injuries and offensive abilities, and debuffs can hinder your stats as well as your regeneration.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Determines your total Hitpoints, melee damage, and carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Your total Hitpoints are reduced based on your Bleed level.&lt;br /&gt;
&lt;br /&gt;
Hitpoints are Strength / 2 + 50 - your bleed modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Determines how much Stamina you have.&lt;br /&gt;
Your max Stamina is reduced based on your Mobility level.&lt;br /&gt;
==Intelligence==&lt;br /&gt;
Determines how much Focus you have.&lt;br /&gt;
Your max Focus is reduced based on your Pain level.&lt;br /&gt;
&lt;br /&gt;
==Stats Regeneration Numbers==&lt;br /&gt;
&lt;br /&gt;
Passive Regeneration Overview&lt;br /&gt;
&lt;br /&gt;
Regeneration can be improved upon using consumables.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Amputation&amp;diff=951</id>
		<title>Amputation</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Amputation&amp;diff=951"/>
		<updated>2025-06-13T18:51:35Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When players are killed in a PVE scenario (such as from Cold, Disease, or Starvation), they may not necessarily be permanently dead. It is possible to lose a single leg, arm, and eye- so in effect, players will get a second, third, and fourth chance when it comes to PVE death, but be at a greater disadvantage each time. It is understood that your character was somehow rescued and brought back to civilization, but are permanently disabled from the experience. Characters who choose to be missing a limb or eye at character creation will have the initial advantage of more Adaptation Trait points, but will have less &amp;quot;lives&amp;quot; when it comes to PVE death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may also inflict amputation on other players in PVP in lieu of permanently killing the other player if they so choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some diseases and injuries may also only be treated by amputation by a Doctor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible your character to obtain a prosthetic to replace a missing limb, both for cosmetic and mechanical purposes.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=885</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=885"/>
		<updated>2025-06-02T21:14:40Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
Failure to maintain the overall health of your character through consuming food and water will result in death.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=884</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=884"/>
		<updated>2025-06-02T21:14:28Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;br /&gt;
&lt;br /&gt;
== ==&lt;br /&gt;
Failure to maintain the overall health of your character through consuming food and water will result in death.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=883</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=883"/>
		<updated>2025-06-02T21:14:16Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Failure to maintain the overall health of your character through consuming food and water will result in death.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=882</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=882"/>
		<updated>2025-06-02T21:14:01Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* == */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;br /&gt;
&lt;br /&gt;
==&lt;br /&gt;
&lt;br /&gt;
Failure to maintain the overall health of your character through consuming food and water will result in death.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=881</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=881"/>
		<updated>2025-06-02T21:13:51Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;br /&gt;
&lt;br /&gt;
====&lt;br /&gt;
&lt;br /&gt;
Failure to maintain the overall health of your character through consuming food and water will result in death.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=879</id>
		<title>Toughness</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=879"/>
		<updated>2025-06-02T21:11:49Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Toughness.png|left]]More than just thick skin—it&#039;s the will to keep standing when everything else is falling apart.&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%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use [toughness to heal yourself from your resolve pool. Resolve pool is your toughness skill / 10 with a minimum of 10, each heal costs 1 resolve.&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=878</id>
		<title>Toughness</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=878"/>
		<updated>2025-06-02T21:11:30Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Toughness.png|left]]More than just thick skin—it&#039;s the will to keep standing when everything else is falling apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use [toughness to heal yourself from your resolve pool. Resolve pool is your toughness skill / 10 with a minimum of 10, each heal costs 1 resolve.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Prestidigitation&amp;diff=874</id>
		<title>Prestidigitation</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Prestidigitation&amp;diff=874"/>
		<updated>2025-06-02T21:04:23Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Prestidigitation.png| left]]&lt;br /&gt;
&lt;br /&gt;
A trick of the eye, a sleight of hand. Sometimes, the best magic is the one people don’t see coming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ventriloquism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Distraction - Lets you throw your voice or an emote over a non-mobile object while hidden, forcing all NPCs to face the location of your target.&lt;br /&gt;
&lt;br /&gt;
Mimic - make animal noises&lt;br /&gt;
&lt;br /&gt;
Escapeology - 20 focus to clear hobble&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vanishing Act - You vanish in a puff of smoke! For 20 focus you get 2 seconds of stealth that you can&#039;t be revealed from (except by attacking)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=809</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=809"/>
		<updated>2025-03-20T02:42:24Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Ranged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +3 Base Damage&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 Base Damage&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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&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% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing 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 Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 25% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=808</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=808"/>
		<updated>2025-03-19T17:30:01Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +3 Base Damage&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 Base Damage&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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&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;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing 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 Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 25% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=807</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=807"/>
		<updated>2025-03-19T17:29:26Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +3 Base Damage&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 Base Damage&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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&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;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing 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 Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=806</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=806"/>
		<updated>2025-03-19T13:54:38Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +3 Base Damage&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 Base Damage&lt;br /&gt;
*Electro-Coil Adapter (all melee) - 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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&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;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing 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 Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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 - 50% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=805</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=805"/>
		<updated>2025-03-19T13:52:30Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +3 Base Damage&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 Base Damage&lt;br /&gt;
*Electro-Coil Adapter (all melee) - 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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing 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 Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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 - 50% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=804</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=804"/>
		<updated>2025-03-14T18:07:07Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&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 Base Damage&lt;br /&gt;
*Electro-Coil Adapter (all melee) - 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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing 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 Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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 - 50% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=803</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=803"/>
		<updated>2025-03-14T13:11:51Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&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 Base Damage&lt;br /&gt;
*Electro-Coil Adapter (all melee) - 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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Magnetic Recoil Dampener (all firearms) - 5% HCI&lt;br /&gt;
*Voltaic Shot Capacitor (all firearms) - 25% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Special Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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 - 50% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=802</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=802"/>
		<updated>2025-03-14T12:49:54Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&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 Base Damage&lt;br /&gt;
*Electro-Coil Adapter (all melee) - 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;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Magnetic Recoil Dampener (all firearms) - 5% HCI&lt;br /&gt;
&lt;br /&gt;
==Special Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows (Weak through Deadly)&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 - 50% Fire Damage&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=801</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=801"/>
		<updated>2025-03-14T12:16:31Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&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-Wrestling) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 50% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Poisons &amp;amp; Toxins==&lt;br /&gt;
(can be added directly to a melee weapon, or to arrows to create poison arrows which can then be added to a bow/crossbow type weapon)&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;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=800</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=800"/>
		<updated>2025-03-14T03:06:16Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up.&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-Wrestling) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Ammo==&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Poisons &amp;amp; Toxins==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=799</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=799"/>
		<updated>2025-03-14T03:04:55Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Special Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder&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-Wrestling) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Ammo==&lt;br /&gt;
&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Poisons &amp;amp; Toxins==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=798</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=798"/>
		<updated>2025-03-14T03:04:31Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder&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-Wrestling) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Ammo==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=797</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=797"/>
		<updated>2025-03-14T02:57:45Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder&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-Wrestling) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Ammo==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=796</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=796"/>
		<updated>2025-03-14T02:56:41Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder&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-Wrestling) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=795</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=795"/>
		<updated>2025-03-14T02:55:10Z</updated>

		<summary type="html">&lt;p&gt;Arven: Created page with &amp;quot;values need balanced, 5 on everything is placeholder  Melee  Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5% Basket Hilt (All Non-Wrestling) - DCI 5% Whetstone (Bladed and Piercing Weapons) - +5 Base Damage     Ranged  Bayonet (Rifles, Shotguns) - DCI 5% Scope (Rifles) - 5% HCI Gun Oil (all firearms) - 5% Swing Speed Increase Weighted Grip (Pistols) - 5% HCI&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder&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-Wrestling) - DCI 5%&lt;br /&gt;
Whetstone (Bladed and Piercing Weapons) - +5 Base Damage &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged&lt;br /&gt;
&lt;br /&gt;
Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
Scope (Rifles) - 5% HCI&lt;br /&gt;
Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
Weighted Grip (Pistols) - 5% HCI&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=794</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=794"/>
		<updated>2025-03-14T02:42:32Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* World Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Icebound is a roleplay-enforced Ultima Online server set in an alternate history where Earth froze in the late 19th century. Civilization has collapsed, leaving humanity to endure an eternal winter.&lt;br /&gt;
&lt;br /&gt;
No one caused it. Nothing can stop it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those who survived have a chance to rebuild, but it won’t be the world they once knew—only those willing to adapt will shape what comes next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction. Obviously.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 2; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 2; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Social Caste]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
*[[Languages]]&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: 2; 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;
&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: 2; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Surviving Communities]]&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>http://wiki.uoicebound.com/index.php?title=Stealth&amp;diff=774</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Stealth&amp;diff=774"/>
		<updated>2025-01-13T15:40:49Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Stealth.png| left]]&lt;br /&gt;
It is no easy feat to be unseen and unnoticed in a world where nothing stirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running while hidden possible, every step costs Focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hiding while in combat now allowed, normal LOS and distance rules still apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Player no longer has a chance to make footstep sounds when moving while hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum distance while behind another mobile set to Zero.&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Parry&amp;diff=773</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Parry&amp;diff=773"/>
		<updated>2025-01-09T20:37:33Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Parry.png|left]]&lt;br /&gt;
&lt;br /&gt;
Turning defense into an art form, using your enemy’s aggression against them with a flick of the wrist and a twist of fate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Careful Blocking&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage to your weapon from parrying is reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A successful parry costs your opponent 10% of the damage that would have been blocked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=772</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=772"/>
		<updated>2025-01-09T20:27:26Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ranged_Weapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
Why fight up close when you can win from afar? Arrows, bullets, projectiles—precision and distance are your best allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Aim&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Provides a 20% Hit Chance Increase on your next attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Butt Strike&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will attack with the butt of your weapon, swinging until you land a hit and using no ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Moving Shot&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This special move allows firing while on the move. This shot is less accurate than normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Pugilism&amp;diff=771</id>
		<title>Pugilism</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Pugilism&amp;diff=771"/>
		<updated>2025-01-09T20:23:42Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pugilism.png|left]]&lt;br /&gt;
&lt;br /&gt;
Two fists, no waiting. The age-old tradition of settling disputes with a good fisticuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Low Blow&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiates a Bleed attack that deals 5-15 Stamina damage over 4 seconds; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Nerve Strike&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does damage and has a chance to paralyze your opponent for a short time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Disarm&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This special move disarms an opponent, not allowing them to rearm themselves for a short amount of time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Piercing_Weapons&amp;diff=770</id>
		<title>Piercing Weapons</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Piercing_Weapons&amp;diff=770"/>
		<updated>2025-01-09T20:17:54Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Piercing_Weapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
When slicing and smashing won&#039;t do, there&#039;s always stabbing—a more direct approach to conflict resolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Armor Pierce&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon landing an Armor Pierce, 50% of the damage dealt is added as direct damage, with a possibility to damage the target&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Armor Ignore&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next strike ignores the Physical Resistance of the attacked, but cause 90% of the normal damage only.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Impale&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiates a Bleed attack that deals 15-31 direct damage over 10 seconds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Bludgeoning_Weapons&amp;diff=769</id>
		<title>Bludgeoning Weapons</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Bludgeoning_Weapons&amp;diff=769"/>
		<updated>2025-01-09T20:15:33Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bludgeoning_Weapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
The noble craft of making a statement with something heavy. Your stick is usually the biggest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Concussion Blow&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does Direct Damage to the Target based on the difference between their current Hit Points and Focus. The greater the difference, the more Damage they receive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Crushing Blow&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Increases attacker damage by 50% for a single attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Sunder&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiates a Bleed attack that deals 15-31 direct damage over 10 seconds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Bladed_Weapons&amp;diff=768</id>
		<title>Bladed Weapons</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Bladed_Weapons&amp;diff=768"/>
		<updated>2025-01-09T20:13:03Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BladedWeapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
For those who prefer their disagreements to end with a sharp point—whether a sword, dagger, or something more imaginative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Feint&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduces all damage dealt to you by your opponent by up to 50% for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Mortal Strike&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When struck, your target will be unable to initiate healing for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Cleave&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiates a Bleed attack that deals 15-31 direct damage over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Underhand_Tactics&amp;diff=767</id>
		<title>Underhand Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Underhand_Tactics&amp;diff=767"/>
		<updated>2025-01-09T19:56:38Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Underhanded_Tactics.png|left]]&lt;br /&gt;
&lt;br /&gt;
Unorthodox training harnessing unconventional methods to outwit and outmaneuver adversaries, gaining a tactical edge in a combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Sucker Punch&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deals 2x your current attack damage as stamina damage on your next hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Kneecap&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inflict a Hobble state on your target for up to 15 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Backstab&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deal double damage on your next hit if you are standing behind your target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=766</id>
		<title>Martial Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=766"/>
		<updated>2025-01-09T19:31:59Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Martial_Training.png|left]]&lt;br /&gt;
&lt;br /&gt;
Formal training in combat techniques to effectively engage and defeat opponents in battle.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Precision Strike&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grants 20% Hit Chance Increase for a single hit, the ability is not expended until a hit is landed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk: Grapple&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locks both you and your opponent in place for 1 second per 10 Martial Tactics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk: Riposte&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instantly swing back at your opponent with a melee weapon when they swing at you with a melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=765</id>
		<title>Martial Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=765"/>
		<updated>2025-01-09T19:27:23Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Martial_Training.png|left]]&lt;br /&gt;
&lt;br /&gt;
Formal training in combat techniques to effectively engage and defeat opponents in battle.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Riposte &#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Instantly swing back at your opponent with a melee weapon when they hit you with a melee attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=764</id>
		<title>Martial Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=764"/>
		<updated>2025-01-09T19:26:56Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Martial_Training.png|left]]&lt;br /&gt;
&lt;br /&gt;
Formal training in combat techniques to effectively engage and defeat opponents in battle.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk: Riposte - Instantly swing back at your opponent with a melee weapon when they hit you with a melee attack.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;w&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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>http://wiki.uoicebound.com/index.php?title=Percussion_Instruments&amp;diff=763</id>
		<title>Percussion Instruments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Percussion_Instruments&amp;diff=763"/>
		<updated>2025-01-06T14:58:34Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PercussionIcon.png|left]]&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%) Steady Beat:&#039;&#039;&#039; Passive, Restores 3 stamina every 10 seconds to the musician and every member of their party.&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%) Marching Cadence:&#039;&#039;&#039; Passive Increases runspeed by x1.25 every 10 seconds to the musician and every member of their party (Cost: 10 focus 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%) Drumroll Fury:&#039;&#039;&#039; Passive, Applies a +20 STR buff to the musician and every member of their party.&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%) Thunderous Crescendo:&#039;&#039;&#039; Ability, Applies a 20% HCI every 10 seconds to the musician and every member of their party (Cost: 20 focus every 10 seconds).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
==Instrument: Drum==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: Left; width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Available Notes&lt;br /&gt;
|-&lt;br /&gt;
| TKTK&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can review an instruments available notes by using the command &#039;&#039;&#039;[MusicHelp&#039;&#039;&#039; with a woodwind instrument equipped.&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;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=748</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=748"/>
		<updated>2025-01-02T22:11:27Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Thirst */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=747</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=747"/>
		<updated>2025-01-02T22:11:03Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Hunger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of melted 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;
==Nutrition==&lt;br /&gt;
Nutrition is the long term effect the food you are eating has on your character. It can scale into positive and negative values, and takes longer to decay than normal Thirst or Hunger rates. Nutrition greatly effects the regeneration of Fatigue and Resolve, and is a factor in how quickly you recover from injuries.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=721</id>
		<title>Mysticism</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=721"/>
		<updated>2024-12-03T21:53:18Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Ability: Divination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MysticismIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
The powers that be speak to you in their own way. Maybe it’s magic. Maybe it’s madness. Either way, you listen—and sometimes, you help others hear it too. Whether to uplift them with the whispers of hope or to denounce the darker voices, you act as both a guide and a gatekeeper to the unseen. &lt;br /&gt;
&lt;br /&gt;
You are welcome to invoke the religions of the past, but we encourage you to forge new beliefs, born of ice, survival, and the silence between stars. Please see [[Religion]] for more clarification.&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%) Guided Prayer:&#039;&#039;&#039; Prayer provides the same benefits of meditation extended to others, the benefits of which are related to group size (with a cap) and skill depending.&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%) Divination:&#039;&#039;&#039; You become proficient in Divination Tools. Attempt to consort with whatever higher power you believe in, you and your party receive a random buff according to the signs presented to you.&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%) Deus Vult:&#039;&#039;&#039; Gain the &#039;&#039;&#039;Deus Vult&#039;&#039;&#039; Ability: Halts sanity reduction and adds a 25% Resolve reduction when use for a duration of X minutes. This action uses Divination Tools, and can be applied to a character once per day.&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%) Divine Purpose:&#039;&#039;&#039; &amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Passive&#039;&#039;&#039;: It takes longer for you to die of lethal injury by X time. If you die, there is a 1% chance you come back.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Ability&#039;&#039;&#039;: You can add X time to another characters death timer, time is based on their mystic skill.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
=Ability: Pray=&lt;br /&gt;
Praying provides a slight restoration of sanity and at higher levels can temporarily reduce feelings of hunger, thirst, and cold.&lt;br /&gt;
Provides Sanity regeneration based on your Mysticism skill, or the highest Mysticism skill of all players within 6 tiles. Usable once every 24 hours, must be in a Sanctuary region to use.&lt;br /&gt;
&lt;br /&gt;
=Ability: Guided Prayer=&lt;br /&gt;
A guided sermon that raises the Sanity of all members of the user&#039;s group. The amount of sanity regained, as well as the amount of focus required, scales with the size of the group and skill of the preacher, costing 10 Focus for every party member (including the caster). Usable only once every 24 hours, and players may only benefit from a Guided Prayer once every 24 hours. Can only be used in a Sanctuary area.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divination=&lt;br /&gt;
The user divines the fate of the target. This ability represents a confessional, a palm reading, future telling, blessing, or however else the user would like to role play it. The receiving player will receive a random buff of +10 STR, +10 DEX, or +10 INT for 2 Hours. Players may have this ability used on them once every hour, replacing the existing buff if they have one. Costs 20 Focus, and a religious Totem must be held by the user.&lt;br /&gt;
&lt;br /&gt;
=Ability: Deus Vult=&lt;br /&gt;
An incitement of righteous religious violence upon your heathen enemies. The caster and members of their group will receive the Deus Vult buff for 30 minutes. While under its effects, they will receive no Sanity penalty for killing Human NPCs, and the Sanity penalty for killing or maiming Human Players is halved. Killing Human Players in a Sanctuary area will cause no Sanity damage while under the effects of Deus Vult. Ability can be used once every 24 hours, and players may only receive this buff once every 24 hours. Costs 10 Focus per party member (included caster), caster must be holding a religious Totem.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divine Intervention=&lt;br /&gt;
Target a mortally wounded player to add time to their bleed-out timer. Can only be used once per day per player. Costs 100 focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=720</id>
		<title>Mysticism</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=720"/>
		<updated>2024-12-03T21:51:46Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Ability: Divine Intervention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MysticismIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
The powers that be speak to you in their own way. Maybe it’s magic. Maybe it’s madness. Either way, you listen—and sometimes, you help others hear it too. Whether to uplift them with the whispers of hope or to denounce the darker voices, you act as both a guide and a gatekeeper to the unseen. &lt;br /&gt;
&lt;br /&gt;
You are welcome to invoke the religions of the past, but we encourage you to forge new beliefs, born of ice, survival, and the silence between stars. Please see [[Religion]] for more clarification.&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%) Guided Prayer:&#039;&#039;&#039; Prayer provides the same benefits of meditation extended to others, the benefits of which are related to group size (with a cap) and skill depending.&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%) Divination:&#039;&#039;&#039; You become proficient in Divination Tools. Attempt to consort with whatever higher power you believe in, you and your party receive a random buff according to the signs presented to you.&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%) Deus Vult:&#039;&#039;&#039; Gain the &#039;&#039;&#039;Deus Vult&#039;&#039;&#039; Ability: Halts sanity reduction and adds a 25% Resolve reduction when use for a duration of X minutes. This action uses Divination Tools, and can be applied to a character once per day.&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%) Divine Purpose:&#039;&#039;&#039; &amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Passive&#039;&#039;&#039;: It takes longer for you to die of lethal injury by X time. If you die, there is a 1% chance you come back.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Ability&#039;&#039;&#039;: You can add X time to another characters death timer, time is based on their mystic skill.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
=Ability: Pray=&lt;br /&gt;
Praying provides a slight restoration of sanity and at higher levels can temporarily reduce feelings of hunger, thirst, and cold.&lt;br /&gt;
Provides Sanity regeneration based on your Mysticism skill, or the highest Mysticism skill of all players within 6 tiles. Usable once every 24 hours, must be in a Sanctuary region to use.&lt;br /&gt;
&lt;br /&gt;
=Ability: Guided Prayer=&lt;br /&gt;
A guided sermon that raises the Sanity of all members of the user&#039;s group. The amount of sanity regained, as well as the amount of focus required, scales with the size of the group and skill of the preacher, costing 10 Focus for every party member (including the caster). Usable only once every 24 hours, and players may only benefit from a Guided Prayer once every 24 hours. Can only be used in a Sanctuary area.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divination=&lt;br /&gt;
The user divines the fate of the target. This ability represents a confessional, a palm reading, future telling, or however else the user would like to role play it. The receiving player will receive a random buff of +10 STR, +10 DEX, or +10 INT for 2 Hours. Players may have this ability used on them once every hour, replacing the existing buff if they have one. Costs 20 Focus, and a religious Totem must be held by the user.&lt;br /&gt;
&lt;br /&gt;
=Ability: Deus Vult=&lt;br /&gt;
An incitement of righteous religious violence upon your heathen enemies. The caster and members of their group will receive the Deus Vult buff for 30 minutes. While under its effects, they will receive no Sanity penalty for killing Human NPCs, and the Sanity penalty for killing or maiming Human Players is halved. Killing Human Players in a Sanctuary area will cause no Sanity damage while under the effects of Deus Vult. Ability can be used once every 24 hours, and players may only receive this buff once every 24 hours. Costs 10 Focus per party member (included caster), caster must be holding a religious Totem.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divine Intervention=&lt;br /&gt;
Target a mortally wounded player to add time to their bleed-out timer. Can only be used once per day per player. Costs 100 focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=719</id>
		<title>Mysticism</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=719"/>
		<updated>2024-12-03T15:54:31Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Ability: Pray */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MysticismIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
The powers that be speak to you in their own way. Maybe it’s magic. Maybe it’s madness. Either way, you listen—and sometimes, you help others hear it too. Whether to uplift them with the whispers of hope or to denounce the darker voices, you act as both a guide and a gatekeeper to the unseen. &lt;br /&gt;
&lt;br /&gt;
You are welcome to invoke the religions of the past, but we encourage you to forge new beliefs, born of ice, survival, and the silence between stars. Please see [[Religion]] for more clarification.&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%) Guided Prayer:&#039;&#039;&#039; Prayer provides the same benefits of meditation extended to others, the benefits of which are related to group size (with a cap) and skill depending.&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%) Divination:&#039;&#039;&#039; You become proficient in Divination Tools. Attempt to consort with whatever higher power you believe in, you and your party receive a random buff according to the signs presented to you.&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%) Deus Vult:&#039;&#039;&#039; Gain the &#039;&#039;&#039;Deus Vult&#039;&#039;&#039; Ability: Halts sanity reduction and adds a 25% Resolve reduction when use for a duration of X minutes. This action uses Divination Tools, and can be applied to a character once per day.&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%) Divine Purpose:&#039;&#039;&#039; &amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Passive&#039;&#039;&#039;: It takes longer for you to die of lethal injury by X time. If you die, there is a 1% chance you come back.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Ability&#039;&#039;&#039;: You can add X time to another characters death timer, time is based on their mystic skill.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
=Ability: Pray=&lt;br /&gt;
Praying provides a slight restoration of sanity and at higher levels can temporarily reduce feelings of hunger, thirst, and cold.&lt;br /&gt;
Provides Sanity regeneration based on your Mysticism skill, or the highest Mysticism skill of all players within 6 tiles. Usable once every 24 hours, must be in a Sanctuary region to use.&lt;br /&gt;
&lt;br /&gt;
=Ability: Guided Prayer=&lt;br /&gt;
A guided sermon that raises the Sanity of all members of the user&#039;s group. The amount of sanity regained, as well as the amount of focus required, scales with the size of the group and skill of the preacher, costing 10 Focus for every party member (including the caster). Usable only once every 24 hours, and players may only benefit from a Guided Prayer once every 24 hours. Can only be used in a Sanctuary area.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divination=&lt;br /&gt;
The user divines the fate of the target. This ability represents a confessional, a palm reading, future telling, or however else the user would like to role play it. The receiving player will receive a random buff of +10 STR, +10 DEX, or +10 INT for 2 Hours. Players may have this ability used on them once every hour, replacing the existing buff if they have one. Costs 20 Focus, and a religious Totem must be held by the user.&lt;br /&gt;
&lt;br /&gt;
=Ability: Deus Vult=&lt;br /&gt;
An incitement of righteous religious violence upon your heathen enemies. The caster and members of their group will receive the Deus Vult buff for 30 minutes. While under its effects, they will receive no Sanity penalty for killing Human NPCs, and the Sanity penalty for killing or maiming Human Players is halved. Killing Human Players in a Sanctuary area will cause no Sanity damage while under the effects of Deus Vult. Ability can be used once every 24 hours, and players may only receive this buff once every 24 hours. Costs 10 Focus per party member (included caster), caster must be holding a religious Totem.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divine Intervention=&lt;br /&gt;
Add more time to a persons dying timer. IF that person has mysticism over 10%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=718</id>
		<title>Mysticism</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=718"/>
		<updated>2024-12-03T15:54:21Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Ability: Pray */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MysticismIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
The powers that be speak to you in their own way. Maybe it’s magic. Maybe it’s madness. Either way, you listen—and sometimes, you help others hear it too. Whether to uplift them with the whispers of hope or to denounce the darker voices, you act as both a guide and a gatekeeper to the unseen. &lt;br /&gt;
&lt;br /&gt;
You are welcome to invoke the religions of the past, but we encourage you to forge new beliefs, born of ice, survival, and the silence between stars. Please see [[Religion]] for more clarification.&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%) Guided Prayer:&#039;&#039;&#039; Prayer provides the same benefits of meditation extended to others, the benefits of which are related to group size (with a cap) and skill depending.&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%) Divination:&#039;&#039;&#039; You become proficient in Divination Tools. Attempt to consort with whatever higher power you believe in, you and your party receive a random buff according to the signs presented to you.&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%) Deus Vult:&#039;&#039;&#039; Gain the &#039;&#039;&#039;Deus Vult&#039;&#039;&#039; Ability: Halts sanity reduction and adds a 25% Resolve reduction when use for a duration of X minutes. This action uses Divination Tools, and can be applied to a character once per day.&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%) Divine Purpose:&#039;&#039;&#039; &amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Passive&#039;&#039;&#039;: It takes longer for you to die of lethal injury by X time. If you die, there is a 1% chance you come back.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Ability&#039;&#039;&#039;: You can add X time to another characters death timer, time is based on their mystic skill.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
=Ability: Pray=&lt;br /&gt;
Meditating provides a slight restoration of sanity and at higher levels can temporarily reduce feelings of hunger, thirst, and cold.&lt;br /&gt;
Provides Sanity regeneration based on your Mysticism skill, or the highest Mysticism skill of all players within 6 tiles. Usable once every 24 hours, must be in a Sanctuary region to use.&lt;br /&gt;
&lt;br /&gt;
=Ability: Guided Prayer=&lt;br /&gt;
A guided sermon that raises the Sanity of all members of the user&#039;s group. The amount of sanity regained, as well as the amount of focus required, scales with the size of the group and skill of the preacher, costing 10 Focus for every party member (including the caster). Usable only once every 24 hours, and players may only benefit from a Guided Prayer once every 24 hours. Can only be used in a Sanctuary area.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divination=&lt;br /&gt;
The user divines the fate of the target. This ability represents a confessional, a palm reading, future telling, or however else the user would like to role play it. The receiving player will receive a random buff of +10 STR, +10 DEX, or +10 INT for 2 Hours. Players may have this ability used on them once every hour, replacing the existing buff if they have one. Costs 20 Focus, and a religious Totem must be held by the user.&lt;br /&gt;
&lt;br /&gt;
=Ability: Deus Vult=&lt;br /&gt;
An incitement of righteous religious violence upon your heathen enemies. The caster and members of their group will receive the Deus Vult buff for 30 minutes. While under its effects, they will receive no Sanity penalty for killing Human NPCs, and the Sanity penalty for killing or maiming Human Players is halved. Killing Human Players in a Sanctuary area will cause no Sanity damage while under the effects of Deus Vult. Ability can be used once every 24 hours, and players may only receive this buff once every 24 hours. Costs 10 Focus per party member (included caster), caster must be holding a religious Totem.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divine Intervention=&lt;br /&gt;
Add more time to a persons dying timer. IF that person has mysticism over 10%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=717</id>
		<title>Mysticism</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Mysticism&amp;diff=717"/>
		<updated>2024-12-03T15:52:46Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Ability: Guided Prayer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MysticismIcon.png|left]]&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
The powers that be speak to you in their own way. Maybe it’s magic. Maybe it’s madness. Either way, you listen—and sometimes, you help others hear it too. Whether to uplift them with the whispers of hope or to denounce the darker voices, you act as both a guide and a gatekeeper to the unseen. &lt;br /&gt;
&lt;br /&gt;
You are welcome to invoke the religions of the past, but we encourage you to forge new beliefs, born of ice, survival, and the silence between stars. Please see [[Religion]] for more clarification.&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%) Guided Prayer:&#039;&#039;&#039; Prayer provides the same benefits of meditation extended to others, the benefits of which are related to group size (with a cap) and skill depending.&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%) Divination:&#039;&#039;&#039; You become proficient in Divination Tools. Attempt to consort with whatever higher power you believe in, you and your party receive a random buff according to the signs presented to you.&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%) Deus Vult:&#039;&#039;&#039; Gain the &#039;&#039;&#039;Deus Vult&#039;&#039;&#039; Ability: Halts sanity reduction and adds a 25% Resolve reduction when use for a duration of X minutes. This action uses Divination Tools, and can be applied to a character once per day.&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%) Divine Purpose:&#039;&#039;&#039; &amp;lt;br /&amp;gt; &amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Passive&#039;&#039;&#039;: It takes longer for you to die of lethal injury by X time. If you die, there is a 1% chance you come back.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&#039;&#039;&#039;Ability&#039;&#039;&#039;: You can add X time to another characters death timer, time is based on their mystic skill.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
=Ability: Pray=&lt;br /&gt;
Meditating provides a slight restoration of sanity and at higher levels can temporarily reduce feelings of hunger, thirst, and cold.&lt;br /&gt;
Provides Sanity regeneration based on your Mysticism skill when used in a Sanctuary region. Usable once every 24 hours.&lt;br /&gt;
&lt;br /&gt;
=Ability: Guided Prayer=&lt;br /&gt;
A guided sermon that raises the Sanity of all members of the user&#039;s group. The amount of sanity regained, as well as the amount of focus required, scales with the size of the group and skill of the preacher, costing 10 Focus for every party member (including the caster). Usable only once every 24 hours, and players may only benefit from a Guided Prayer once every 24 hours. Can only be used in a Sanctuary area.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divination=&lt;br /&gt;
The user divines the fate of the target. This ability represents a confessional, a palm reading, future telling, or however else the user would like to role play it. The receiving player will receive a random buff of +10 STR, +10 DEX, or +10 INT for 2 Hours. Players may have this ability used on them once every hour, replacing the existing buff if they have one. Costs 20 Focus, and a religious Totem must be held by the user.&lt;br /&gt;
&lt;br /&gt;
=Ability: Deus Vult=&lt;br /&gt;
An incitement of righteous religious violence upon your heathen enemies. The caster and members of their group will receive the Deus Vult buff for 30 minutes. While under its effects, they will receive no Sanity penalty for killing Human NPCs, and the Sanity penalty for killing or maiming Human Players is halved. Killing Human Players in a Sanctuary area will cause no Sanity damage while under the effects of Deus Vult. Ability can be used once every 24 hours, and players may only receive this buff once every 24 hours. Costs 10 Focus per party member (included caster), caster must be holding a religious Totem.&lt;br /&gt;
&lt;br /&gt;
=Ability: Divine Intervention=&lt;br /&gt;
Add more time to a persons dying timer. IF that person has mysticism over 10%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
</feed>