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	<title>UO Icebound - User contributions [en]</title>
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	<updated>2026-06-24T23:41:29Z</updated>
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	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2009</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=2009"/>
		<updated>2026-06-08T20:49:42Z</updated>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught, street fighting experience, or the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1970</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1970"/>
		<updated>2026-06-08T12:54:35Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught or street fighting experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1969</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1969"/>
		<updated>2026-06-08T12:54:04Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1968</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1968"/>
		<updated>2026-06-08T12:53:46Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1967</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1967"/>
		<updated>2026-06-08T12:52:29Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1966</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1966"/>
		<updated>2026-06-08T12:52:12Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Tactics &amp;amp; Weapon Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1965</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1965"/>
		<updated>2026-06-08T12:51:52Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1964</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1964"/>
		<updated>2026-06-08T12:50:09Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1963</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1963"/>
		<updated>2026-06-08T12:49:51Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1962</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1962"/>
		<updated>2026-06-08T12:49:27Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a type have identical damage and speed statistics regardless of their quality. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1961</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1961"/>
		<updated>2026-06-08T12:49:02Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and effective range.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons have identical damage and speed statistics regardless of their quality. They may be further enhanced and customized with [[Weapon Attachments]].&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1960</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1960"/>
		<updated>2026-06-08T12:35:21Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1959</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1959"/>
		<updated>2026-06-08T12:34:08Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1958</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1958"/>
		<updated>2026-06-08T12:33:22Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers. If Fred had no useful tactics skill at all, Bob’s chance to hit would be much higher and would usually reach the maximum hit chance.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1957</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1957"/>
		<updated>2026-06-08T12:33:09Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers. If Fred had no useful tactics skill at all, Bob’s chance to hit would be much higher and would usually reach the maximum hit chance.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1956</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1956"/>
		<updated>2026-06-08T12:28:39Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers. If Fred had no useful tactics skill at all, Bob’s chance to hit would be much higher and would usually reach the maximum hit chance.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1955</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1955"/>
		<updated>2026-06-08T12:26:48Z</updated>

		<summary type="html">&lt;p&gt;Arven: Created page with &amp;quot;==Tactics &amp;amp; Weapon Skill==  In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your Martial Tactics and UnderhandTactics determine your ability to hit.   &amp;#039;&amp;#039;&amp;#039;Martial Tactics&amp;#039;&amp;#039;&amp;#039; represents formal military training, and &amp;#039;&amp;#039;&amp;#039;Underhand Tactics&amp;#039;&amp;#039;&amp;#039; represents informal self...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[UnderhandTactics]] determine your ability to hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal self-taught experience and the actual military experience that comes from combat.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ourValue = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;theirValue = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers. If Fred had no useful tactics skill at all, Bob’s chance to hit would be much higher and would usually reach the maximum hit chance.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1954</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1954"/>
		<updated>2026-06-08T11:48:48Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is Ultima Online Roleplay server set in an alternate-history in which Earth has frozen over in the late 19th century. Plummeted into an apocalyptic ice age, civilization has collapsed, and in its place a never-ending winter where humanity struggles to survive amidst the unyielding cold.&lt;br /&gt;
&lt;br /&gt;
You cannot save this world. But you can work alongside your fellow survivors to build a new one on the old one&#039;s bones.&lt;br /&gt;
&lt;br /&gt;
This is not a traditional fantasy server. This project draws from alternate history, speculative fiction, and, if you&#039;re unfortunate, weird fiction. Out in the white expanse, the world does not always behave the way it should. Or perhaps it does, and the mind simply plays tricks in the cold.&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting Primer]]&lt;br /&gt;
* [[Beta Playtest Primer]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Download &amp;amp; Installation]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[UO Veteran Guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Disguise &amp;amp; Concealment]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[City Development]]&lt;br /&gt;
* [[Job System]]&lt;br /&gt;
* [[Region Maintenance]]&lt;br /&gt;
* [[Region Safety]]&lt;br /&gt;
* [[Rental Property]]&lt;br /&gt;
* [[Storms]]&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Train Stations]]&lt;br /&gt;
* [[Consumable Properties]]&lt;br /&gt;
* [[Agriculture]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Weapon Attachments]]&lt;br /&gt;
* [[Rat Breeding]]&lt;br /&gt;
* [[HTML Writing Guide]]&lt;br /&gt;
* [[Layering Guide]]&lt;br /&gt;
* [[Quality Crafting]]&lt;br /&gt;
* [[Public Market]]&lt;br /&gt;
* [[Player Factions &amp;amp; Turf Wars]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Lore &amp;amp; History=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Society &amp;amp; Classism]]&lt;br /&gt;
* [[Surviving Communities]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Credits &amp;amp; Acknowledgements]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1953</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1953"/>
		<updated>2026-06-08T11:48:21Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is Ultima Online Roleplay server set in an alternate-history in which Earth has frozen over in the late 19th century. Plummeted into an apocalyptic ice age, civilization has collapsed, and in its place a never-ending winter where humanity struggles to survive amidst the unyielding cold.&lt;br /&gt;
&lt;br /&gt;
You cannot save this world. But you can work alongside your fellow survivors to build a new one on the old one&#039;s bones.&lt;br /&gt;
&lt;br /&gt;
This is not a traditional fantasy server. This project draws from alternate history, speculative fiction, and, if you&#039;re unfortunate, weird fiction. Out in the white expanse, the world does not always behave the way it should. Or perhaps it does, and the mind simply plays tricks in the cold.&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting Primer]]&lt;br /&gt;
* [[Beta Playtest Primer]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Download &amp;amp; Installation]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[UO Veteran Guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Firearms]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Disguise &amp;amp; Concealment]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[City Development]]&lt;br /&gt;
* [[Job System]]&lt;br /&gt;
* [[Region Maintenance]]&lt;br /&gt;
* [[Region Safety]]&lt;br /&gt;
* [[Rental Property]]&lt;br /&gt;
* [[Storms]]&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Train Stations]]&lt;br /&gt;
* [[Consumable Properties]]&lt;br /&gt;
* [[Agriculture]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Weapon Attachments]]&lt;br /&gt;
* [[Rat Breeding]]&lt;br /&gt;
* [[HTML Writing Guide]]&lt;br /&gt;
* [[Layering Guide]]&lt;br /&gt;
* [[Quality Crafting]]&lt;br /&gt;
* [[Public Market]]&lt;br /&gt;
* [[Player Factions &amp;amp; Turf Wars]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Lore &amp;amp; History=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Society &amp;amp; Classism]]&lt;br /&gt;
* [[Surviving Communities]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Credits &amp;amp; Acknowledgements]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Public_Market&amp;diff=1952</id>
		<title>Public Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Public_Market&amp;diff=1952"/>
		<updated>2026-06-05T13:08:00Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Public Market is a centralized, NPC-run trading post where players can list their goods for sale. Once listed, your items are added to a shared marketplace accessible, where they are sorted into categories and displayed alongside similar items. This allows for convenient buying and selling without the need for direct bartering or face-to-face trade, and is especially helpful for players across different time zones, or for those who want to sell items on the fly without the long-term commitment of managing a personal storefront.&lt;br /&gt;
&lt;br /&gt;
Custom shops and commercial properties are restricted to those with the [[Mercantilism]] skill.&lt;br /&gt;
&lt;br /&gt;
[[File:Publicmarket.PNG]]&lt;br /&gt;
&lt;br /&gt;
=Accessing the Market=&lt;br /&gt;
&lt;br /&gt;
The Public Market can be accessed by double-clicking a Public Market Clerk NPC (located within the Market) or by double-clicking a nearby Stock Bin. This will open the Marketplace interface, along with a container where you can drop items from your inventory. Items placed into this container will be added to your Stock for management and sale.&lt;br /&gt;
&lt;br /&gt;
Anything you buy from the Market will go straight into your character’s backpack. If you don’t have enough scrip on hand, the Market will automatically pull the rest from your storage.&lt;br /&gt;
&lt;br /&gt;
=Listing Items for Sale=&lt;br /&gt;
&lt;br /&gt;
To list an item for sale, simply drop it into the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stock Bin&amp;lt;/font&amp;gt;. This adds it to your personal stock, but keep in mind that items are not automatically listed on the market. To make an item available for purchase, click the checkmark in the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Sell Column&amp;lt;/font&amp;gt;. If you wish to remove an item from the market and reclaim it, click the X in the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Claim Column&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The number of items you can have listed at once is based on your [[Mercantilism]] skill. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;You may list a number of items equal to your Mercantile Skill level or 10, whichever is higher.&amp;lt;/font&amp;gt; For example, with 35 skill, you can list 35 items. At 5 skill, you still get a minimum of 10 listings. At 100 skill, you can manage up to 100 active listings.&lt;br /&gt;
&lt;br /&gt;
When another player buys one of your listings, the scrip will be deposited directly into your storage. A record of all completed sales can be viewed under the Sales tab in your &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Trade Ledger&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Trade Ledger=&lt;br /&gt;
&lt;br /&gt;
Your Ledger is character-bound and tracks all of your Public Market activity. It’s located in the lower half of the Public Market interface, where you can view your sales records, purchase history, and statistics on the left side of the footer.&lt;br /&gt;
&lt;br /&gt;
Stock management tools are found on the right side, including bulk actions like marking items for sale or reclaiming them. Note: bulk actions only apply to items visible on the current page, so be sure to navigate between pages when managing a large inventory.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:Publicmarket.PNG&amp;diff=1951</id>
		<title>File:Publicmarket.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:Publicmarket.PNG&amp;diff=1951"/>
		<updated>2026-06-05T13:07:34Z</updated>

		<summary type="html">&lt;p&gt;Arven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Player_Factions_%26_Turf_Wars&amp;diff=1950</id>
		<title>Player Factions &amp; Turf Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Player_Factions_%26_Turf_Wars&amp;diff=1950"/>
		<updated>2026-06-05T13:01:27Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Turf Wars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions fill the same role as Guilds do in most MMOs. They may represent a Gang, Company, Religious Congregation, Military Outfit, or any other group of like-minded players. The system may be accessed with [gang or [faction&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Given we&#039;re in the apocalypse, Gang is the default structure, and the only difference between different types of Factions is how they are referred to on internal menus. Factions have four ranks, each with the full privileges of the ranks below it.&lt;br /&gt;
&lt;br /&gt;
*Leader - May rename faction, set pay amounts, promote officers, and set faction symbols and colors.&lt;br /&gt;
*Officer - May promote members up to full Member status.&lt;br /&gt;
*Member - Count as holding territory in Turf Wars, can identify fellow members of their own faction, can invite Prospects to the faction&lt;br /&gt;
*Prospect - No special privileges, holding rank for prospective members.&lt;br /&gt;
&lt;br /&gt;
The the faction leader is for whatever reason killed or deleted, the most senior member (by both rank and how long they&#039;ve been a member) is promoted to Leader.&lt;br /&gt;
&lt;br /&gt;
[[File:ganggump.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Renown==&lt;br /&gt;
&lt;br /&gt;
Factions accrue 1 Renown per member per day. Unclaimed Turf costs 10 Renown to claim, and Turf Wars cost 50 Renown to initiate. There may also be rentals that charge Renown as rent, or vendors that take Renown as payment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turf Wars==&lt;br /&gt;
&lt;br /&gt;
Turf Wars are a PVP battle system in which players can fight over and control territory. Turf pays out [[Scrip]] directly to the Faction treasury of its owner, representing local NPCs paying taxes, levies, tithes, or protection money. The Turf may also be decorated with the banners of the Faction who controls it. Your faction must have a minimum of 3 members to claim or challenge for Turf.&lt;br /&gt;
&lt;br /&gt;
Controllable Turf will have a Turf Marker around the center of the region. Faction Leaders may interact with the turf to challenge the current owner for control. Turf Wars take place at a set time- the current owner sets the times they can be challenged. Once a challenge begins, the parent region will become Unguarded regardless of its current status. The battle is a standard King of the Hill- whichever faction has more members within 5 tiles of the Turf Marker during the challenge will accrue a control point every 30 seconds. Whichever faction has more points at the end will control the Turf.&lt;br /&gt;
&lt;br /&gt;
Non-Faction members may engage in the battle, but are unable to score points. Anyone knocked down during the battle will not be able to get back up until it is over. Downed combatants are subject to normal looting rules, but will be unable to be maimed or permanently killed.&lt;br /&gt;
&lt;br /&gt;
[[File:turfgump.PNG]]&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Player_Factions_%26_Turf_Wars&amp;diff=1949</id>
		<title>Player Factions &amp; Turf Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Player_Factions_%26_Turf_Wars&amp;diff=1949"/>
		<updated>2026-06-05T13:01:13Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions fill the same role as Guilds do in most MMOs. They may represent a Gang, Company, Religious Congregation, Military Outfit, or any other group of like-minded players. The system may be accessed with [gang or [faction&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Given we&#039;re in the apocalypse, Gang is the default structure, and the only difference between different types of Factions is how they are referred to on internal menus. Factions have four ranks, each with the full privileges of the ranks below it.&lt;br /&gt;
&lt;br /&gt;
*Leader - May rename faction, set pay amounts, promote officers, and set faction symbols and colors.&lt;br /&gt;
*Officer - May promote members up to full Member status.&lt;br /&gt;
*Member - Count as holding territory in Turf Wars, can identify fellow members of their own faction, can invite Prospects to the faction&lt;br /&gt;
*Prospect - No special privileges, holding rank for prospective members.&lt;br /&gt;
&lt;br /&gt;
The the faction leader is for whatever reason killed or deleted, the most senior member (by both rank and how long they&#039;ve been a member) is promoted to Leader.&lt;br /&gt;
&lt;br /&gt;
[[File:ganggump.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Renown==&lt;br /&gt;
&lt;br /&gt;
Factions accrue 1 Renown per member per day. Unclaimed Turf costs 10 Renown to claim, and Turf Wars cost 50 Renown to initiate. There may also be rentals that charge Renown as rent, or vendors that take Renown as payment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turf Wars==&lt;br /&gt;
&lt;br /&gt;
[[File:turfgump.PNG]]&lt;br /&gt;
&lt;br /&gt;
Turf Wars are a PVP battle system in which players can fight over and control territory. Turf pays out [[Scrip]] directly to the Faction treasury of its owner, representing local NPCs paying taxes, levies, tithes, or protection money. The Turf may also be decorated with the banners of the Faction who controls it. Your faction must have a minimum of 3 members to claim or challenge for Turf.&lt;br /&gt;
&lt;br /&gt;
Controllable Turf will have a Turf Marker around the center of the region. Faction Leaders may interact with the turf to challenge the current owner for control. Turf Wars take place at a set time- the current owner sets the times they can be challenged. Once a challenge begins, the parent region will become Unguarded regardless of its current status. The battle is a standard King of the Hill- whichever faction has more members within 5 tiles of the Turf Marker during the challenge will accrue a control point every 30 seconds. Whichever faction has more points at the end will control the Turf.&lt;br /&gt;
&lt;br /&gt;
Non-Faction members may engage in the battle, but are unable to score points. Anyone knocked down during the battle will not be able to get back up until it is over. Downed combatants are subject to normal looting rules, but will be unable to be maimed or permanently killed.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Player_Factions_%26_Turf_Wars&amp;diff=1948</id>
		<title>Player Factions &amp; Turf Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Player_Factions_%26_Turf_Wars&amp;diff=1948"/>
		<updated>2026-06-05T13:00:50Z</updated>

		<summary type="html">&lt;p&gt;Arven: /* Turf Wars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions fill the same role as Guilds do in most MMOs. They may represent a Gang, Company, Religious Congregation, Military Outfit, or any other group of like-minded players. The system may be accessed with [gang or [faction&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Given we&#039;re in the apocalypse, Gang is the default structure, and the only difference between different types of Factions is how they are referred to on internal menus. Factions have four ranks, each with the full privileges of the ranks below it.&lt;br /&gt;
&lt;br /&gt;
*Leader - May rename faction, set pay amounts, promote officers, and set faction symbols and colors.&lt;br /&gt;
*Officer - May promote members up to full Member status.&lt;br /&gt;
*Member - Count as holding territory in Turf Wars, can identify fellow members of their own faction, can invite Prospects to the faction&lt;br /&gt;
*Prospect - No special privileges, holding rank for prospective members.&lt;br /&gt;
&lt;br /&gt;
The the faction leader is for whatever reason killed or deleted, the most senior member (by both rank and how long they&#039;ve been a member) is promoted to Leader.&lt;br /&gt;
&lt;br /&gt;
==Renown==&lt;br /&gt;
&lt;br /&gt;
Factions accrue 1 Renown per member per day. Unclaimed Turf costs 10 Renown to claim, and Turf Wars cost 50 Renown to initiate. There may also be rentals that charge Renown as rent, or vendors that take Renown as payment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turf Wars==&lt;br /&gt;
&lt;br /&gt;
[[File:turfgump.PNG]]&lt;br /&gt;
&lt;br /&gt;
Turf Wars are a PVP battle system in which players can fight over and control territory. Turf pays out [[Scrip]] directly to the Faction treasury of its owner, representing local NPCs paying taxes, levies, tithes, or protection money. The Turf may also be decorated with the banners of the Faction who controls it. Your faction must have a minimum of 3 members to claim or challenge for Turf.&lt;br /&gt;
&lt;br /&gt;
Controllable Turf will have a Turf Marker around the center of the region. Faction Leaders may interact with the turf to challenge the current owner for control. Turf Wars take place at a set time- the current owner sets the times they can be challenged. Once a challenge begins, the parent region will become Unguarded regardless of its current status. The battle is a standard King of the Hill- whichever faction has more members within 5 tiles of the Turf Marker during the challenge will accrue a control point every 30 seconds. Whichever faction has more points at the end will control the Turf.&lt;br /&gt;
&lt;br /&gt;
Non-Faction members may engage in the battle, but are unable to score points. Anyone knocked down during the battle will not be able to get back up until it is over. Downed combatants are subject to normal looting rules, but will be unable to be maimed or permanently killed.&lt;/div&gt;</summary>
		<author><name>Arven</name></author>
	</entry>
</feed>