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Skills Summary Version 3.0

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Luthius

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Skills
Any information listed after PvM indicates it will only apply against creatures and never against players

Any information listed after PvP indicates it will apply against players, or is what will occur if the player is currently in PvP or has been in PvP within the last 2 minutes. Note: dealing damage to pets, party members, or guildmates does not flag a player as being in PvP.

Base total skill cap for players begins at 700 and can be improved through Skill Mastery Scrolls up to a total of 720. A number of individual skills can be increased to a cap of 120. See the link below for the explanation of Skill Mastery.

http://forums.uooutlands.com/index.php?threads/skill-mastery.27/


Alchemy

  • Increases Strength Potion duration to (500% * (Alchemy Skill / 100)) of normal
  • Increases Agility Potion duration to (500% * (Alchemy Skill / 100)) of normal
  • Increases Magic Resist Potion duration to (500% * (Alchemy Skill / 100)) of normal

Magic Resist Potions
  • Replaces the Nightsight Potion
  • Lesser, Regular, and Greater Magic Resist potions reduce the damage a player takes from creature-casted spells by 10%, 20%, and 30% respectively
  • Players can drink any level of Magic Resist potion to cancel the effects of a Mana Drain or Mana Vampire spell on them

Lethal Poison Potions
  • Requires player to have at least 100 Poisoning to inflict Lethal Poison on a weapon in combat
  • Chance to inflict Lethal poison in combat is (12.5% + (12.5% * (Poisoning Skill / 120)))

Telekinesis Spell
  • Players can cast the Telekinesis spell onto a creature to make the creature "Sticky" for explosion potions for the next 60 seconds
  • Any player who uses an explosion potion and directly targets a "Sticky" creature, the potion will follow along with the creature as they move until it explodes

PvM
  • Increases Healing Potion effectiveness by (50% * (Alchemy Skill / 100))
  • Increases Cure Potion chances by (25% * (Alchemy Skill / 100))
  • When using a Total Refresh Potion player has a (100% * (Alchemy Skill / 100)) chance to be able to walk through creatures and players for the next 10 seconds for 0 stamina cost (chance is halved if using Regular Refresh Potion)
  • Increases Explosion Potion damage by (100% * (Alchemy Skill / 100))
  • Increases Magic Resist Potion duration to (500% * (Alchemy Skill / 100)) of normal

PvP
  • Increases Healing Potion effectiveness by (25% * (Alchemy Skill / 100))
  • Increases Cure Potion chances by (12.5% * (Alchemy Skill / 100))
  • When using a Total Refresh Potion player has a (50% * (Alchemy Skill / 100)) chance to be able to walk through creatures and players for the next 10 seconds for 0 stamina cost (chance is halved if using Regular Refresh Potion)
  • Increases Explosion Potion damage by (50% * (Alchemy Skill / 100))


Anatomy
  • Minimum Anatomy skill of 60 is required for bandage cure attempts
  • Minimum Anatomy skill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts are ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Increases weapon damage by (20% * (Anatomy Skill / 100))
  • Increases wrestling damage by (50% * (Anatomy Skill / 100))
  • Players gain Wrestling damage bonuses from Anatomy (+50% * (Anatomy Skill / 100)) against creatures, and not players
  • Players who have at least 2 different skills above 80 between Anatomy, Arms Lore, Forensic Eval, and/or Tracking can make Hamstring attempts

Hamstring
In order for a player to use Hamstring, they must have at least 2 skills at 80 or higher from among the following skills:

Arms Lore
Anatomy
Forensic Eval
Tracking

Wrestling

  • Hamstring attempts can toggled by players via the [Hamstring command or using a razor/steam hotkey for Hamstring
  • Players need atleast 80 in an attack skill to trigger a Hamstring attempt
  • Players can make Hamstring attempts while attacking with Fencing, Macing, Sword weapons as well as when using Wrestling (but not with Archery weapons)
  • When players have Hamstring mode toggled, if their next attack hits their opponent, it will hamstring them
  • A hamstrung player has their stamina reduced to zero for 3 seconds (forcing them to walk)
  • Once 3 seconds have passed, the player's stamina is returned to its previous amount
  • A hamstrung creature is Entangled for 6 seconds (cannot move, but can perform melee attacks, spells, and abilities)
  • Once a target has been hamstrung they may not be subject to hamstring again for 30 seconds
  • Once a player successfully makes a hamstring attack, they cannot attempt another one for 30 seconds
  • If a player has Hamstring toggled and misses an attack, their next hamstring attempt will be delayed by 15 seconds (but will automatically attempted again unless the player toggles Hamstring mode off)


Animal Lore
  • Player must have Animal Lore equal or greater than the minimum Taming skill required for a tamed creature in order to issue it commands
  • Starting number of control slots available to player for Stabling followers is 8 + (Animal Lore Skill / 10)
  • Players can use the Animal Lore skill on a tamed creature to view potential Tamed Creature Upgrades and Abilities
  • All players, even at 0 Animal Lore skill, can use Animal Lore on a creature to view its Slayer Group and Difficulty Value (determines loot and barding difficulties)
  • Players can view the abilities that Tamed Creatures have as well as a creature's Tamed PvP Damage scalar in the Animal Lore window on the Abilities page





Animal Taming
  • When players increase their Animal Taming skill by taming a creature, they bank an equal amount of Available Passive Taming Skill points
  • Available Passive Taming Skill points is capped to a max of 2.5 points stored at any time
  • When players use their tamed creatures to kill creatures, they can passively gain 0.1 points of Animal Taming skill if they have any Available Passive Taming Skill points stored (which then reduces their Available Passing Taming points by 0.1)
  • The chance to passively gain Animal Taming is scaled based on the player's current Taming Skill (decreases at higher taming skill) and the difficulty of the creature killed (increases against higher difficulty creatures)

Skillgain Limitations
Players have a maximum Animal Taming skill gain amount possible from taming individual creatures, as follows:

Player has 0-50 Taming Skill: Maximum Skillgain of 5.0 per creature
Player has 50-70 Taming Skill: Maximum Skillgain of 1.0 per creature
Player has 70-90 Taming Skill: Maximum Skillgain of 0.5 per creature
Player has 90+ Taming Skill: Maximum Skillgain of 0.2 per creature


Players will receive a system message informing them if they have met the maximum skillgain possible for a creature


Archery
  • Players must remain stationary for 0.5 seconds in order to shoot (regardless of their Dex)

PvM
  • 10% chance of inflicting an Archery Weapon Special Attack against creatures

Archery Weapon Special Attack
  • Increases damage by 50%
  • Hinders the target (prevents all movement, casting, melee attacks) for 4-8 seconds
  • Hinder effect duration scales based on weapon speed (slower archery weapons have longer effect duration) and creature difficulty
  • If target is immune to being hindered or already currently hindered, the attacks damage will be increased by a further 50%


Arms Lore
  • Chance to ignore durability losses to weapons, armors, and shields from attacking and parrying is 75% * (Arms Lore Skill / 100)
  • Increases Wrestling damage by 50% * (Arms Lore Skill / 100)
  • Players who have at least 2 different skills above 80 between Anatomy, Arms Lore, Forensic Eval, and/or Tracking can make Hamstring attempts

Hamstring
See Anatomy entry for details


PvM
  • Increases the chance of inflicting Archery, Fencing, Macing, Swords and Wrestling Weapon Special Attacks against creatures by (10% * (Arms Lore Skill / 100))

Disarm Attacks
  • Disarm Attacks can be toggled by players, via the [Disarm command or using a razor/steam hotkey for Disarm
  • Players must have 80 Arms Lore and 80 Weapon skill in their currently equipped weapon (or 80 Wrestling for unarmed) to attempt to make a disarm attack
  • When players have Disarm mode toggled, if their next attack hits their opponent, it will disarm them
  • A disarmed player has any items in their hands dropped into their backpack, which then can not be moved or stolen by any player, including themselves, for 5 the next seconds
  • A disarmed player may not equip any items into their hands for the next 5 seconds
  • Once a target has been disarmed they may not be disarmed again for 30 seconds
  • Once a player successfully makes a disarm attack, they cannot attempt another one for 30 seconds
  • If a player has Disarm toggled and misses an attack, their next disarm attempt will be delayed by 15 seconds (but will automatically attempted again unless the player toggles Disarm mode off)

Disarmed Creatures
  • A disarmed creature takes 25% additional damage from all sources for 10 seconds
  • A disarmed creature has a 25% penalty to melee defense from all sources for 10 seconds

Begging
  • Players now can beg from NPC vendors to receive 5 gold on successes
  • Players may at most successfully beg once from each vendor in a 24 hour window
  • Vendors carry 50 gold per day
  • Players can now use the Begging skill on NPC Ship Crewmembers who will live in various town and wilderness housing locals to acquire them (they become a Ship Crewmember deed that may then placed into a ship deed)
  • Players are only allowed to make one begging attempt on a Ship Crewmember per day


Blacksmithing

  • Create Ingot-based weapons and shields
  • Creating Ringmail, Chainmail, and Platemail armor
  • Can create Blacksmithing Repair Kits which can be used by a player with 95 Blacksmithing to target a container and repair all Blacksmithing-made items within the container
  • Blacksmithing Repair kits can also be used to target a player, which will repair all Blacksmithing-made items in that player's backpack and currently equipped
  • Provides a (25% * (Blacksmithing Skill / 100)) Armor bonus for the player when wearing any Blacksmithing-craftable armor (includes magical and aspect armor)

PvM
  • Provides a (15% * (Blacksmithing Skill / 100)) Damage bonus for the player when using any Blacksmithing-craftable weapons (includes magical and aspect armor)

PvP
  • Provides a (6% * (Blacksmithing Skill / 100)) Damage bonus for the player when using any Blacksmithing-craftable weapons (includes magical and aspect armor)

Camping

  • The camping skill increases a player's backpack maximum weight capacity by (200 stones * (Camping Skill / 100))
  • The camping skill increases a player's backpack maximum item count allowed by (50 * (Camping Skill / 100))
  • Campfires made by players now take (60 seconds - (45 seconds * (Camping Skill / 100))) seconds to secure, based on the camping skill of the campfire creator

PvM
  • A player visiting a secure campfire site that they created themselves receive a melee and spell damage bonus against creatures of (25% * (Camping Skill / 100)) for the next 20 minutes
  • A player visiting a secure campfire site that another player made receives a melee and spell damage bonus against creatures of (5% * (Camping Skill / 100)) for the next 20 minutes

PvP
  • A player visiting a secure campfire site that they created themselves receive a melee and spell damage bonus against other players of (10% * (Camping Skill / 100)) for the next 20 minutes
  • A player visiting a secure campfire site that another player made receives a melee and spell damage bonus against other players of (2% * (Camping Skill / 100)) for the next 20 minutes

Hiking
  • Players can now "Hike" to travel to destinations that can be found within the Atlas Book, based on their Camping skill
  • At 60 Camping Skill players may Hike to Cities, Moongates, and Healer Caravans
  • At 80 Camping Skill players may Hike to Dungeons and Subterranean areas
  • At 100 Camping Skill players may Hike to Shrines and Points of Interest
  • At 120 Camping Skill players may Hike to their own Homes and Guildhouses

When a player hikes to an Atlas Book destination, they are frozen in place for 10 seconds before being sent to their destination

In order to hike to a destination:
  • The player must select the "Hike to Location" button in the Atlas Book entry for the destination
  • The player must be at a secure campfire site
  • The player must not have been in combat of any type within 30 seconds
  • The player must not have been in combat with any player within 2 minutes


Carpentry

  • Creating board-based weapons, shields, and ranged weapons and ammunition (Bowcraft has been merged into Carpentry
  • Creating musical instruments, furniture and containers
  • Creating ship deeds (all ship stats are randomized from -10% to 10% and higher Carpentry skill reduces the chance of negative values for ship stats)
  • Can create Carpentry Repair Kits which can be used by a player with 95 Carpentry to target a container and repair all Carpentry-made items within the container
  • Carpentry Repair kits can also be used to target a player, which will repair all Carpentry-made items in that player's backpack and currently equipped
  • Provides a (25% * (Carpentry Skill / 100)) Armor bonus for the player when wearing any Carpentry-craftable armor (includes magical and aspect armor)

PvM
  • Provides a (25% * (Carpentry Skill / 100)) Damage bonus for the player when using any Carpentry-craftable weapons (includes magical and aspect armor)

PvP
  • Provides a (10% * (Carpentry Skill / 100)) Damage bonus for the player when using any Carpentry-craftable weapons (includes magical and aspect armor)


Cartography
  • Used to create local, city, regional, and world maps
  • Used to decode Treasure Maps
  • Used in deciphering Research Notes


Cooking



  • Players normally passively regenerate 1 Hit Point every 6 seconds
  • Players normally passively regenerate 1 Stamina every 4 seconds
  • Players normally passively regenerate 1 Mana every 8 seconds (which can be increased up to a rate of 1 Mana every second, based on Meditation skill and Armor Types worn)

PvM
  • Players who eat food will receive a Food Satisfaction effect that lasts for the next 60 minutes
  • Food Satisfaction provides a chance whenever a player passively generates Hit Points, Stamina, or Mana to generate additional stats restored
  • Food Satisfaction comes in 6 levels (Measly, Paltry, Meagre, Adequate, Appetizing, and Delectable)
  • Store-bought food or Create Food summoned will always be at Measly level while crafted foods range from Paltry to Delectable
  • Players will not receieve any Food Satisfaction bonuses if they have been in PvP within the last 2 minutes (but will receive bonuses again again after PvP expires)
  • A player will receive the benefit of the highest level of Food Satisfaction they have eaten in the last 60 minutes (i.e. eating a "lower" quality food will not downgrade the player's chances to regenerate stats)

Food Satisfaction

Measly Food
10% chance to regenerate 2 Hits or 2 Stam
2.5% chance to regenerate 2 Mana


Paltry Food
20% chance to regenerate 2 Hits or 2 Stam
5% chance to regenerate 2 Mana


Meagre Food
40% chance to regenerate 2 Hits or 2 Stam
10% chance to regenerate 2 Mana


Adequate Food
60% chance to regenerate 2 Hits or 2 Stam
15% chance to regenerate 2 Mana


Appetizing Food
80% chance to regenerate 2 Hits or 2 Stam
20% chance to regenerate 2 Mana


Delectable Food
100% chance to regenerate 2 Hits or 2 Stam
25% chance to regenerate 2 Mana


The Taste ID skill can increase the chance of a player regenerating additional stats in this manner (see Taste ID entry for more info)


Detect Hidden
  • Reveals all Hidden targets within 8 * (Detect Hidden Skill / 100) spaces of player
  • Increases distance at which players may discover Hidden players when using the Tracking skill (see Tracking entry)
  • Is used in deciphering Research Notes
  • Can boost damage inflicted by Placeable Traps

Placeable Traps
See Tinkering entry


Discordance
  • Players may Discord multiple creatures simultaneously
  • Skill usage cooldown is 5 seconds on both success and failure, but a player may only use Discordance once every 10 seconds (i.e. a player may alternate between using Discordance and Peacemaking every 5 seconds)
  • A player's base Discordance skill is capped by their Musicianship skill (i.e. a player with 50 Discordance and 25 Musicianship is considered to have 25 Discordance)
  • A player's Effective Discordance Skill is their (Discordance Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus)
  • Players can increase their Effective Discordance Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as "Supplemental Skill Bonuses" (see Forensic Eval and Tracking Skill entries for more info)
  • A player's total bonuses to Effective Discordance coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Discordance from their Instruments, Supplemental Skills, or Lyric Aspect Armor)
  • Success chance to discord a creature is ((Effective Barding Skill - (Creature Difficulty Value * 2)) / 100)
  • Chance for skillgain is doubled on a successful discordance check
  • A player always has a minimum success chance of ((Effective Barding Skill / 100) * .2))
  • Discord effect duration is ((60 seconds - (Creature Difficulty Value)) * (Effective Barding Skill / 100)) with a minimum duration of 15 * (Musicianship Skill / 100) seconds

Discorded Creatures
  • Discorded creatures take (25% * (Discordance Skill / 100)) increased damage from all sources
  • Discorded creatures take are Pacified or Provoked take an additional (25% * (Discordance Skill / 100)) increased damage from all sources
  • Discorded creatures that are not Pacified or Provoked suffer a (25% * (Discordance Skill / 100)) penalty to their damage damage dealt
  • Discorded creatures suffer an additional (25% * (Discordance Skill / 100)) penalty to their damage damage dealt to the bard who discorded them
  • Creatures that have been discorded will have a swirling animation effect around them and will display *discorded Xs* in text above their head when doing AllNames, where X is the number of seconds until the discordance effect will end

Area Discordance
  • When selecting a target for Discordance, players may target themselves to create an area discordance effect
  • Area Discordance has the same cooldowns as a normal Discordance action
  • Area Discordance makes an individual Discordance skill check against each non-tamed creatures within 8 tiles of the bard
  • For each successful check, the creature is Discorded for 5 seconds

Discordance Limitations
  • Discord effects against tamed creatures will always be at most 15 seconds
  • Mini-Bosses can only be discorded once every 60 seconds
  • Shrine Bosses can only be discorded once every 75 seconds
  • Bosses can only be discorded once every 90 seconds
  • Event Bosses can only be discorded once every 120 seconds


Eval Int

PvM
  • Increases spell damage against creatures by (50% * (Eval Int Skill / 100))
PvP
  • Increases spell damage against players by (25% * (Eval Int Skill / 100))


Fencing

PvM
  • 10% chance of inflicting a Fencing Weapon Special Attack against creatures

Fencing Weapon Special Attack
  • Fencing Weapon Special Attack increases damage by 50%
  • Cripples the target for 8-16 seconds (increases chance for target to be hit with attacks by 10%)
  • Effect duration scales based on weapon speed (slower fencing weapons have longer effect duration) and creature difficulty


Fishing
  • Used to harvest a large variety fish types

PvM
  • Increases damage with Spear weapons against creatures by (25% * (Fishing Skill / 100))

PvP
  • Increases damage with Spear weapons against players by (10% * (Fishing Skill / 100))

Fishing Maps
  • When using Fishing Maps, search radius is increased by (100% * (Fishing Skill / 100))

Special Fish
  • Special Fish (Large Fish, Crab, Lobster) are used in high-level cooking recipes
  • Players have a (5% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) * (100% + Ship Upgrade Bonuses)) chance to catch a special fishing while using a fishing pole on land or on a ship

Fishing Pole Bonuses
When determining chances for catching Special Fish or discovering Special Fishing Nets, players receive a bonus based on the quality and material of the fishing pole used as follows (with all applicable bonuses stacking):

Exceptional Quality Bonus: 4%
Mastercrafted Bonus: 8%
Dullwood Bonus: 2%
Shadowwood Bonus: 4%
Copperwood Bonus: 6%
Bronzewood Bonus: 8%
Goldenwood Bonus: 10%
Rosewood Bonus: 12%
Verewood Bonus: 14%
Valewood Bonus: 16%



Aquarium Creatures

  • When a player catches a Special Fish (Large Fish, Crab, Lobster) they have a 10% chance to instead catch an Aquarium Creature (also referred to as a Unique Fish)
  • Players fishing on land can catch Freshwater Aquarium Creatures
  • Players fishing on a ship can catch Saltwater Aquarium Creatures
  • Players may double click an aquarium creature to see information about the fish (weight, time caught, who caught it) as well as information about the current world record for that Aquarium Creature type
  • When a player catches an Aquarium Creature and it is larger than the current world record for that creature type, they will receive a notification informing them of this, and the previous record holder will be notified as well

Fishing Creature Spawns
  • Players have the opportunity while fishing at sea to initiate Fishing Creature Spawns
  • Fishing Creature Spawns can only occur when using Special Fishing Nets, while fishing at Fishing Spots, or when fishing at SOS locations (they will not occur during normal fishing with a fishing pole)
  • Fishing Creature Spawns may result in both water-based creatures or creatures that spawn immediately on the target's ship

Crafted Leather Fishing Nets
  • Players may purchase Leather Fishing Nets at Fisherman NPCs
  • Players may craft Leather Fishing Nets (using any leather material type) through Tailoring
  • Leather Fishing Nets have a limited number of uses, which is increased based on quality and material type
  • Crafted Leather Fishing Nets are used at Fishing Spots and SOS locations to retrieve items

Crafted Leather Fishing Net Bonuses
When determining chances for retrieving items from Fishing Spots and SOS locations, players receive a bonus based on the quality and material of the crafted leather fishing net used as follows (with all applicable bonuses stacking):

Exceptional Quality Bonus: 4%
Mastercrafted Bonus: 4%
Dullhide Bonus: 2%
Shadowhide Bonus: 4%
Copperhide Bonus: 6%
Bronzehide Bonus: 8%
Goldenhide Bonus: 10%
Rosehide Bonus: 12%
Verehide Bonus: 14%
Valehide Bonus: 16%



Special Fishing Nets

  • Players have a (0.5% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) * (100% + Ship Upgrades Bonuses)) chance to find a Special Fishing Net while fishing on land or while on a ship
  • Special Fishing Nets are single use items that may be thrown from a ship into the water
  • Once thrown, a Special Fishing Net has a 75% chance to generate a Fishing Creature Spawn or a 25% chance for the player to catch a Special Fish
  • If a Fishing Creature Spawn occurs, there is a 25% chance that one creature will have a Message in a Bottle on it's corpse
  • Special Fishing Nets are stackable by color (colors are randomized)

Fishing Spots

  • Fishing Spots may randomly spawn in ocean locations through the world
  • Players use crafted Leather Fishing Nets to retrieve items from Fishing Spots
  • Players must be within 12 tiles of a Fishing Spot and may either double click any point in the Fishing Spot or may double-click a Leather Fishing Net and then target near the Fishing Spot
  • Players may make 10 retrieval attempts on a Fishing Spot location
  • Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a "successful" retrieval action
  • On a successful retrieval action at a Fishing Spot, players have a 90% chance to receive a Special Fish and a 10% chance to initiate a Fishing Creature Spawn (with a 25% chance one of the creatures will have a Message in a Bottle on it's corpse)

Messages in Bottles / SOSes
  • Players can double click a Message in a Bottle to receive an SOS
  • SOSes have no expiration date
  • Players use crafted Leather Fishing Nets to retrieve items from SOS locations, as long as they have the SOS in their backpack
  • Players must be within 12 tiles of an SOS location to attempt to retrieve items from it
  • Players may make up to 20 retrieval attempts on an SOS location
  • Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a "successful" retrieval action
  • On a successful retrieval action at a Fishing Spot, players have a 90% chance to receive a Special Fish and a 10% chance to initiate a Fishing Creature Spawn (with a 25% chance one of the creatures will have a Message in a Bottle on it's corpse)
  • Players are guaranteed to have at least 1 Creature Spawn occur per SOS and up to 3 maximum
  • One creature per Creature Spawn will have either a Small, Medium, or Large Salvaged Crate on its corpse with a variety of loot items (items vary based on crate size)

Harpoons

  • Harpoons can be made with Blacksmithing (including colored materials) or purchased on Fishermen NPC vendors
  • Harpoons are ranged weapons that use Fishing skill to wield
  • Harpoons have a limited number of uses (scales with material and quality)
  • A player's Fishing Skill is capped at a max of 100 for the purpose making attacks and for defending attacks
  • Harpoons are not meant to be used on land, and so will have 0% accuracy and 0% chance to defend while wielding one on land (and will only do 10% of normal damage)


Forensic Eval



  • When a player carves a creature's corpse, they will gain a melee and spell damage bonus for the next 12 hours
  • The boost amount gained per corpse carved is scaled based on the creature's difficulty
  • Players who have at least 2 different skills above 80 between Anatomy, Arms Lore, Forensic Eval, and/or Tracking can make Hamstring attempts

Hamstring
See Anatomy entry for details


PvM
  • The maximum Forensic Eval damage bonus that can be achieved against creatures is (25% * (Forensic Eval Skill / 100))

PvP
  • The maximum Forensic Eval damage bonus that can be achieved against other players is (10% * (Forensic Eval Skill / 100))

Skinning
  • Players use Skinning Knives to carve creature corpses
  • Players can also use the Forensic Eval skill itself to target a creature's corpse, which will automatically search their backpack or any equipped items for a Skinning Knife, and then carve the creature with it
  • Players using Forensic Eval or a Skinning Knife may target themselves or the ground nearby to activate "Smart Harvest" which will skin all "grey" notoriety corpses within 2 tiles
  • Carving a creature corpse will automatically open the corpse for the player
  • All creatures are carvable for leather and meat, and have chances to also have special cooking ingredients, scaled based on the player's Forensic Eval skill
  • The amount of leather and meat created when skinning corpses is (50% + (150% * (Forensic Skill / 100)) of the base amount for the creature
Players also have a chance to carve colored leather from corpses and all leather colors are possible on any creature, provided they meet the material's skill requirements

Players using exceptional and colored material Skinning Knives will receive a Tool Bonus to their chance of harvesting colored leather as follows (with all applicable bonuses stacking):
  • Exceptional Quality Skinning Knife Tool Bonus: 0.04
  • Master Crafted Tool Bonus: 0.04
  • Dull Copper Skinning Knife Tool Bonus: 0.02
  • Shadow Iron Skinning Knife Tool Bonus: 0.04
  • Copper Skinning Knife Tool Bonus: 0.06
  • Bronze Skinning Knife Tool Bonus: 0.08
  • Gold Skinning Knife Tool Bonus: 0.10
  • Agapite Skinning Knife Tool Bonus: 0.12
  • Verite Skinning Knife Tool Bonus: 0.14
  • Valorite Skinning Knife Tool Bonus: 0.16
The chance for a player to harvest colored leather instead of regular leather is (4% * (1 + Tool Bonus))

Regular Leather
Requires 0 Forensic Eval Skill


Dullhide Leather
Requires 65 Forensic Eval Skill
30% Chance when harvesting colored leather


Shadowhide Leather
Requires 70 Forensic Eval Skill
21% Chance when harvesting colored leather


Copperhide Leather
Requires 75 Forensic Eval Skill
16% Chance when harvesting colored leather


Bronzehide Leather
Requires 80 Forensic Eval Skill
12% Chance when harvesting colored leather


Goldenhide Leather
Requires 85 Forensic Eval Skill
9% Chance when harvesting colored leather


Rosehide Leather
Requires 90 Forensic Eval Skill
6% Chance when harvesting colored leather


Verehide Leather
Requires 95 Forensic Eval Skill
4% Chance when harvesting colored leather


Valehide Leather
Requires 99 Forensic Eval Skill
2% Chance when harvesting colored leather



Skining Maps
  • When using Skining Maps, search radius is increased by (100% * (Forensic Eval Skill / 100))


Healing
  • Minimum Anatomy skill of 60 is required for bandage cure attempts
  • Minimum Anatomy skill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts are ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Bandaging self takes 10-15 seconds (scaled based on Healer's Dex)
  • Banding another target takes 5-7.5 seconds (scaled based on Healer's Dex)

Stationary Bandaging
  • Players who have been stationary for 5 seconds may bandage targets up to 2 tiles away
  • Player healing range reverts back to 1 tile range if the player moves within 5 seconds of finishing the bandage

Curing Poison
See Poisoning entry for details


PvM
Bandaging a target that is poisoned will also heal damage on it, regardless of the result of the cure attempt
Healing amounts for bandaging poisoned targets while in PvM are as follows:

  • Lesser Poison: 100% of normal healing
  • Regular Poison: 100% of normal healing
  • Greater Poison: 75% of normal healing
  • Deadly Poison: 50% of normal healing
  • Lethal Poison: 25% of normal healing


Herding

  • Players can use the Herding skill to select a creature or player and designate it as the target of Focused Aggression for that player's tamed or summoned creatures
  • A player's tamed and summoned creatures (including Blade Spirits and Energy Vortexes) deal increased damage against a target their owner has marked as the target of Focused Aggression

Focused Aggression
  • To mark a target for Focused Aggression, players double click a Shepherd's Crook and then target a creature or player they wish to mark

PvM
  • Tamed and summoned creatures deal (25% * (Herding Skill / 100)) additional damage against creatures marked by their controller as the target of Focused Aggression

PvP
  • Tamed and summoned creatures deal (12.5% * (Herding Skill / 100)) additional damage against players marked by their controller as the target of Focused Aggression


Hiding
  • Allows a player to hide
  • Required by the Stealth skill to make movements while hidden
  • Can be paired with the Stealth skill to make Backstab attacks against creatures (see Stealth entry for info)


Inscription
Crafting
  • Create spells scrolls, runebooks, and other library items
  • Does not require mana or reagents to create spell scrolls
  • Players creating spell scrolls from circle 1-6 must have the spell in their own spellbook in order to craft it
  • Crafting spell scrolls from circle 7-8 will require Arcane Scrolls which are items found as loot in game

Spell Improvements
  • Reactive Armor maximum melee damage prevention increased by an additional (40 * (Inscription Skill / 100))
  • Protection Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Arch Protection Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Bless Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Invisibility spell duration increased to (500% * (Inscription Skill / 100)) of normal

Automatic Spell Scroll Usage
  • If Automatic Spell Scroll Usage is toggled, whenever a player casts a spell, it will first check their backpack to see if a matching spell scroll for that spell is present, and if so, attempt to cast the spell using the scroll instead of with reagents
  • Players can toggle this mechanic on and off typing [AutoUseSpellScrolls or from the Help Page -> Commands Tab -> Mechanics Group -> AutoUseSpellScrolls button

PvM
  • Magic Reflect spell has a (100% - (Spell Circle * 10%)) * (Inscription Skill / 100) chance to remain in place after reflecting a spell
  • Players using a scroll to cast a Level 1-6 spell will have a (40% * (Inscription Skill / 100))) to not consume the scroll
  • Players using a scroll to cast a Level 7-8 spell will have a (80% * (Inscription Skill / 100))) to not consume the scroll
  • Players using a scroll to cast a spell will receive a (25% * (Inscription Skill / 100)) damage bonus against creatures

PvP
  • Magic Reflect spell has an (50% * (Inscription Skill / 100)) chance to stay up after reflecting 1 spell, but will be nullified after the next spell occurs (and when staying up, will look and sound as if the player recast Magic Reflect on himself/herself)
  • Increases the maximum number of Trapped Pouches a player may have in their backpack have during PvP (which is by default 15) by an additional (10 * (Inscription Skill / 10))
  • Players using a scroll to cast a spell will receive a (10% * (Inscription Skill / 100)) damage bonus against other players

Arcane Runes

  • Found as loot items from a variety of sources
  • Players can double-click an Arcane Rune to place it on the ground at their location
  • Arcane Runes have an effect radius of (6 + (6 * (Inscription Skill / 100))
  • Arcane Runes have a duration of (10 + (10 * (Inscription Skill / 100)) minutes
  • Arcane Runes apply their bonus to all players within their effect radius every 5 seconds (and the effect lasts for 5 seconds)
The effects of Arcane Runes are as follows:

Empowerment Rune
Increases spell damage caused by players by 20%

Spellshielding Rune
Reduces spell damage taken by players by 20%


Fury Rune
Increases melee damage caused by players by 20%


Fortification Rune
Reduces physical damage taken by players by 20%


Toxicity Rune
Increases poison damage caused by players by 20%


Poison Warding Rune
Reduces poison damage taken by players by 20% and increases cure chances by 20%


Aggression Rune
Increases creature aggression towards nearby players immensely
Effect radius is only 50% of normal (base 3)


Healing Rune
Increases healing amounts for players by 20%


Immunity Rune
Players have a 20% chance to avoid Bleed, Disease, Knockback, Hinder, and Entangle effects


Chemistry Rune
Increases potion effectiveness by 20% (similar to having Alchemy skill)



Item Identification

  • Used to identify an unidentified magical item's properties
  • Used in deciphering Research Notes

Slayer Wands
  • Players using a Slayer Wand receive a (20% * (Item ID Skill / 100)) Damage bonus to damage inflicted agaisnt creatures
  • Players using a Slayer Wand have a (50% * (Item ID Skill / 100)) chance to not lose a charge on the wand when using it
  • Players using a Slayer Wand have their Wand cooldown reduced by (50% * (Item ID Skill / 100)) of normal

High Level Item Identification
Players receive the following bonuses when using Item ID at various skill levels:

Item Identification 105: Will also list the item's NPC vendor sale price (if applicable)
Item Identification 110: Will also list the item's Arcane Essence recycle amount (if applicable)
Item Identification 115: Will also list how many of that item exist in the world
Item Identification 120: Can be used on a container to identify all items within as well as list the total NPC vendor and Arcane Essence value of all items inside



Lockpicking



  • Players use Lockpicks (which are now an item with 100 base uses) to unlock locked containers
  • Players use Trap Tools to Remove Traps on trapped containers

Dungeon and Treasure Map Chests
  • Dungeon and Treasure Map chests have a Lock Difficulty that ranges level 1-8 (based on it's dungeon location or map level) and a Lock Progress value that will go from from 0-100%
  • Dungeon and Treasure Map chests have a Trap Difficulty from level 1-8 (based on it's dungeon location or map level) and a Remove Trap Progress value that will go from from 0-100%
  • Players can make Lockpicking attempts on the chest using Lockpicks, with successes increasing the Lockpicking Progress %
  • If the chest is at less than 100% Remove Trap progress, players will have a chance to trigger a trap when making Lockpicking attempts, which will cancel their Lockpicking attempt
  • A player triggering a trap on a chest does not change the Remove Trap Progress of the chest (i.e. multiple traps can be sprung from chests)
  • Traps increase in power and effect based on the Trap Difficulty level of the chest
  • A player who triggers a Trap is not able to use the Hiding skill or be hidden with the Invisibility spell for the next 5 seconds
  • Players can make Remove Trap attempts on the chest using Trap Tools, with successes increasing the Remove Trap Progress on the chest
  • Players making Remove Trap attempts on a chest have a chance to trigger a trap, albeit at a drastically lower chance than for lockpicking attempts
  • As the Remove Trap progress on a chest increases, the trigger chance of traps on the chest for both Lockpicking and Remove Trap chances decrease
  • Players can double click chests to open a Lockpicking window where they can see their Lockpicking and Remove Trap success chances, progress values, and can click buttons in the window to make Lockpicking / Remove Trap actions on the chest
  • Additionally, in the Lockpicking window, players can rotate through different tool materials to see success chance changes and to make Lockpicking / Remove Trap attempts with those tool types if they have any in their backpack
  • Players can also elect to simply double click Lockpicks or Trap Tools and target the chest
  • Single clicking on a chest will display the chest's Lockpicking / Remove Trap progress (if any has been made)
  • After a Dungeon Chest has reached 100% Lockpicking progress, a timer starts after which the chest will close and reset (with higher level difficulty chests having longer reset times)
  • Using exceptional and colored material Lockpicks and Trap Tools increases the player's Effective Lockpicking / Remove Trap skill as well as increases the amount of progress made on each successful skill check against on the chest for the related tool
A player's chance to successfully Lockpick or Remove Trap is ((Effective Skill - Chest Minimum Skill) * 2.5%)

Exceptional Lockpicks or Trap Tool
+5 Effective Skill
+12.5% Progress Bonus


Dull Copper Lockpicks or Trap Tool
+1 Effective Skill
+2.5% Progress Bonus


Shadow Iron Lockpicks or Trap Tool
+2 Effective Skill
+5% Progress Bonus


Copper Lockpicks or Trap Tool
+3 Effective Skill
+7.5% Progress Bonus


Bronze Lockpicks or Trap Tool
+4 Effective Skill
+10% Progress Bonus


Gold Lockpicks or Trap Tool
+5 Effective Skill
+12.5% Progress Bonus


Agapite Lockpicks or Trap Tool
+6 Effective Skill
+15% Progress Bonus


Verite Lockpicks or Trap Tool
+7 Effective Skill
+17.5% Progress Bonus


Valorite Lockpicks or Trap Tool
+8 Effective Skill
+20% Progress Bonus


Lockpicking / Remove Trap Minimum Skill Requirements and Success Progress amounts are as follows:

Level 1 (Worthless) Chest
0 Minimum Skill
((40% to 80%) * (1 + Tool Bonus)) % Progress on Success


Level 2 (Very Easy) Chest
25 Minimum Skill
((36% to 72%) * (1 + Tool Bonus)) % Progress on Success


Level 3 (Easy) Chest
50 Minimum Skill
((32% to 64%) * (1 + Tool Bonus)) % Progress on Success


Level 4 (Average) Chest
75 Minimum Skill
((28% to 56%) * (1 + Tool Bonus)) % Progress on Success


Level 5 (Difficult) Chest
95 Minimum Skill
((24% to 48%) * (1 + Tool Bonus)) % Progress on Success


Level 6 (Very Difficult) Chest
105 Minimum Skill
((20% to 40%) * (1 + Tool Bonus)) % Progress on Success


Level 7 (Extremely Difficult) Chest
115 Minimum Skill
((16% to 32%) * (1 + Tool Bonus)) % Progress on Success


Level 8 (Nearly Impossible) Chest
125 Minimum Skill
((12% to 24%) * (1 + Tool Bonus)) % Progress on Success



Lumberjacking




PvM
  • Increases damage with Axe weapons against creatures by (25% + (Lumberjacking Skill / 100))
PvP
  • Increases damage with Axe weapons against players by (10% + (Lumberjacking Skill / 100))

Players can harvest wood using hatchets and have a random chance to harvest colored boards if they meet the material's skill requirements
Base chances for players to discover colored trees are as follows:

  • Regular: 82%
  • Dullwood: 4.0%
  • Shadowwood: 3.5%
  • Copperwood: 3.0.%
  • Bronzewood: 2.5%
  • Goldenwood: 2.0%
  • Rosewood: 1.5%
  • Verewood: 1.0%
  • Valewood: 0.5%

Players using exceptional and colored material hatchets will receive a Tool Bonus to their harvesting success chances as follows (with all applicable bonuses stacking):
  • Exceptional Quality Hatchet Tool Bonus: 0.04
  • Master Crafted Tool Bonus: 0.04
  • Dull Copper Hatchet Tool Bonus: 0.02
  • Shadow Iron Hatchet Tool Bonus: 0.04
  • Copper Hatchet Tool Bonus: 0.06
  • Bronze Hatchet Tool Bonus: 0.08
  • Gold Hatchet Tool Bonus: 0.10
  • Agapite Hatchet Tool Bonus: 0.12
  • Verite Hatchet Tool Bonus: 0.14
  • Valorite Hatchet Tool Bonus: 0.16
Minimum Skill requirements and success chance formulas for harvesting colored wood types:

Regular Board
Requires 0 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 0) / 100) * (1 + Tool Bonus))


Dullwood Board
Requires 65 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 25) / 80) * (1 + Tool Bonus))


Shadowwood Board
Requires 70 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 30) / 80) * (1 + Tool Bonus)


Copperwood Board
Requires 75 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 35) / 80) * (1 + Tool Bonus)


Bronzewood Board
Requires 80 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 40) / 80) * (1 + Tool Bonus)


Goldenwood Board
Requires 85 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 45) / 80) * (1 + Tool Bonus)


Rosewood Board
Requires 90 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 50) / 80) * (1 + Tool Bonus)


Verewood Board
Requires 95 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 55) / 80) * (1 + Tool Bonus)


Valewood Board
Requires 99 Lumberjacking Skill
Success Chance = ((Lumberjacking Skill - 59) / 80) * (1 + Tool Bonus)



Lumber Maps
  • When using Lumber Maps, search radius is increased by (100% * (Lumberjacking Skill / 100))


Macing

PvM
  • 10% chance of inflicting a Macing Weapon Special Attack against creatures

Macing Weapon Special Attack
  • Increases damage by 50%
  • Pierces the target for 8-16 seconds (reduces target's Armor Value by 50)
  • If the pierce effect would reduce target's armor to below zero, the damage of the attack is increased by a % equal to the amount of AR in excess of 0 (i.e. a creature at 20 AR would be reduced to 0 AR and then take 30% extra damage)
  • Effect duration scales based on weapon speed (slower macing weapons have longer effect duration) and creature difficulty

PvP
  • When a player hits another player with a macing weapon, the defender loses additional stamina as if the attack had been done with 25% more damage than what was actually inflicted


Magery
  • Minimum skill needed to cast spell is Spell Circle * 10
  • Skill needed to cast spell with 100% success chance (no fizzling) is Minimum Skill Required + 20
  • Exception is First Circle Spells, which require 0 Minimum skill and at 30 Magery have a 100% success rate
  • Casting a spell from a scroll increases a player's effective Magery skill by 20
  • Players can gain magery skill by casting any spell that meet the minimum magery requirement for but that they have a less than 100% chance of success on casting
  • Default casting time is .5 seconds + (.25 * (Circle - 1))
  • Certain spells (such as Summoning and Reveal spells) have unique casting times

Spell Interrupts
All hostile spells from 4th, 5th, 6th, 7th, and 8th circles will interrupt other players 100% of the time

1st Circle Spells
  • When a player casts a Magic Arrow against another player, it will at first have an interrupt chance of 100%
  • Afterwards, a 5 second window starts during which all subsequent Magic Arrow spells against the target have only a 25% interrupt chance
  • If the player is hit with another Magic Arrow spell before 5 seconds have passed, the spell window resets to 5 seconds
  • Weaken, Clumsy, and Feeblemind spells have a 100% chance to interrupt if they reduce a player's stats (and 0% interrupt chance if they dont)
2nd Circle Spells
  • When a player casts a hostile 2nd circle spell against another player, it will at first have an interrupt chance of 100%
  • Afterwards, a 5 second window starts during which all subsequent 2nd circle hostile spells against the target have only a 50% interrupt chance
  • If the player is hit with another 2nd circle spell before 5 seconds have passed, the spell window resets to 5 seconds
3rd Circle Spells
  • When a player casts a hostile 3rd circle spell against another player, it will at first have an interrupt chance of 100%
  • Afterwards, a 5 second window starts during which all subsequent 3rd circle hostile spells against the target have only a 75% interrupt chance
  • If the player is hit with another 3rd circle spell before 5 seconds have passed, the spell window resets to 5 seconds
Each circle "window" is independent of each other (i.e. there is a 1st, 2nd, and 3rd circle window)
Players casting onto themselves will always interrupt themselves regardless of spell circle and will never initiate a "window" nor will reset an active one



Charged Spells
  • Spells cast by creatures against players or players against creatures have a 10% chance to be Charged
  • Charged spells deal an additional 50% to the target

Spell Circles
1st Circle

0 Magery Required to Cast
30 Magery Needed for 100% Success
.5 Seconds Casting Time


2nd Circle
20 Magery Required to Cast
40 Magery Needed for 100% Success
.75 Seconds Casting Time


3rd Circle
30 Magery Required to Cast
50 Magery Needed for 100% Success
1.0 Seconds Casting Time


4th Circle
40 Magery Required to Cast
60 Magery Needed for 100% Success
1.25 Seconds Casting Time


5th Circle
50 Magery Required to Cast
70 Magery Needed for 100% Success
1.5 Seconds Casting Time


6th Circle
60 Magery Required to Cast
80 Magery Needed for 100% Success
1.75 Seconds Casting Time


7th Circle
70 Magery Required to Cast
90 Magery Needed for 100% Success
2.0 Seconds Casting Time


8th Circle
80 Magery Required to Cast
100 Magery Needed for 100% Success
2.25 Seconds Casting Time



Magic Resist
  • Spell damage taken is reduced by a minimum of (12.5% * (Magic Resist Skill / 100))
  • Spell damage taken is reduced by a maximum of (25% * (Magic Resist Skill / 100))
  • The chance to resist any hostile spell with a non-damaging effect such as Curse or Poison is ((40% - (Spell Circle * 5%)) * (Magic Resist Skill / 100))

Spell Absorption
  • In addition to normal spell damage reduction for Magic Resist, players now have a (25% * (Magic Resist Skill / 100)) chance to Absorb a spell cast by a creature
  • Absorbed spells will display with a pink/purple orb effect (similar to parrying)
  • An absorbed spell has its damage reduced by 75% (similar to the parrying effect)
  • Additionally, each absorbed spell "stores" (2 * the amount of spell damage reduced) of damage for the player, up to a maximum of 250 damage
  • On the player's next melee hit or spell cast against any creature, the amount damage inflicted (after resist and armor is factored in) is increased by the total amount of "stored" damage for the player (and the player's "stored" damage amount is then reduced to 0)
  • If a player has not used their stored damage within 5 minutes, it is reduced to 0

Gaining Resist
0-30 Resist
Any spells first circle or higher


30-40 Resist
Any spells 3rd circle or higher


40-50 Resist
Any spells 4th circle or higher


50-60 Resist
Any spells 5th circle or higher


60-70 Resist
Any spells 6th circle or higher


70-100 Resist
Any spells 7th circle or higher



Meditation

  • Maximum mana regen rate possible is 1 mana restored every 0.5 seconds
  • Minimum mana regen rate possible is 1 mana restored every 8 seconds
  • Baseline mana regen rate is 1 mana restored every 2 seconds
  • Mana regen rate is increased by (100% * (Meditation skill / 100))
  • Mana regen rate is increased by (100% if player is actively meditating)
  • Mana regen rate is penalized by (2% * (player's Total Armor Meditation Penalty))
  • A player's Total Armor Meditation Penalty is equal to the combined Meditation Penalties of all armor worn
  • Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)

Armor Location Penalty:
Shield: 35% Penalty
Chest: 35% Penalty
Legs: 22% Penalty
Arms: 15% Penalty
Helmet: 14% Penalty
Gloves: 7% Penalty
Gorget: 7% Penalty


Armor Material Penalty
Wearing No Armor, or Leather Armor, or a Buckler, or a Wooden Shield
0% Penalty


Studded Armor or Wooden Kite Shield
20% Penalty


Bone Armor or Metal Shield

40% Penalty
Ringmail Armor or Bronze Shield
60% Penalty


Chainmail Armor or Metal Kite Shield
80% Penalty


Platemail Armor, Heater Shield, or Chaos/Order Shield
100% Penalty


For example, a player wearing a suit of all studded leather but with a platemail gorget would have: (.35 * .20) + (.22 * .20) + (.15 * .20) + (.14 * .20) + (.07 * .20) + (.07 * 1.0)) = 25.6% Total Armor Penalty

Which would result in a (2 * 25.6%) = -51.2% effect on their Mana Regen rate


Mining

PvM

  • Increases damage with Macing weapons against creatures by (25% * (Mining Skill / 100))

PvP
  • Increases damage with Macing weapons against players by (10% * (Mining Skill / 100))

Players can harvest ore using pickaxes and have a random chance to harvest colored ore if they meet the material's skill requirements
Base chances for players to discover colored ores are as follows:

  • Regular Ore: 82%
  • Dull Copper Ore: 4.0%
  • Shadow Iron Ore: 3.5%
  • Copper Ore: 3.0.%
  • Bronze Ore: 2.5%
  • Gold Ore: 2.0%
  • Agapite Ore: 1.5%
  • Verite Ore: 1.0%
  • Valorite Ore: 0.5%

Players using exceptional and colored material pickaxes will receive a Tool Bonus to their harvesting success chances as follows (with all applicable bonuses stacking):
  • Exceptional Quality Pickaxe Tool Bonus: 0.04
  • Mastercrafted Tool Bonus: 0.04
  • Dull Copper Pickaxe Tool Bonus: 0.02
  • Shadow Iron Pickaxe Tool Bonus: 0.04
  • Copper Pickaxe Tool Bonus: 0.06
  • Bronze Pickaxe Tool Bonus: 0.08
  • Gold Pickaxe Tool Bonus: 0.10
  • Agapite Pickaxe Tool Bonus: 0.12
  • Verite Pickaxe Tool Bonus: 0.14
  • Valorite Pickaxe Tool Bonus: 0.16
Minimum Skill requirements and success chance formulas for harvesting colored ore types:

Regular Ore
Requires 0 Mining Skill
Success Chance = (((Mining Skill - 0) / 100) * (1 + Tool Bonus))


Dull Copper Ore
Requires 65 Mining Skill
Success Chance = (((Mining Skill - 25) / 80) * (1 + Tool Bonus))


Shadow Ore
Requires 70 Mining Skill
Success Chance = ((Mining Skill - 30) / 80) * (1 + Tool Bonus)


Copper Ore
Requires 75 Mining Skill
Success Chance = ((Mining Skill - 35) / 80) * (1 + Tool Bonus)


Bronze Ore
Requires 80 Mining Skill
Success Chance = ((Mining Skill - 40) / 80) * (1 + Tool Bonus)


Gold Ore
Requires 85 Mining Skill
Success Chance = ((Mining Skill - 45) / 80) * (1 + Tool Bonus)


Agapite Ore
Requires 90 Mining Skill
Success Chance = ((Mining Skill - 50) / 80 )* (1 + Tool Bonus)


Verite Ore
Requires 95 Mining Skill
Success Chance = ((Mining Skill - 55) / 80) * (1 + Tool Bonus)


Valorite Ore
Requires 99 Mining Skill
Success Chance = ((Mining Skill - 59) / 80) * (1 + Tool Bonus)



Smelting
  • Players may double-click Ore if they are within 2 tiles of a forge to smelt it
  • Players may double-click Ore that is on a Pack Animal if they are within 2 tiles of a forge to smelt it

Ore Maps
  • When using Ore Maps, search radius is increased by (100% * (Mining Skill / 100))


Musicianship
  • A player's effective barding skill in Discordance, Peacemaking, and Provocation is capped by their Musicianship skill
  • A player cannot receive more bonuses to their Effective Barding Skill higher than their Musicianship skill (i.e. at player at 25 Musicianship could only gain 25 Effective Barding skill from Instruments, Supplemental Skill Bonuses, Lyric Aspect Armor, etc)


Parrying

  • Players may parry melee attacks with shields as well as with two-handed weapons
  • Weapon parrying will result in the weapon taking durability damage similar to shields, albeit at a reduced rate
  • Armor rating provided from shields is (50% * Shield Base AR) + (50% * Shield Base AR * (Parrying Skill / 100))
  • Players with both 80 Magery and 80 Parrying or greater may cast spells and meditate with a shield equipped (meditation rate will still be affected by the shield's meditation penalty)

Parrying Melee Attacks
  • Chance to parry a melee attack is (50% * (Parrying Skill / 100))
  • Successfully parrying an attack from a creature will reduces its damage by 75%
  • Successfully parrying an attack from another player, while wielding a two-handed weapon, will reduce its damage by only 50% however

Parrying Spells
  • Players have a (25% * (Parrying Skill / 100)) chance to parry a spell cast by a creature
  • Successfully parrying a spell from a creature will reduces its damage by 75%


Peacemaking

  • Players may Pacify multiple creatures simultaneously
  • Skill usage cooldown is 5 seconds on both success and failure, but a player may only use Discordance once every 10 seconds (i.e. a player may alternate between using Peacemaking and Discordance every 5 seconds)
  • A player's base Peacemaking skill is capped by their Musicianship skill (i.e. a player with 50 Peacemaking and 25 Musicianship is considered to have 25 Peacemaking )
  • A player's Effective Peacemaking Skill is their (Peacemaking Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus)
  • Players can increase their Effective Peacemaking Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as "Supplemental Skill Bonuses" (see Forensic Eval and Tracking Skill entries for more info)
  • A player's total bonuses to Effective Peacemaking coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Peacemaking from their Instruments, Supplemental Skills, or Lyric Aspect Armor)
  • Success chance to pacify a creature is ((Effective Barding Skill - (Creature Difficulty Value * 2)) / 100)
  • Chance for skill gain is doubled on a successful peacemaking check
  • A player always has a minimum success chance of ((Effective Barding Skill / 100) * .2))
  • Pacification effect duration is ((60 seconds - (Creature Difficulty Value)) * (Effective Barding Skill / 100)) with a minimum duration of 15 * (Musicianship Skill / 100) seconds

Pacified Creatures
  • Pacified creatures will not move, perform melee attacks, cast spells, or use most abilities
  • Creatures that have been pacified will display *pacified Xs* in text above their head when doing AllNames, where X is the number of seconds of remaining until the pacification effect will end

Area Peacemaking
  • When selecting a target for Peacemaking, players may target themselves to create an area pacification effect
  • Area Peacemaking has the same cooldowns as a normal Peacemaking action
  • Area Peacemaking makes an individual Peacemaking skill check against each non-tamed creatures within 8 tiles of the bard
  • For each successful check, the creature is Pacified for 2 seconds

Peacemaking Limitations
  • Pacification effects against tamed creatures will always be at most 15 seconds
  • Mini-Bosses can only be pacified once every 60 seconds
  • Shrine Bosses can only be pacified once every 75 seconds
  • Bosses can only be pacified once every 90 seconds
  • Event Bosses can only be pacified once every 120 seconds


Poisoning


Poison Damage
  • Player-applied Poison (through spells or weapons) damage against creatures is increased by 50%
  • Player-applied Poison (through spells or weapons) has its damage against creatures increased by (50% * (Taste ID Skill / 100))
  • When a non-tamed creature takes damage from poison, if the creature or player that poisoned them is more than 18 tiles away, the poison will downgrade its damage to Lesser Poison
  • Reduces the chance for a player's Poison spell to be rested by (50% * (Poisoning Skill / 100)) of normal (can stack with Taste ID effect as well)

Lesser Poison
Inflicts 5 Damage every 10 seconds

Regular Poison
Inflicts 10 Damage every 8 seconds

Greater Poison
Inflicts 15 Damage every 7 seconds

Deadly Poison
Inflicts 20 Damage every 6 seconds

Lethal Poison
Inflicts 25 Damage every 5 seconds


Curing Poison
  • Player-applied poisons (weapons and spells) have a cure chance penalty of (25% * (Poisoning Skill / 100)) of normal
  • Player-applied poisons (weapons and spells) have a cure chance penalty of (25% * (Taste ID Skill / 100)) of normal
For example, a player that would normally have a 50% chance to cure a particular poison, would instead only have a 25% chance to cure if the poison was inflicted by a player with 100 Poisoning and 100 Taste ID


Progressive Curing
  • Whenever a player fails to cure their target with a potion, bandage, or spell, any future attempts to cure that target again gain a Progressive Cure Bonus equal to 50% of the player's success chance on their attempt (bonuses are cumulative and may stack multiple times)
  • Whenever a target is successfuly cured, their Progressive Cure Bonus is reset to 0%

Potion Cure Chances

Lesser Cure Potion
Lesser Poison: 75% Chance
Regular Poison: 50% Chance
Greater Poison: 25% Chance
Deadly Poison: 0% Chance
Lethal Poison: 0% Chance


Regular Cure Potion
Lesser Poison: 100% Chance
Regular Poison: 75% Chance
Greater Poison: 50% Chance
Deadly Poison: 25% Chance
Lethal Poison: 0% Chance


Greater Cure Potion
Lesser Poison: 125% Chance
Regular Poison: 100% Chance
Greater Poison: 75% Chance
Deadly Poison: 50% Chance
Lethal Poison: 25% Chance



Bandaging Cure Chances
Chance to Cure Player = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);
Chance to Cure Creature = ((150% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%);



Cure Spell and Arch Cure Chance
Chance to Cure = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))


Poison Resistance
  • Many creatures have a Poison Resistance stat (listed as a percentage % value)
  • Players may temporarily receive Poison Resistance through skills such as Taste ID and various item effects
  • Whenever a player or creature is affected by poison (i.e. a poison tick) they will have a Poison Resistance % chance to ignore the damage from poison, and will display an overhead "*resists poison*" orange text

Poisoned Weapons
  • Chance to inflict poison on target is flat 25% for Lesser, Regular, Greater, and Deadly Poisoned weapons
  • Player wielding a weapon with Lethal Poison must have at least 100 Poisoning skill in order to inflict it on targets
  • Chance to inflict Lethal Poison on a target is (12.5% + (12.5% * (Poisoning Skill / 120)))
  • Chance to not lose poison charge on a failed infliction check is (50% * (Poisoning Skill / 100))
  • Chance for player to cure poison that was inflicted by a player with poisoning is reduced by (25% * (Poisoning Skill / 100))

Poisoning Skill required to apply poison to weapons is as follows:

Lesser Poison: 0-40 Poisoning
Regular Poison: 35-60 Poisoning
Greater Poison: 55-80 Poisoning
Deadly Poison: 75-100 Poisoning
Lethal Poison: 95-120 Poisoning



PvM
  • If a creature is hit by a poisoned weapon, but the creature is already poisoned with an equal or higher poison level than whats on the weapon, no poison attempt will be made with the weapon (and no poison charges will be lost)

Poison Spellcasting
  • Poison spell when cast by creatures will be at Lesser Poison
  • Poison spell and Poison Field spells cast by players default to Regular Poison
  • A player's effective Poisoning skill for spellcasting is capped by their Magery skill (players may go above 100 Poisoning at 100 Magery however)
  • Players must have at least 60 Poisoning to upgrade poison level to Greater Poison
  • Players must have at least 80 Poisoning to upgrade poison level to Deadly Poison
  • Upgrading to Greater Poison will cost 1 extra nightshade and 2 extra nightshade for Deadly Poison (the spell's poison will not upgrade if player does not have sufficient nightshade)

PvM
  • Chance for players to upgrade spell poison level to Greater Poison against creatures is (80% * (Poisoning Skill / 100))
  • Chance for players to upgrade spell poison level to Deadly Poison against creatures is (40% * (Poisoning Skill / 100))

PvP
  • Chance for players to upgrade spell poison level to Greater Poison against players is (40% * (Poisoning Skill / 100))
  • Chance for players to upgrade spell poison level to Deadly Poison against is (20% * (Poisoning Skill / 100))


Provocation
  • Skill usage cooldown is 5 seconds on both success and failure, but a player may only use Discordance once every 10 seconds (i.e. a player may alternate between using Provocation and Discordance every 5 seconds)
  • A player's base Provocation skill is capped by their Musicianship skill (i.e. a player with 50 Peacemaking and 25 Musicianship is considered to have 25 Provocation)
  • A player's Effective Provocation Skill is their (Provocation Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus)
  • Players can increase their Effective Provocation Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as "Supplemental Skill Bonuses" (see Forensic Eval and Tracking Skill entries for more info)
  • A player's total bonuses to Effective Provocation coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Peacemaking from their Instruments, Supplemental Skills, or Lyric Aspect Armor)
  • Success chance to Provoke a creature is ((Effective Barding Skill - (Highest Creature Difficulty Value * 2)) / 100)
  • Chance for skillgain is doubled on a successful provocation check
  • A player always has a minimum success chance of ((Effective Barding Skill / 100) * .2))
  • Provocation effect duration is ((60 seconds - (Highest Creature Difficulty Value)) * (Effective Barding Skill / 100)) with a minimum duration of 15 * (Musicianship Skill / 100) seconds

Provocation Limitations
  • Tamed creatures cannot be provoked
  • Mini-Bosses can only be provoked once every 60 seconds
  • Shrine Bosses can only be provoked once every 75 seconds
  • Bosses can only be provoked once every 90 seconds
  • Event Bosses can only be provoked once every 120 seconds

Provoked Creatures
  • Provoked creatures will attack each other until effect expires
  • Provoked creatures deal 50% of their normal damage
  • Creatures that have been provoked will display *provoked Xs* in text above their head when doing AllNames, where X is the number of seconds remaining until the provocation effect will end


Remove Trap



  • Players use Lockpicks (which are now an item with 100 base uses) to unlock locked containers
  • Players use Trap Tools to Remove Traps on trapped containers

Dungeon and Treasure Map Chests
  • Dungeon and Treasure Map chests have a Lock Difficulty that ranges level 1-8 (based on it's dungeon location or map level) and a Lock Progress value that will go from from 0-100%
  • Dungeon and Treasure Map chests have a Trap Difficulty from level 1-8 (based on it's dungeon location or map level) and a Remove Trap Progress value that will go from from 0-100%
  • Players can make Lockpicking attempts on the chest using Lockpicks, with successes increasing the Lockpicking Progress %
  • If the chest is at less than 100% Remove Trap progress, players will have a chance to trigger a trap when making Lockpicking attempts, which will cancel their Lockpicking attempt
  • A player triggering a trap on a chest does not change the Remove Trap Progress of the chest (i.e. multiple traps can be sprung from chests)
  • Traps increase in power and effect based on the Trap Difficulty level of the chest
  • A player who triggers a Trap is not able to use the Hiding skill or be hidden with the Invisibility spell for the next 5 seconds
  • Players can make Remove Trap attempts on the chest using Trap Tools, with successes increasing the Remove Trap Progress on the chest
  • Players making Remove Trap attempts on a chest have a chance to trigger a trap, albeit at a drastically lower chance than for lockpicking attempts
  • As the Remove Trap progress on a chest increases, the trigger chance of traps on the chest for both Lockpicking and Remove Trap chances decrease
  • Players can double click chests to open a Lockpicking window where they can see their Lockpicking and Remove Trap success chances, progress values, and can click buttons in the window to make Lockpicking / Remove Trap actions on the chest
  • Additionally, in the Lockpicking window, players can rotate through different tool materials to see success chance changes and to make Lockpicking / Remove Trap attempts with those tool types if they have any in their backpack
  • Players can also elect to simply double click Lockpicks or Trap Tools and target the chest
  • Single clicking on a chest will display the chest's Lockpicking / Remove Trap progress (if any has been made)
  • After a Dungeon Chest has reached 100% Lockpicking progress, a timer starts after which the chest will close and reset (with higher level difficulty chests having longer reset times)
  • Using exceptional and colored material Lockpicks and Trap Tools increases the player's Effective Lockpicking / Remove Trap skill as well as increases the amount of progress made on each successful skill check against on the chest for the related tool
A player's chance to successfully Lockpick or Remove Trap is ((Effective Skill - Chest Minimum Skill) * 2.5%)

Exceptional Lockpicks or Trap Tool
+5 Effective Skill
+12.5% Progress Bonus


Mastercrafted Lockpicks or Trap Tool
+5 Effective Skill
+12.5% Progress Bonus


Dull Copper Lockpicks or Trap Tool
+1 Effective Skill
+2.5% Progress Bonus


Shadow Iron Lockpicks or Trap Tool
+2 Effective Skill
+5% Progress Bonus


Copper Lockpicks or Trap Tool
+3 Effective Skill
+7.5% Progress Bonus


Bronze Lockpicks or Trap Tool
+4 Effective Skill
+10% Progress Bonus


Gold Lockpicks or Trap Tool
+5 Effective Skill
+12.5% Progress Bonus


Agapite Lockpicks or Trap Tool
+6 Effective Skill
+15% Progress Bonus


Verite Lockpicks or Trap Tool
+7 Effective Skill
+17.5% Progress Bonus


Valorite Lockpicks or Trap Tool
+8 Effective Skill
+20% Progress Bonus


Lockpicking / Remove Trap Minimum Skill Requirements and Success Progress amounts are as follows:

Level 1 (Worthless) Chest
0 Minimum Skill
((40% to 80%) * (1 + Tool Bonus)) % Progress on Success


Level 2 (Very Easy) Chest
25 Minimum Skill
((36% to 72%) * (1 + Tool Bonus)) % Progress on Success


Level 3 (Easy) Chest
50 Minimum Skill
((32% to 64%) * (1 + Tool Bonus)) % Progress on Success


Level 4 (Average) Chest
75 Minimum Skill
((28% to 56%) * (1 + Tool Bonus)) % Progress on Success


Level 5 (Difficult) Chest
95 Minimum Skill
((24% to 48%) * (1 + Tool Bonus)) % Progress on Success


Level 6 (Very Difficult) Chest
105 Minimum Skill
((20% to 40%) * (1 + Tool Bonus)) % Progress on Success


Level 7 (Extremely Difficult) Chest
115 Minimum Skill
((16% to 32%) * (1 + Tool Bonus)) % Progress on Success


Level 8 (Nearly Impossible) Chest
125 Minimum Skill
((12% to 24%) * (1 + Tool Bonus)) % Progress on Success



Snooping
  • Success chance is (75% * (Snooping Skill / 100))
  • If the thief is wearing a disguise kit, success chance is increased by 25%
  • If the thief is hidden while making snooping attempts, no system message notifications will be displayed to other players (i.e. "You notice Luthius attempting to peak into Serathi's belongings")


Spirit Speaking
  • Allows the player to be visible to dead players and hear their speech

Spirit Stones

  • Players may purchase Empty Spirit Stones from NPC Mage Shopkeepers


  • Players must first cast the Magic Lock spell on an Empty Spirit Stone and select whether to convert it into either a Spirit Summoning Stone or a Spirit Spell Stone


  • Spirit Summoning Stones are used to enhance a player's summoning spells
  • Spirit Spell Stones are used to increase the chance a player's spellcasts
  • Both types of Spirit Stones have a charge / fill percentage ranging from 0 to 100%


  • Players may use the Spirit Speaking skill near their corpses of creatures that they have dealt damage to, in order to harvest Spirit Energy and trap it within any ready Spirit Stones they have in their backpack
  • When the player successfully uses the Spirit Speaking skill, for each corpse with 12 tiles of the player, they will fill (2 * (Creature Difficulty Value / 100) * Damage % Dealt * (Spirit Speaking skill / 100)) % worth of both a ready Spirit Summoning Stone and a Spirit Spell Stone in their backpack


  • In order to draw power from any Spirit Stones the player has, the player must first double-click any Spirit Stones they wish to use to Activate them
  • Conversely, players may double-click any activated spirit stones to prevent them from being drawn from

Summoned Creatures and Spirit Summoning Stones


  • Any summoned creature created by a player will have its stats and skills increased by (10% * (Spirit Speaking Skill / 100))
  • When players cast any 5th or 8th circle summoning spell (including Blade Spirits or Energy Vortex) any Activated Spirit Spell Stone in that player's backpack that is sufficiently charged will be used to upgrade the creature further and consume a portion of the Spirit Stone's charge value
  • There are two levels of upgrades for creatures, Elder and Ancient, each with their own bonuses and required charge amounts
  • If any Spirit Summoning Stones are currently activated in a players backpack upon casting a summon spell, it will attempt to upgrade the creature to the most powerful version the player has sufficient charge available for

Elder Summon
5th Circle Spell Consumes 5% Spirit Summoning Stone Charge Per Creature Control Slot
8th Circle Spell Consumes 25% Spirit Summoning Stone charge


  • Increases the creature's Maximum Hit Points, Melee Damage, Dexterity, Wrestling Skill, Magery Skill, Eval Int Skill, Armor Rating, and Magic Resist skill by (15% * (Player's Spirit Speaking skill / 100))
  • Increases the creature's Dispel Resistance (from Autodispel effects) by (15% * (Player's Spirit Speaking skill / 100))
  • Increases the creatures Summon Duration to (150 + (150 * (Player's Spirit Speaking skill / 100))) seconds

Ancient Summon
5th Circle Spell Consumes 10% Summoning Spirit Stone Charge Per Creature Control Slot
8th Circle Spell Consumes 50% Summoning Spirit Stone charge


  • Increases the creature's Maximum Hit Points, Dexterity, Melee Damage, Wrestling Skill, Magery Skill, Eval Int Skill, Armor Rating, and Magic Resist skill by (30% * (Player's Spirit Speaking skill / 100))
  • Increases the creature's Dispel Resistance (from Autodispel effects) by (30% * (Player's Spirit Speaking skill / 100))
  • Increases the creatures Summon Duration to (150 + (450 * (Player's Spirit Speaking skill / 100))) seconds

Autodispel
  • Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses will attempt to Autodispel a player's summoned creatures at various intervals when they take damage from them
  • Rather than simply destroying the summoned creature outright, Autodispel deals 60% of a summoned creature's maximum hit points as raw damage
  • If a summoned creature has Dispel Resistance, the damage taken is reduced by that amount (i.e. a creature with a 15% Dispel Resistance will only take 45% of it's max hit points as damage from Autodispel)
  • Water Elementals have a natural 15% Dispel Resistance that stacks with any Dispel Resistance gained from Elder/Ancient upgrades

Autodispel frequency for creatures are as follows:
  • Mini-Bosses will attempt to autodispel each summoned creature at most once every 10 seconds
  • Shrine Bosses will attempt to autodispel each summoned creature at most once every 8 seconds
  • Bosses will attempt to autodispel each summoned creature at most once every 6 seconds
  • Event Bosses will attempt to autodispel each summomed creature at most once every 4 seconds

PvP
  • A summon created by a player has a (66% * (Spirit Speaking skill / 100)) chance to ignore another player's Dispel/Mass Dispel effect cast against it

Spells and Spirit Spell Stones

  • Whenever a player casts a spell against a creature and they have an activated Spirit Spell Stone with adequate spirit energy they will have a (10% * (Spirit Speaking Skill / 100%) bonus chance for the spell to become Charged (Charged spells deal +50% damage)
  • Consumes (4% * Spell Level) Spirit Spell Stone charge when a spell becomes Charged

Stealing
  • Players do not need to be part of a Thieves Guild in order to use the stealing skill and may be murderers
  • Players can steal individual items up to (10 * (Stealing Skill / 100)) stones of weight
  • The maximum weight for any weapons is 10 stones (halberds)
  • Players can steal stacked items in amounts up 50% of their normal stealing weight (such as 50 reagents or 250 gold)
  • All housing deeds in game are non-blessed and therefore stealable
  • Players must have a least one hand free to make a stealing attempt
  • Success chance to steal an item is (50% * (Stealing Skill / 100))
  • If the thief is wearing a disguise kit, success chance is increased by 25%

Being Spotted
  • If a player is "Spotted" stealing in town by either a player or human NPC, they will be killed by guards and the stealing attempt will automatically fail
  • Only targets within 8 tiles of the target can spot a stealing attempt
  • A player that flags green to the thief will never spot a stealing attempt
  • Each player, including the target, has a 20% chance to spot a nearby stealing attempt (10% if they do not have a line-of-sight to the thief)
  • Each human NPC, including the target, has a 10% chance to spot a nearby stealing attempt (5% if they do not have a line-of-sight to the thief)
  • If the stealing player has been resurrected within the last 5 minutes, the chance for them to be spotted by players and human NPCs is doubled
  • If the thief was hidden at the time they made the stealing attempt, no system message notifications will be displayed to other players (i.e. "You notice Luthius attempting to steal from Serathi")

Disguise Kits

  • Players can purchase Disguise Kits from Thief NPCs or they may craft them with the Tailoring skill
  • Players must have 80 Stealing skill in order to use a disguise kit
  • Once a player applies a disguise, it will stay on them until they die or remove it (which can be done via the "Remove Existing" button in the disguise kit menu)
  • Players may apply a disguise at most once every 2 hours
  • Normal disguise kits have 3 uses per item and will grant the player a randomized hairstyle, hair color, facial hair style, facial hair color, and name
  • Exceptional quality disguise kits have 4 uses per item and the player can manually select their hairstyle, hair color, facial hair style, facial hair color, and skin color
  • Mastercrafted disguise kits have 5 uses for item and the player can additionally change their gender, select a new randomized name, or manually enter a new name by hand (following normal player naming guidelines)
  • Wearing a disguise kit increases a player's stealing success chances by 25%
  • Wearing a disguise kit increases a player's snooping success chances by 25%


Stealth

  • Players gain (5 + (10 * (Stealth Skill / 100))) stealth steps per Stealth activation
  • A player will leave footprints behind when using their last 5 steps
  • If a player has "Auto-Stealth" turned on (which is on by default), players will automatically make a Stealth activation when moving while Hidden

Backstabbing
  • A player who is currently hidden can make a Backstab attack against creatures in their weapon range
  • The player must be hidden through use of the Hiding skill (and not Invisibility spell) and have activated stealth at least once since becoming hidden in order to be able to make a backstab attack
  • Players must have at least 80 Stealth skill to make Backstab attacks
  • A player's accuracy when making backstab attacks is +25%
  • Players have a +25% chance to to inflict poison from a weapon when making backstab attacks
  • Players have a +25% chance to perform a Weapon Special Attack when making backstab attacks
  • If a Weapon Special Attack occurs while making a Backstab attack, and the effect has a duration (such as for Fencing and Macing), the effect will last for the maximum duration possible (i.e. treated as being made with a very slow weapon)
  • Damage bonus for Backstab attack ranges from +450% to +1000%, scaled based on weapon speed
  • Backstab damage is further scaled by (Stealth Skill / 100%)
  • Players attacking other players from stealth will make the same backstab sound effect, but they will receive no bonuses to the attack


Swordsmanship
  • 10% chance of inflicting a Swords Weapon Special Attack

Swordsmanship Weapon Special Attack
  • Causes the target to take "bleed" damage every 3 seconds for the next 15 seconds
  • Each bleed damage amount is 20% of the total weapon damage caused by the initial attack
  • Also applies a "Lacerate" effect
  • Lacerate increases the chance for players to inflict weapon special attacks against that creature by 5% for the next 8-16 seconds (scaled based on weapon speed)
  • A creature can only have a maximum of 5 Lacerate effect bonuses active at once (bleed can be stacked an unlimited number of times on a creature however)


Tactics
  • Increases wrestling and weapon damage by (50% * (Tactics Skill / 100))


Tailoring

  • Create Leather, Studded Leather, and Bone Armor
  • Can create Tailoring Repair Kits which can be used by a player with 95 Tailoring to target a container and repair all Tailoring-made items within the container
  • Tailoring Repair kits can also be used to target a player, which will repair all Tailoring-made items in that player's backpack and currently equipped
  • Provides a (25% * (Tailoring Skill / 100)) Armor bonus for the player when wearing any Tailoring-craftable armor (includes magical and aspect armor)

PvM
  • Provides a (25% * (Tailoring Skill / 100)) Armor bonus for the player when wearing any Tailoring-craftable armor (includes magical and aspect armor)

Attrition
  • When receiving a melee hit from a creature, the player will inflict (50% * (Tailoring Skill / 100)) of the final Damage they receive onto the attacking creature as well
Damage amount inflicted is reduced if player is not wearing a full suit of leather armor, with penalties as follows:

Missing Leather Helmet: 7% Damage Reduction
Missing Leather Gloves: 7% Damage Reduction
Missing Leather Helmet: 14% Damage Reduction
Missing Leather Arms: 15% Damage Reduction
Missing Leather Legs: 22% Damage Reduction
Missing Leather Chest: 35% Damage Reduction



Taste ID

  • Used to determine if a food item is poisoned
  • Whenever players passively regenerate extra points of Hits, Stam, or Mana due to Food Satisfaction from eating food, they have a (50% * (Taste ID skill / 100)) chance to increase the amount regenerated by 100%
  • Player-applied poison (from spells or weapons) to a creature will have its damage increased by (50% * (Taste Id Skill / 100))
  • Player-applied poison (from spells or weapons) to a creature will reduce that creature's Poison Resistance value to (50% * (Taste Id Skill / 100)) of normal (i.e. a Taste ID skill of 100 reduces a 50% Poison Resistance to 25% Poison Resistance)
  • Will reduce the chance that a player's Poison spell is resisted by (50% * (Taste Id Skill / 100)) of normal (can stack with Poisoning skill effect)

Herbal Poultices
  • When players use the Taste ID skill and target the ground, they will attempt to scrounge for herbs and apply an Herbal Poultice to themselves and any friendly (blue or green) targets within 8 tiles
  • For the player who applied the poultice, they have a (50% * (Taste ID skill / 100)) chance to ignore any damage from a Poison, Bleed, or Disease tick for the next 20 minutes
  • For all other players affected, they have a (25% * (creator's Taste ID Skill / 100)) chance to ignore any damage from a Poison, Bleed, or Disease tick for the next 20 minutes
  • If a player already has a more powerful Herbal Poultice effect in place, it will not be overridden by a nearby player using the ability
  • Using Taste ID on the ground to create an Herbal Poultice has a 10 second cooldown, but has 10x normal skill gain chance


Tinkering
  • Create Harvesting Tools, Crafting Tools, Lockpicking, Adventuring Tools, and Jewelry

Tinkering Floor and Container Traps
  • Players can craft Iron Trap Wire with Tinkering
  • Players can find Copper, Silver, Gold, and Platinum Trap Wire as loot inside Dungeon, Treasure Map, and Paragon Chests
  • Players may double-click Trap Wire and target a lockable container to open a Create Container Trap menu
  • Players may double-click Trap Wire and target themselves or the ground near them to open a Create Floor Trap menu
  • Creating a Floor Trap or Container trap requires the player to select a Wire Type and a Trap Type by clicking the Up/Down arrows in the respective menu and then clicking the Create Trap button
  • Creating a Trap consumes 1 Trap Wire of the selected type and any ingredients required for the trap type
  • Trap Strength for player-made traps mirrors the Trap Strength levels available for Dungeon and Treasure Map chests

Trap Strengths will default to the following based on wire type:

Iron Trap Wire
Average Trap Strength


Copper Trap Wire
Difficult Trap Strength


Silver Trap Wire
Very Difficult Trap Strength


Gold Trap Wire
Extremely Difficult Trap Strength


Platinum Trap Strength
Nearly Impossible Trap Strength


If a player only has lower quality ingredients available to make a trap (such as Lesser or Regular explosion potions for Explosive Traps or Lesser, Regular, Greater, or Deadly Poison potions for Poison Traps), the Strength of the trap is reduced by one level for each level of ingredient quality level, and can reduce Traps Strengths potentially to:

Worthless Trap Strength
Very Easy Trap Strength
Easy Trap Strength


For instance, using Copper Trap Wire, but a lesser explosion potion (instead of a greater explosion potion) would reduce the trap strength down from Difficult Trap Strength to Easy Trap Strength (i.e. a reduction of 2 Levels)

Container Traps

  • Requires 100 Tinkering to create
  • Any player attempting to open a trapped container will detonate it unless they successfully make a Detect Hidden check, which if successful, will launch the Lockpicking / Remove Trap window players would normally see when interacting with Dungeon and Treasure Map Chests. The player may proceed to use Remove Trap on the chest to disarm the container's trap
  • A player who places a trap on a chest will be considered attacking the player who opens the chest and triggers a trap (and will be subject to Murder Counts if the player should die)

A player opening a trapped container is subjected to the following effects:

Explosive Container Trap
Worthless Trap Strength: 25-50 Damage
Very Easy Trap Strength: 50-75 Damage
Easy Trap Strength: 75-100 Damage
Average Trap Strength: 100-125 Damage
Difficult Trap Strength: 125-150 Damage
Very Difficult Trap Strength: 150-175 Damage
Extremely Difficult Trap Strength: 175-200 Damage
Nearly Impossible Trap Strength: 200-225 Damage


Damage is increased by ((Tinkering Skill - 100) / 120) * 25%)


Poison Container Traps
Worthless Trap Strength: Regular Poison (50% chance to upgrade to Greater Poison)
Very Easy Trap Strength: Regular Poison (75% chance to upgrade to Greater Poison)
Easy Trap Strength: Greater Poison (25% chance to upgrade to Deadly Poison)
Average Trap Strength: Greater Poison (50% chance to upgrade to Deadly Poison)
Difficult Trap Strength: Greater Poison (75% chance to upgrade to Deadly Poison)
Very Difficult Trap Strength: Deadly Poison (25% chance to upgrade to Lethal Poison)
Extremely Difficult Trap Strength: Deadly Poison (50% chance to upgrade to Lethal Poison)
Nearly Impossible Trap Strength: Deadly Poison (75% chance to upgrade to Lethal Poison)


Chance to upgrade poison is increased by (((Tinkering Skill - 100) / 120) * 25%))


Web Container Traps
Worthless Trap Strength: Entangle for 6 seconds
Very Easy Trap Strength: Entangle for 9 seconds
Easy Trap Strength: Entangle for 12 seconds
Average Trap Strength: Entangle for 15 seconds
Difficult Trap Strength: Entangle for 18 seconds
Very Difficult Trap Strength: Entangle for 21 seconds
Extremely Difficult Trap Strength: Entangle for 24 seconds
Nearly Impossible Trap Strength: Entangle for 27 seconds


Entangle duration is increased by (((Tinkering Skill - 100) / 120) * 25%))


Floor Traps

  • Requires 80 Tinkering and 80 Detect Hidden to create
  • Floor Traps will place a Pressure Plate at the player's location as well as one in each cardinal direction (North / South / East / West)
  • Players may only place a single Floor Trap on a tile and cannot have overlapping Pressure Plates
  • Floor traps will activate if a non-tamed / non-summoned creature steps onto one of the Pressure Plates for the trap
  • Floor traps will expire in 3 minutes if not activated by creatures
  • Players may only place up to 3 Traps within a 3 minute period

The effect radius of Floor Traps are as follows (radius is based on the center Pressure Plate):

Worthless and Very Easy Strength Traps: Radius 1
Easy and Average Strength Traps: Radius 2
Difficult and Very Difficult Strength Traps: Radius 3
Extremely Difficult and Nearly Impossible Difficulty Strength Traps: Radius 4


Each non-tamed / non-summoned creature within the trap radius are subjected to the following effects:

Explosive Floor Traps
Worthless Trap Strength: 75 Damage
Very Easy Trap Strength: 100 Damage
Easy Trap Strength: 125 Damage
Average Trap Strength: 150 Damage
Difficult Trap Strength: 175 Damage
Very Difficult Trap Strength: 200 Damage
Extremely Difficult Trap Strength: 225 Damage
Nearly Impossible Trap Strength: 250 Damage


Damage is increased by (25% * (Tinkering Skill / 100)) + (50% * (Detect Hidden Skill / 100))


Poison Floor Traps
Worthless Trap Strength: Lesser Poison (33% chance to upgrade to Regular Poison)
Very Easy Trap Strength: Lesser Poison (66% chance to upgrade to Regular Poison)
Easy Trap Strength: Regular Poison (33% chance to upgrade to Greater Poison)
Average Trap Strength: Regular Poison (66% chance to upgrade to Greater Poison)
Difficult Trap Strength: Greater Poison (33% chance to upgrade to Deadly Poison)
Very Difficult Trap Strength: Greater Poison (66% chance to upgrade to Deadly Poison)
Extremely Difficult Trap Strength: Deadly Poison (33% chance to upgrade to Lethal Poison)
Nearly Impossible Trap Strength: Deadly Poison (66% chance to upgrade to Lethal Poison)


Chance to upgrade poison is increased by (25% * (Tinkering Skill / 100)) + (50% * (Detect Hidden Skill / 100))


Web Floor Traps
Worthless Trap Strength: Entangle for 6 seconds
Very Easy Trap Strength: Entangle for 9 seconds
Easy Trap Strength: Entangle for 12 seconds
Average Trap Strength: Entangle for 15 seconds
Difficult Trap Strength: Entangle for 18 seconds
Very Difficult Trap Strength: Entangle for 21 seconds
Extremely Difficult Trap Strength: Entangle for 24 seconds
Nearly Impossible Trap Strength: Entangle for 27 seconds


Entangle duration is increased by (25% * (Tinkering Skill / 100)) + (50% * (Detect Hidden Skill / 100))


Trap Detonators

  • Players may craft Trap Detonators using Tinkering
  • Players can use Trap Detonators to manually detonate Floor Traps they have placed
  • When using a Trap Detonator, the player may click themselves to detonate all traps they currently have within 18 tiles, or may click the ground to detonate a single trap within 1 tile of the target location
  • Trap Detonators have an unlimited number of uses


Tracking



  • Tracking success chance is (100% * (Tracking Skill / 100))
  • On a successful tracking attempt, players can see a list of non-hidden targets within (20 + (80 * (Tracking Skill / 100))) spaces
  • On a successful tracking attempt players will also see hidden targets, however only up to a base distance that is 10% of their normal tracking distance
  • With the Detect Hidden skill, the distance for tracking hidden targets is improved to (10% + (40% * (Detect Hidden Skill / 100))) of their normal tracking distance
  • For example, with 100 Tracking Skill and 0 Detect Hidden a player can track non-hidden targets up to 100 spaces and hidden targets up to 10 spaces away
  • With 100 Tracking Skill and 50 Detect Hidden skill the player can track hidden players up to 30 spaces away
  • With 100 Tracking Skill and 100 Detect Hidden skill the player can track hidden players up to 50 spaces away
  • Players who are actively tracking any target or have "Hunting" mode currently enable receive a melee and spell damage bonus
  • Players can right-click to cancel the on-screen tracking arrow for their current tracked target and they will still receive the damage bonus against it
  • Players who have at least 2 different skills above 80 between Anatomy, Arms Lore, Forensic Eval, and/or Tracking can make Hamstring attempts

Hamstring
See Anatomy entry for details

PvM
  • When tracking a creature, the on-screen tracking arrow will update every second with the creature's new location
  • Players receive a (25% * (Tracking Skill / 100)) damage bonus against any creatures while they have some form of tracking active (either Hunting mode active or tracking an individual target of any type)
  • Players also receive an Effective Barding skill bonus against their Marked creature target of (10 * (Tracking Skill / 100))

PvP
  • When tracking another player, the on-screen tracking arrow will simply point to the player's last location at the time the tracking skill was made, and will not update it's location if the player moves (as it does with creatures)
  • Players receive a (10% * (Tracking Skill / 100)) damage bonus against other players while they have some form of tracking active (either Hunting mode active or tracking an individual target of any type)

Players can make Tracking Attempts against the following types of individuals:

Aggressive
Any creature that will attempt to attack the player on sight

Passive
Any creature that will not attempt to attack the player on sight (but typically will fight back if attacked)

Townsfolk
Any non-hostile human NPC, such as vendors

Players
Other players

Marked Targets
  • The last successful tracking attempt made by a player against a creature is considered their "Marked" target

Paragons

  • Paragon creatures appear in the Tracking Results window with purple text and a purple selection button

Hunting Mode
  • Players can also activate and deactivate a "Hunting" mode from the Tracking window to automatically make Tracking skill checks at various intervals (still requiring the normal 10 second skill cooldown) against a specific type of player/creature.
  • When a new target is successful tracked via the Hunting mode, a Tracking Arrow to the target is placed on screen and the player receives a system message informing them of what they are currently tracking and how many spaces away it is currently
Players can click arrows to rotate through and select a specific type of player/creature to Hunt, such as:
  • Aggressive Creatures
  • Passive Creatures
  • Townsfolk
  • All Players
  • Orange Players
  • Red Players
  • Grey Players
  • Blue Players
  • Green Players
Based on which "Hunt Frequency" the player has selected, the Tracking system will make Tracking skill checks at various intervals for their currently specified Hunting player/creature type based as follows:

Current Combatant
Will constantly make Tracking skill checks, but only against your current combat target (i.e. last creature you double-clicked or did damage to)


Always Get Closest
Will constantly make Tracking skill checks and set your tracking target to whatever is closest (ideal for gaining Tracking skill)


Follow Only Individual
Will constantly make Tracking skill checks but only against the last selection you made from the regular Tracking Results window (players should always select this mode when they want to track and follow another player that is likely moving)


New When No Arrow
Will only make Tracking skill checks when you don't have a Tracking Arrow active on screen (ideal for farming)


New When No Target
Will only make Tracking skill checks when you don't have a Tracking Arrow active on screen and your last tracked target is no longer trackable, due to being dead or too far away (ideal for farming and having an uncluttered screen)



Veterinary
  • Minimum Animal Lore skill of 60 is required for bandage cure attempts
  • Minimum Animal Loreskill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts on creatures are ((Veterinary Skill / 100) * ((Random Value of 60 to 90) * (1 + (.2 * Animal Lore Skill / 100))))
  • Bandaging a creature takes 5-7.5 seconds (scaled based on Healer's Dex)

Stationary Bandaging
  • Players who have been stationary for 5 seconds may bandage targets up to 2 tiles away
  • Player healing range reverts back to 1 tile range if the player moves within 5 seconds of finishing the bandage

Curing Poison
See Poisoning entry for details


PvM
Bandaging a tamed creature that is currently poisoned will also heal damage on it, regardless of the result of the cure attempt
Healing amounts for bandaging poisoned creature targets while in PvM are as follows:

  • Lesser Poison: 100% of normal healing
  • Regular Poison: 100% of normal healing
  • Greater Poison: 75% of normal healing
  • Deadly Poison: 50% of normal healing
  • Lethal Poison: 25% of normal healing

PvP
Bandaging a creature that is currently poisoned will also heal damage on it, but will be reduced to 25% of the PvM amounts
Healing amounts for bandaging poisoned creature targets while the player is in PvP are as follows:

  • Lesser Poison: 25% of normal healing
  • Regular Poison: 25% of normal healing
  • Greater Poison: 18.75% of normal healing
  • Deadly Poison: 12.5% of normal healing
  • Lethal Poison: 6.25% of normal healing

Veterinary Supplies

  • Veterinary Supplies have 100 uses each
  • When players double-click veterinary supplies, they will attempt to heal all friendly followers (pets/summons) within 2 tiles
  • A player cannot use a bandage while using veterinary supplies and activating veterinary supplies will cancel any bandages they have in progress
  • Using a Veterinary Supplies has the same bandaging timer length as using bandages with Veterinary
  • Upon completion of the bandaging timer, all friendly followers within 2 tiles of the player will be treated as having been healed with a bandage, but with the following modifications:
  • Health restored is 50% of the normal amounts resulting from normal Veterinary bandage usage
  • Chance to cure poison is 50% of normal chance resulting from normal Veterinary bandage usage
  • Chance to resurrect a dead follower is 50% of normal chance resulting from normal Veterinary bandage usage

Wrestling
  • Wrestling attacks inflict between 2-8 damage
  • Wrestling attacks are speed 50
  • 10% chance of inflicting an Wrestling Weapon Special Attack against creatures

Wrestling Weapon Special Attack
  • Increases damage by 400%
  • Disorients the target for 16 seconds (reduces melee accuracy by 10% and causes a 10% chance for spellcasters to fizzle spells when casting)
 
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