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  Template Talk
Posted by: DwnWthVwls - 6 hours ago - Forum: General Discussion - No Replies

With the reworking of some classically useless skills and changes to some of the traditional templates, I'd like to share some ideas and see what others are planning to do.

Tank
100 Swords
100 Tactics
100 Anatomy
100 Healing
100 Resist
100 Parry
120 Alchemy

Poison Dexxor
100 Fence
100 Tactics
100 Anatomy
100 Healing
100 Resist
120 Poisoning
100 Hiding

Support Bard
120 Music
120 Provoke
120 Discord
120 Forensic Eval
100 Mage
80 Meditation
60 SS

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  PvM Testing Patch 4-19-18
Posted by: Luthius - 04-19-2018, 05:32 PM - Forum: Patches - Replies (1)

Patch Notes


Achievements

  • Removed the Competition category (moved Liars Dice and Monster Shuffle into the Luxury category) and created the Arena category
  • Arena, Faction and Societies will no longer have reward points (since they have their own currency systems) but will instead have more titles available (eventually)


Arenas
[Image: WLV8dzM.png]
  • Removed "Unranked" and "Ranked" matches: all non-tournament matches will now just be "Standard" matches which cost 1 Arena Credit to participate in
  • Player stats will now be tracked for players for Solo Matches, Team Matches, Solo Tournaments, and Team Tournaments
  • Players can view the arena stats for any player by clicking the Blue Orb button next to a player in the Match Info page for a match, or in the Match Results window that appears after a match concludes
  • Fixed an issue in the Results Menu where Heal and Cure Potions used were not displaying properly


Young Players
[Image: 1xEqzUd.png]
  • Players now have a new gump menu when they say "I renounce my young player status" which explains the consequences for doing so before confirmation


Bandaging
  • Players will be prevented from attempting to resurrect a player or creature if they have insufficient skill to do so (and will be notified as such)


Guilds
  • Fixed Diplomacy Page previous/next button issue
  • Fixed an issue where a player's Faction wouldn't show up in the Guild Gump


Factions Results Menu
  • Fixed an issue where Damage Dealt was being counted twice for players in the Results Menu
  • Added "Healing Done to Other Players" stat tracking


Tamables
  • Blood Coursers will no longer die when their Aegis Knight controller dies
  • Blood Courses will now maintain their correct bodyvalue when mounting and dismounting
  • The Haste pet trait now reduces ability cooldowns by 15% (previously was 10%)
  • The Resourceful pet trait now increases ability trigger chances by 25% (pervious was 10%)
  • Fixed Upgradable Traits for Stinger (Mount Petram)
  • Release All and Release commands now have a new gump menu
  • Dragons and Drakes now spawn in both brown and red varieties
  • Players using Animal Lore on a tamable creature will now default to display the "Tamed Values" page
  • Fixed an issue where Tamed Creatures being released would attack with super high speed afterwards


Spirit Speaking
  • Summoning Elder versions of 8th circle summons now consumes 25% of a Spirit Stone (instead of 20%)
  • Summoning Elder versions of creatures now has a special effect and sound
  • Summoning Ancient versions of creatures now has several special effects and sounds


Creatures
  • NPC Creature aggro delay is now scaled based on creature difficulty, ranging from 1-5 seconds
  • Added Skeletal Archers to Ossuary
  • Made several adjustments to Infernus' abilities for balancing purposes


Spells
  • Players casting a harmful spell onto themselves while they have Magic Reflect active will no longer remove Magic Reflect from them
  • Players will be prevented from attempting to cast Energy Vortex if they do not have enough control slots available
  • Players will be prevented from casting Resurrection on a player if that player currently has a Faction Resurrection penalty still in place


Titles
  • Titles Menu is now fully functional (players can also manually choose which skill title is displayed for their character)
  • Most titles now are permanent (previous many titles had a limited duration)
  • Players now choose whether their Lord / Lady title is displayed for their character


Inscription
  • Spell Tome, Treasure Map Tome, Fishing Map Tome, Lumber Map Tome, Ore Map Tome, and Skinning Map Tomes added to Inscription Crafting Menu


Arcane Runes
  • Arcane runes now have new graphics and colors
  • Arcane runes no longer require the player to craft them via Inscription (they are simply loot items)
  • Arcane runes can now be placed on locations with blood and timed static (i.e. spell / ability visual effects)
  • Players placing arcane runes who have Inscription will increase the rune effect radius from 6 to upwards of 12 at GM inscription
  • Players placing arcane runes who have Inscription will increase the rune duration from 5 minutes to upwards of 10 minutes at GM Inscription

There are now 10 different rune types:

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

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)


Buff Icons
  • Buff Icons are now useable (players can toggle displaying of Buff Icons in their UO Options Page under ToggleBuffIcons)
Buff Icons have now been enabled for the following fffects:

Hiding

Invisibility
Will show duration remaining

Nightsight
Will show default duration

Disarm
Will show duration remaining

Magic Reflection

Reactive Armor

Incognito
Will show duration remaining

Disguise Kit

Polymorph
Will show duration remaining

Protection
Will show duration remaining

Paralyze / Hinder / Entangle
Displays as Paralyze Icon
Will show duration of longest current effect remaining

Poison
Will show poison type
Will show and duration remaining

Disease
Displays as Corpse Skin icon
Will show duration remaining

Magic Resist Potion
Displays as Divine Fury icon
Will show duration remaining

Bleed
Will show duration remaining

Food Satisfaction
Displays as Gift of Renewal icon
Will show duration remaining

PvP Flag (2 minute duration)
Displays as Mortal Strike icon
Will show duration remaining

Taste ID Poultice Effect
Displays as Gift of Life icon
Will show duration remaining

Strength or Strength Potion
Will show duration remaining

Agility or Agility Potion
Will show duration remaining

Cunning
Will show duration remaining

Weaken / Clumsy / Feeblemind
Will show duration remaining


Buffs / Debuffs
  • Fixed several issues with Bless / Curse / Agility / Cunning effects not calculating properly

Provocation / Peacemaking / Discordance
  • Players will now be able to gain skill in Provocation, Peacemaking, and Discordance against any creature if their skill is currently below 50

Tracking
[Image: cmT54cQ.png]
  • Any paragon creatures will display their name text as purple and will have a purple button in the Tracking Results menu window

Crafting
  • Fixed display names for Leather material types

Recycling
  • Players can now recycle any items that take Blank Scrolls or Arcane Scrolls to craft (including looted Spell Scrolls from monsters)

Tinkering Floor and Container Traps
  • Players can now 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
[Image: UIJSP0N.png]
  • 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) * 20%)


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) * 20%))


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) * 20%))


Floor Traps
[Image: PWitALs.png]
  • Requires 100 Tinkering and 100 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 (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%) )


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 (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%))


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 (((Tinkering Skill - 100) / 120) * 10%) + ((Detect Hidden Skill - 100) / 120) * 10%))


Trap Detonators
[Image: AoVvTrw.png]
  • 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

Misc
  • Fixed the description text on the Frenzied Skill pet trait
  • Casting the Mark spell on a single Blank Recall Rune will now place the newly marked rune in the same location / backpack location (previously would drop to random spot in bottom level of backpack)
  • Trap Tools have been renamed to "Trap Removal Tools"
  • Fixed the prices on several Bone Armor items
  • Fixed an issue where Passive Taming Skill Gain system messages would display with large numbers of decimals
  • Fixed a crash related to Blood Harpy's feather ability
  • Fixes several typos relating to the Magic Lock and Magic Unlock spell

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  PvM Testing Patch 4-10-18
Posted by: Luthius - 04-10-2018, 02:00 AM - Forum: Patches - No Replies

Patch Notes


Town NPCs

  • Adjusted Vendor locations in several towns


Bless Spell
The Bless spell should be working correctly in pvp again


Tamed Creatures
  • Tamed Creature abilities (such as Bullvore's charge ability) now deal +100% damage against NPC creatures
  • The Bless, Strength, Agility, and Cunning spells now can be cast on tamed and summoned creatures (boosts melee damage by up to 5%, attack speed by up to 5%, and spell damage by up to 5% respectively)


Passive Taming Skill Gain
  • Readjusted passive taming skill gain scalars (somewhat harder than before)


Faction Struggles
  • Adjusted faction struggle zone locations for Inferno and Aegis Keep
  • Added 4 new wilderness faction struggle locations


Misc
  • Fixed a crash caused by Infernus' Fire Assault ability

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  Roleplaying Communities
Posted by: Owen - 04-08-2018, 11:22 AM - Forum: Roleplaying Discussion - Replies (3)

Hello roleplayers! 

Roleplayers have always played a special part in the Ultima Online character sphere. They form the backbone of world progression and storyline arcs and inspire people to play the game in new and unique ways. It is one of our goals as a shard to promote and encourage roleplayers to find their place in our world.  The joy of Outlands is that we have endless customisation available to us, in terms of settings and locations.

With over 100 existing points of interest on the map you will most likely find something that suits your characters and your own story arcs.  

That said!   I wanted to touch base with the role-playing community to see if you have any particular requests for enclaves, settings, locations, event sites etc that would help further your story or make sense within your realm.  These requests can come now or later.  As the shard develops and your communities grow, there is flexibility within the development to accommodate your requests.  (short of anything that gives you an unfair gameplay advantage over the rest of the population.)

Please don't hesitate to reach out with your ideas, either here or on Discord. 

Thank you!
Owen

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  Hello Rpers
Posted by: Fay Tayler - 04-08-2018, 07:31 AM - Forum: Roleplaying Discussion - Replies (3)

Just a question for all you Roleplayers out there. Where do you all plan on setting up shop when the shard goes live?

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  UO Outlands PVP Mechanics Guide
Posted by: Bacacay - 04-05-2018, 03:48 PM - Forum: Player Guides & Macros - Replies (4)

Before you start reading this, this guide assumes that you have some basic knowledge of UO mechanics and can attempt to apply those into PVP. As such it's not going to be as comprehensive as other guides out there. This guide also won't have much to do with assistant config or hotkeys. It will however outline the important mechanics and differences from other systems. On request I suppose I could work on a more basic guide for those that need it, but any other UO guide would work just fine for the most part. An advanced pvp guide with guides on how to tank mage duel can come later.

At it's core the PVP is a loose hybrid of T2A and UOR mechanics, with T2A being predominant. This means:

1. Instahit
2. Quick Switch Weapons
3. Precasting
4. Heal through Poison (Based on poison level)
5. Rebalanced Spell Disrupts
6. Mini Heal Mitigation
7. Alchemy Based Purple Potions
8. Disarm
9. Magic Spellbooks
10. Alchemy and Inscription as viable pvp skills
11. Skill Mastery System


Instahit + Quick Switch

The most important thing to learn first off is how instahit and "quick switch" works together. First of all, your current weapon swing timer is always determined by what you have swung last, as opposed to what you have equipped last. The timer is only influenced by swings, so therefore equipping different weapons has no effect on it. So let's say that you swung a halberd 1 minute ago, that means if you equip a katana 1 minute after that and attempt to swing, the swing will be ready right away. Secondly, this shard has what is called slow to fast switching. What this means is after a swing, a faster weapon will always be ready to swing at it's own timer as opposed to the original weapon swing. So after a halberd swing, a katana will always swing on it's own timer as opposed for waiting for the swing delay of the halberd. Working off that same idea, if you equip a heavy crossbow after a halberd, you have to wait the crossbow timer, because it's slower. The same applies to a katana swing and then switching to the halberd, you must wait the halberd timer to swing. Movement delay on swing also doesn't exist outside of archery, which has a movement delay of .5 of a second, and swings are instant the moment you attack.


Precasting

Precasting works basically the same as most servers, outside of a couple of things that make it slightly different.

- A spell cast must complete before you attempt to arm your weapon or it will be interrupted. The same applies for wearing any item, so you can use the action of equipping a clothing or armor item to cancel a spell. However, you can still drink potions during the casting process and it will not interrupt your spell.
- Attempting to drink a potion once the precast is complete will cancel the spell.


Heal through Poison

For the most part heal through poison works how you would expect, but there's one caveat. Higher poison levels mitigate ALL heals through it, including heal potions and obviously spells. Bandage healing is a special case in that it follows the healing mitigation rule instead of curing poison and not healing, but in PVM only. It works how you'd expect in PVP, curing poison on the bandage heal and not healing hits at all.

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

Cure Rates

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 Attempts: Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);
Cure and Arch Cure: Chance = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))

Progressive Chance Increase

Whenever a player fails to cure their target (via potion, bandage, spell) the next cure attempt on that target gains a cumulative bonus to future cure attempts equal to 50% of the current chance
Whenever a target is cured, their cumulative cure bonuses are reset to 0%

Example

A player attempting to cure Deadly Poison with a greater cure potion has a 50% cure chance
If they fail, their next cure chance would be 75%
If they fail again, their next cure chance would be 112.5%


Rebalanced Spell Disrupts

Normally any source of damage would interrupt a spell cast every time, but here it's a bit different. Everything over 4th circle works normally, but:

1st Circle Spells

  • When a player casts a hostile 1st 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 1st circle hostile spells against the target have only a 25% interrupt chance
  • If the player is hit with another 1st circle spell before 5 seconds have passed, the spell window resets to 5 seconds

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


Spell Delays

Harm : 0.05 seconds (Functionally Instant)
Lightning: 0.15 seconds
Magic Arrow, Fireball, Mindblast, Energy Bolt, Flamestrike, Chain Lightning, Meteor Swarm, Earthquake: 0.5 seconds
Explosion: 2.5 seconds

Mini Heal Mitigation

Mini heal casts are mitigated only in PVP, and this means:

- After casting heal, a 5 second countdown starts for the caster

- Subsequent castings of the heal spell by that player while the 5 second countdown is still in place will reduce the spell's healing amount by a cumulative -10% and reset the countdown back to 5 seconds 
5 seconds must past without casting heal again for the player's heal spell to return to full strength

Purple Potions

Purple potions are not heatseaking, but do have an alchemy damage bonus. How they work exactly is as follows:

-Explosion Potion damage is modified by (50% * (Alchemy Skill / 100))
-Explosion potions have a 5 second timer and must be thrown before 1 second remains on the timer
-While in flight, the explosion potion's timer will continue to tick
-If a player attempts to throw an explosion potion and cannot (due to LOS / range / etc), they may double click the same potion or any explosion potion in their pack (or use a razor / steam explosion potion hotkey) to attempt to throw the potion again (provided more than 1 second remains on the timer)
-Each tile the potion travels takes 50 milliseconds after the throw at 1, which means the potion will explode in .4 of a second at maximum range.

Disarm
  • Disarm Attacks are now 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 has 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)

Magic Spellbooks

Players wielding a Magic Spellbook will by default not gain any damage bonus in PvP unless they:
1) Have had the spellbook equipped for 30 seconds consecutively
2) Have either the Inscription or Spirit Speaking skill (the higher of the two skills will be used)

The additional spell damage bonus against players is equal to (the item's base damage bonus * (higher value of Spirit Speaking Skill or Inscription Skill / 100))
For instance, a player with 80 Inscription and 50 Spirit Speaking would receive a spell damage bonus of (25% * (80/ 100)) for a Vanquishing-level magic spellbook

Alchemy 
  • 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))
Inscription
  • 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 (AR bonus instead of disrupt protection)
  • 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
  • Increases the maximum number of Trapped Pouches a player may have in their backpack have during PvP (which is by default 10) by an additional (10 * (Inscription Skill / 10))
Other Factors

-special hits from weapons do not exist in PVP, only in PVM based on arms lore
-stun punch does not exist (recently removed)
-While players are in PvP, they are allowed to have at most (10 + (Inscription Skill / 10)) Magically Trapped Containers in their backpack
-If at any point a player is in PvP and they exceed their total number of trapped containers allowed, a number of trapped containers will be automatically untrapped to bring the total number down to the player's allowed amount
-When players cast the Magic Trap spell on themselves, they will receive a system message informing them of how many Trapped Containers they currently have, as well as how many are allowed for them if they should enter PvP
-A player may only be targeted with the Magic Untrap spell (which randomly untraps one Magic Trapped container in their backpack) once every 10 seconds (down from 15)
Poison

Skill Mastery

The stat cap is 225 (100 each stat) and normally the skill cap is 700. However there is a system via boss drops that allows you to raise the skill cap by 1 increments to 720. There are also powerscrolls but not for the main pvp skills. For the pvp side this is mostly useful for adding 20 points of a specific skill such as magery for utility purposes that wouldn't fit into your template otherwise.

Templates

Here will be listed the basic pvp templates, as well as more group viable templates influenced by UOR

Tank Mage

Strength Dexterity Intelligence
100        25          100

100 Magery
100 Resist
100 Meditation
100 Eval
100 Wrestling
100 Tactics
100 Weapon Skill

Pure Warrior

100 100 25

100 Anatomy
100 Healing
100 Resist
100 Tactics
100 Weapon Skill
100 Parry/Archery if not main weapon skill/?
100 Poisoning/Magery/Hiding/Alchemy/?

Meditation Warrior

100 80 45

100 Anatomy
100 Healing
100 Resist
100 Tactics
100 Weapon Skill
100 Magery
100 Meditation/Eval (Eval warrior is a possibility)

For the most part dexxer templates are extremely flexible, so you can mix and match outside of those 5x core skills. The stats shouldn't be taken as gospel and you can get away with sub-GM levels of skill depending on how you build the template. And I know having a "pure" warrior with magery as an option is weird, but it's just that. An option. But if you don't plan on using magery at all, there is no need for intelligence over 25.

Nox Mage

100 25 100

100 Magery
100 Resist
100 Meditation
100 Eval
100 Wrestling
100 Poisoning
100 Taste ID (Increases strength of poisoning)

Roach Mage

100 25 100

100 Magery
100 Resist
100 Meditation
100 Eval
100 Wrestling
100 Parry (80 Magery and 80 Parry allows you to cast with a shield)
100 Healing(small heals without anat and no poison cure)/Poisoning/Inscription/?


There are other templates and variations on these of course such as thief disarm templates based on arms lore, etc, but just for the sake of brevity I'll leave it at that. You can read up on the skills page and figure out how to do that on your own. Hopefully I didn't miss anything important, but this guide should have most of what you need to start out assuming you understood it.

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  PvM Testing Patch 4-4-18
Posted by: Luthius - 04-04-2018, 05:22 PM - Forum: Patches - No Replies

Patch Notes

Stun

  • The Stun Mechanic has been removed  (both PvM and PvP)


Curing Attempts
  • Whenever a player fails to cure their target (via potion, bandage, spell) the next cure attempt on that target gains a cumulative bonus to future cure attempts equal to 50% of the current chance
  • Whenever a target is cured, their cumulative cure bonuses are reset to 0%

Example

A player attempting to cure Deadly Poison with a greater cure potion has a 50% cure chance
If they fail, their next cure chance would be 75%
If they fail again, their next cure chance would be 112.5%

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 Attempts
Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%); 

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


Arch Cure and Arch Protection
  • Spell radius for both spells increased to 8 (previously was 6)


Weapons
  • Weapons have been overhauled and now use a dice-based system
  • Damage values for weapons will still be displayed (via Arms Lore) as Minimum and Maximum
  • Different weapon skill types (Fencing / Swords / Macing / Archery) have different damage consistencies, meaning how often they tend to gravitate towards the average expected value

Fencing weapons
Low damage consistency 

Swordmaship Weapons
Medium damage consistency

Macing Weapons 
High damage consistency

Archery Weapons 
High damage consistency


Creature Damage
  • Tamed Creatures now do +100% damage with spells against other creatures (previously was +50%)
  • NPC creatures no longer gain damage bonuses to spells cast against Tamed Creatures (previously was +50%)
  • Removed all damage mechanics on abilities that dealt extra damage to tamed creatures


Bosses and Minibosses
  • Completed a major overhaul of abilities and handling on all Bosses and Mini-Bosses to adjust their difficulty (with exception of The Insatiable Maw)
  • The Pit Dragon has a new graphic and all new abilities


NPC Creatures
  • Reworked abilities on a good number of creatures to reduce their difficulty (such as Calamities and Abominations)

Creature Aggression
  • Creatures now have a 3-5 second randomized delay before they will Aggro a player or another creature
  • Creatures in the New Player Dungeon, however, will now have a 5 second delay before they will Aggro a player or another creature


Passive Taming Skill Gain
  • Players can now passively gain up to 2.5 points of Animal Taming skill for every 5 point skill range (i.e. 50-55, 55-60, etc) by using tamed creatures to kill creatures
  • In order to qualify for passive taming skill gain, the player must use tamed creatures that when tamed could grant skill gain (i.e. a have Min Taming skill within 25 points of the Tamer's current Animal Taming skill)
  • Adjusted the chances that killing creatures will grant passive taming skill (higher chances when player has low taming and scales downward towards 120 skill)


Pet Traits and Abilities
  • Conducted a large overhaul of pet traits
  • Any Pet Traits that use "Focused Aggression" from Herding will gain that trait's benefit so long as the pet is within 16 tiles of their Focused Aggression target
  • The Pack Instincts ability now grants pets +3% melee accuracy for each pet the player has, including itself, within 16 tiles
  • The Swarm ability now grants pets +5% melee accuracy for each pet the player has, including itself, within 16 tiles
  • Pack Instinct and Swarm accuracy bonuses are reduced by 50% when that pet is attacking another player


Level 1 Traits for all Pets are now the following two options:

Survival
Reduces all damage taken by the creature by 10%

Adapation
Increases XP Gain Chance by 25%, reduces Stable costs by 25% , and reduces Ressurection penalty amounts by 25%


Command Aspect
  • Players can now trigger the Command Aspect Spellbook Special Affect by casting healing or buffing spells on their followers


Guild Gump
  • All lists displayed within the guild gump now display 10 entries (instead of 5)

Bandaging
  • Stationary bandaging (range 2) should now be working properly


Summon Spells
  • Players are now prevented from attempting summoning spells if they do not have enough control slots to control the creature


Misc
  • Fixed text displays for clicking / applying Arcane Runes
  • Pets should no longer display as Bonded when released
  • The Disease special effect will now only display "*looks violently ill*" on the first time the effect is applied to the target (will still do sound and graphic each tick however)
  • Players who choose the Tamer Profession at character creation or who normally only have a Shepherd crook will now receive a randomized weapon on character creation

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  Blade Spirits / Summons
Posted by: Wyrm - 04-02-2018, 05:49 PM - Forum: Development Feedback - Replies (4)

Blade spirits currently attack the summoner and other blue players (even while non-criminal and non-murderer). I'm not sure if this is an intended change or not. Additionally, blade spirits require 2 stable slots when normally they require 1. Energy vortexes are much stronger and require the same number of stable slots (they also attack the summoner/friendlies).

Blade spirits are one of the few bread and butter skills for new players that decide to play as mages. Blade spirits being a 5th circle spell, and being able to have 5 summons out, made this spell ideal for mages to cast until they could use higher level summons like earth/water elementals. 

If blade spirits attack the summoner, as well as making the summoner become a criminal if the blade spirit attacks an enemy, on top of them requiring 2 stable slots, is a huge huge nerf to magery. Currently, I don't see starting on the server as a mage to be cost effective or viable if blade spirits exist in their current form for launch.

The only alternative to blade spirits, for new mages, is summon creature. Luckily it appears that some of the newer mobs were added to summon creature, and the stable slots required haven't been increased, which makes it more viable. However, the gold drops in the new player dungeon, as well as other dungeons may make starting as a mage much more difficult as the mobs may not drop enough gold to make up for the costs of summons (and that's not even factoring in gold lost from dying/being murdered). Killing a mongbat that drops 3 gold actually is a net loss in gold, so hopefully the gold drops in the new player dungeon will be re-tuned.


TAMING:
Pets don't resort to their last command upon finishing a previous command. Example, if you use "all guard" or "all follow" and then "all kill", you must type "all follow" or "all guard" again for them to resume guarding/following you. Fixing this would be a huge QoL improvement for tamers/mage summons.

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  Comprehensive Feedback List
Posted by: Stormay - 04-01-2018, 09:19 PM - Forum: Development Feedback - Replies (4)

First, while I generally agree with the mantra of bring a solution not a problem, I reserve the right to have no idea how to fix a problem, especially if it pertains to some controversial balancing issues.

Second, I have nothing but complete respect for all of those involved in bringing this server to life. Anyone dedicating as much time as the staff has to a project like this deserves praise, period. To that end, all my feedback is meant to be constructive, and none of it comes from a place of negativity. I also freely admit that many things are from my perspective, are opinionated, and I could absolutely be wrong. However, I will try to support as many of my claims with examples as I can.

Third, I recognize this is a beta, and while I am not expecting polish, I am still going to point out polishing issues or minor issues where I see them.

Animal taming

Problem: I believe there need to be some more powerful creatures in the 90-100 range, perhaps even lower. 100+ Seems pretty bloated comparatively speaking. Please see the below chart for an example of this.


Creature - Min taming Req

Aegis Rat - 55
Aegis Mongbat - 65
Aegis Slime - 75
Wolfhound - 80
Blood Ape - 85
Skulker - 90
Aegis Imp - 95
Bloodwolf - 100
Aegis Scorpion - 100
Aegis Whelp - 105
Aegis Asp - 105
Aegis Leech - 110
Blood Scorpion - 110
Blood Drake - 110
Blood Courser - 115
Blood Serpent - 115
Blood Hunter - 115
Bloodworm - 120
Blood Dragon - 120


In addition, I don't feel that skills should be balanced around the expectation of reaching 120. This is very much subjective, but I believe any skill in the 120 range, especially those that are already difficult, should feel overpowered. Currently, I don't believe many of the high end tames match the reward someone might expect from 120 taming/lore.

While I understand that a few people have the opinion that PVM should not be dominated by tamers, I believe Outlands has addressed this with a myriad of strong PVE templates that incorporate previously unused skills to bolster them.

Potential Solutions:
  • Add or rebalance some creatures to appropriately require sub 101 taming.
  • Change the control slot system to involve decimals (nothing crazy, but say a normal dragon requiring 2.5 slots instead of 3, etc.) or change the system to be 0-10 to allow for more balancing leeway. The difference in a 2 and 3 control slot creature is massive and limiting in a 0-5 system.
  • Add a bigger bonus for 101+ taming required creatures, or add some sort of passive bonus to any pets controlled by a 120 tamer. Currently a phoenix (120 taming, 4 control slots) has only slightly more HP than a primordial (55 taming, 1 control slot).

Problem: Pets are really squishy.

I currently believe there are a few things that are "double dipping" to make taming feel weaker. AOE abilities are doing excessive damage to followers, while at the same time prohibiting veterinary from serving its purpose. For example, the gem elemental on the first floor of Mount Petram, while it is intended to be strong, will solo a level 10 swamp dragon (115 taming) and level 10 swamp drake (105 taming). It's AOE is also strong enough that you can't stay in to bandage the pets. When you combine this with pets that are already taking a hard defense hit once tamed, you are left with some really squishy tamables. Another issue is that there are very few pets that have higher than usual defense stats, and if they do, are likely high in control slot usage. 

I understand that the philosophy here is that pets should not be able to "afk farm" and that taming should require an active role outside of saying "all kill". I don't disagree with this but the excessive AOE damage in many ways is also prohibiting involvement. I also think things like herding are helping to play a role here in terms of being 'active'.

Potential Solutions:
  • I think scripted abilities as an overall factor may be overtuned, but AOE damage on pets seems pretty crazy specifically. I think regardless of other changes, the damage and ability effects should probably be toned down. Monsters can be interesting without randomly turning ultra lethal and without also being normal ogres. There is a middle ground that I think we aren't to yet.
  • Change inscription to also give a % benefit to the potency of feeble mind, clumsy, weakness, protection, and bless. You debuff the monsters you are fighting while buffing your own. Realistically, I am not sure of how much a benefit bless would be on pets, but there may be room for expansion here.
  • Add more traits that reduce damage but also include interaction with the economy in some way, without being tedious.
  • Add traits that interact with the economy but also provide more substantial bonuses. This is in line with how taming works via investment and payoff.
Positive feedback:
  • The sheer number of customized monsters and tamables is pretty crazy, hats off to the staff.
  • Dungeons and more specifically creatures are much more engaging and interesting than what is typically expected from Ultima.
  • The ability system for pets is really neat, and while some things may not see a lot of practical use, still add flavor and atmosphere.
  • You will see more templates and more diverse templates on this server than any other due to all of the interesting ways 'useless' skills have been reworked (See: herding).

Problem:

Pet traits are occasionally off the mark in terms of how they fit into your template. Level 6 for dragons specifically has a choice between making the dragon have a "taunt" effect, or receiving a bonus from camping. There is a significant chance you don't want to choose either of these.

Potential Solution:
  • I don't think I removing skill based traits is the right move, however balancing every trait level on every pet while still having 2 compelling and interesting options regardless of template is probably not realistic or possible. Instead, have all traits have a 3rd option that allows you to allocate more skill points. Most likely not as many skill points as odd levels gain, but some.
Positive Feedback:
  • Things like feeding your pets explosive pots to increase their damage is really really cool. Anything that encourages interaction with the economy (rather than punishing inaction) is a huge plus. I think some traits could be cycled out and have more interesting traits like this in their place.
  • Pet leveling is interesting, and is in line with how taming is structured as a whole. Time + activity (investment) = power gain (payoff).
Crafting

With the reliance end game items, normal hunting/durability loss, a reduction in magic items, and other factors, I believe crafting is setup to be pretty strong in Outlands. Despite this, I believe crafting here is missing a big element that is present in dungeon crawling.

Problem: Crafting does not have exciting moments

While most servers address this with crafting slayer weapons at GM+ crafting skill, I don't know that is an appropriate route on Outlands given all of the custom creatures. There is no reason that harvesting resources or crafting needs to be boring. Sure, it will be hard to replicate finding a rare on a monster in a dungeon, but there is a middle ground.

Potential Solutions:

  • Any town smith will tell you about a weapon they once crafted that was beyond exceptional. The locals knew all about it, because the weapon maker tells the same story to every newcomer who rolls into town. Starting at 50, but scaling to GM+ crafting, you unlock an ability to craft exceptional weapons with an arms lore bonus that also scales based on material used. IE, a GM smith has a higher chance to craft one than a 50 smith, and a valorite weapon provides a higher arms lore bonus than iron. The overall chance is relatively low, as it should be a rewarding experience. There is no overlap with this mechanic and magical weapons as nothing gives bonus to arms lore.
  • Smelting basic level (iron/regular boards/hide) made goods will occasionally yield a small amount of colored resources. Rarity and amount dependent on appropriate harvesting skill.
  • I don't have more ideas, but I think more is needed here.
Positive feedback:
  • The new menu's are pretty slick.
  • I think combining carp and bowcrafting was, in hindsight, a really obvious and good choice.
  • The new recycle feature is a million times better and should have existed ages ago.
Problem: colored resources are too rare (at least ore)

Out of about 4,000 ingots, only 250 of them were something other than iron at GM mining. That may not sound like a terrible ratio at first, but remember that 250 is then broken down into 7 (well 6 because I did not find any valorite) different categories. For half of this test, I was also using an exceptional agapite pick, and in those tests did not see an increase in ore found.

I think part of the problem is that when a vein spawns, it is determined at random what it will be. Therefor the veins are ever-changing and you cannot pinpoint where to mine. The reason this is a negative is because you cannot target the ore you want, but also because even if you have the minimum skill to mine an ore, the success is still low.

Potential solutions:
  • Increase the actual success chance of harvesting colored resources once you meet the minimum skill (again, I found 0 valorite).
  • Increase the benefits of using a crafted high end resource gathering tool
  • Instead of having the specialized "ore maps" spawn from creature loot, put them as a rare drops from harvesting (IE, finding an old dusty treasure map in a cave, finding a bound scroll hidden in the nook of a tree). I think these maps should not require skills such as cartography but should be treated as an exciting moment from time spent harvesting. Appropriate harvesting skills should be utilized to "dig up the treasure" or "clear away the brush around it". Once the treasure is found, creatures spawn with better loot that average, with a high chance to be skinned for special hides (IE, crafter keeps the colored ingots he finds in the chest, friend who kills the monsters gets the hides/better loot from the spawned monsters)
Positive feedback:
  • Target self harvesting is spammy, but a godsend compared to finding that "right" place to click on a mountain.

Some other random crafting feedback:
  • Logs aren't heavy, which is nice, but ore still is. LJ is totally possible, although not entirely efficient to do without the use of a pack animal. Mining is very much still relegated to using a pack animal. This disparity might actually make a difference what people choose to start with on launch.
  • Last 10 crafted menu is probably needed
  • The difference between an exceptional iron weapon and an exceptional valorite weapon is only 8% damage, which seems kind of small given the rarity of valorite. If valorite becomes significantly more common, perhaps this is okay. I believe Luthius plans to increase their durability also, but I am not sure if that will make them worth it.

Lockpicking

So far my only experience with lockpicking is with paragon chests, however I believe there are a few critical issues.

Problem: Paragon chests will absolutely not be opened for awhile

Even a lesser paragon chest is classified as difficulty 6 which require 105 lockpicking. Normal chests require 115, and greater 125 (you can get a small bump in skill from colored lockpicks). Now, I believe the true end game of lockpicking is chests behind boss spawns, and high end paragon chests. The problem right now is even a paragon chest off a normal lich can drop as normal, which requires 115 LP. Given this remains, Paragons will remain pretty disappointing as the chests stack up in peoples bank for a long time until someone gets enough skill scrolls.

Potential solution:
  • The level of chest needs to scale (differently if it already does) based on the difficulty of the creature rather than simply if its a "lesser paragon chest". A regular paragon chest off a lich sounds like about a 80s range LP to open, maybe slightly higher if LP is pretty easy to raise. 
Problem: Lockpicking and remove trap become very tedious very quickly.

While there is a cool new menu and more interaction than before with these abilities, they do devolve into simply spam clicking (assuming you dont trigger a trap and have to heal). While it was nice testing out the new mechanics, once I started succeeding at removing the trap off a normal paragon chest (120 skill), it was still only a 12.5% success and a super low chance to trigger.

Potential solution:
  • I think the chance to remove the trap/pick the lock initially is fine, I believe the success chance needs to start ramping up the more progress you make. Having 80% progress and spam clicking on a 12.5% success rate isn't super interesting.

Positive feedback:
  • Remove traps is now more interesting than getting your friend to double click on a chest once and then ressing him!
  • The progress mechanics make the template/skills far more interactive.
  • The trap variance is neat, and a little scary.

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  Tinkers
Posted by: FujiFlu - 04-01-2018, 10:55 AM - Forum: Suggestions & Ideas - Replies (6)

What if tinkers were able to build and place dungeon booby traps (similar to how faction traps normally work).
There could be restrictions so that only one trap can exist in any given area, that way dungeons aren't just cluttered with traps.  Each trap placed has an invisible bubble around it, not allowing any other traps to be placed in that bubble.
-OR- 
Only allow so many traps per dungeon level.

Effects can range from a 3 sec stun, to poison, bleed, or damage.
Higher quality mats create more powerful traps.

They only work in dungeons
Detect hidden reveals traps
Traps have life bars
Remove trap disables traps and gets some of the mats returned
Can be triggered with telekinesis or mage fields
Traps could be destroyed with weapons for reduced damage taken
Arms lore says how much dmg the trap would do
Taste ID says what kind of effect the trap has

***NOTE*** This is not originally my idea.  "Vys" mentioned this to me.  I thought it was awesome.

Thoughts?

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