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Inferno bridge(s) solutio...
Forum: Player Guides & Macros
Last Post: clx
Yesterday, 03:06 PM
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moar ideas
Forum: Suggestions & Ideas
Last Post: clx
Yesterday, 03:03 PM
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Few random ideas
Forum: Suggestions & Ideas
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02-17-2018, 10:16 AM
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PvM Testing Patch 2-16-18
Forum: Patches
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02-17-2018, 09:40 AM
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Forum: Announcements
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Aspect Gear - Elevate You...
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02-11-2018, 05:50 AM
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Registry of Outlands Prof...
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02-08-2018, 04:12 PM
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Flag stolen items to prev...
Forum: Suggestions & Ideas
Last Post: coreball
02-08-2018, 02:25 PM
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Which town is going to be...
Forum: General Discussion
Last Post: Drizzle
02-07-2018, 03:22 PM
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  Inferno bridge(s) solution
Posted by: clx - Yesterday, 03:06 PM - Forum: Player Guides & Macros - No Replies

[Image: bridge1.PNG]

[Image: bridge2.PNG]

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  moar ideas
Posted by: Bacacay - 02-17-2018, 01:07 PM - Forum: Suggestions & Ideas - Replies (1)

I think we should think a bit more outside the box instead of trying to get UOR stuff to work so hard with instahit. How about we try something a little different, something that might fit better without clashing too much.

I'm proposing that we add in modified versions of both chivalry and necromancy, without the incompatible parts of AOS like spell channeling.

1. Rebalance both of these to ensure compatability
2. Focus as a second skill for chivalry. Acting as an alternative meditation based on dex instead of intelligence. Both Focus and Chivalry can possible act as defensive wrestling if required, but this may not be set in stone. It depends on how fast the cast speeds will be, but they should require open hands IMO. Also to prevent abuse by other med templates taking advantage of possibility additional mana from focus, perhaps the med rate shift based on focus should both override meditation if it's present, and also be based on both chivalry and focus, so it requires both skills.
3. Specific measures to ensure chivalry is used by dex templates but still use mana as a resource. One idea could be to have lower mana costs for chivalry spells directly based on dexterity. This would allow int templates to still technically use chivalry, but it would be much more inefficient to do so.
4. Spirit speak to act as evaluating intelligence for necromancy spells. Also ties in as an alternative summoner class based on the undead raising spells etc.

I think this might go a long way to bring about additional template diversity instead of trying to justify stun and nox mages at this point. I feel like this stuff would be alot easier to balance in comparison. As long as it's not a carbon copy of AOS, which I think with my three points it will be different enough, people used to "old school" UO shouldn't be automatically turning away. This could very well establish a new pure mage meta depending on how necro is rebalanced as well as giving dexxers a different path to follow.

EDIT: some ideas for rebalancing
The bless effect could possibly be replaced by an effect to cure strangle (NICE ONE SURGE) and also possibly the chivalry cure or a different spell to get rid of it as well FORGET THIS I FORGOT CHIVALRY COULD ALREADY DO THIS
Strangle when cured will still tick atleast once after it is cured, or possibly half of the total tick damage as one tick after the cure, so it's still a threat.

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  Few random ideas
Posted by: clx - 02-17-2018, 10:16 AM - Forum: Suggestions & Ideas - No Replies

Luthius, as your current focus seems to be on making more 'UOR' type templates viable, I thought I'd post some suggestions here on top of what I sent you in Discord.

Anatomy: Stun-punch. Make this have a 2-3 second duration, and need to be toggled on by a player, so they need to time it as part of a combo. Ideally it would have a mana (or stam?) cost as well, and a cooldown. 

Poisoning: Give poisoners cheaper poison fields, half mana cost, perhaps. I also liked Jaedan's suggestion where Meteor Swarm could have its damage increased by having points invested in the poisoning skill. 

Spellweaving: Increase unresisted spell damage by x amount (I have no idea how much)

Focus: Increased meditation rates (Again, I have no idea how much would be suitable)

There's four skills that would all work in different combinations with each other, in addition to other skills as they stand, such as SS or Scribe. Anatomy and Spellweaving sounds interesting for double spell damage increase when stunned. 

Some other ideas:


Give them toggled special moves for mana or stam costs. Require 80+ skill in all of wepskill/tact/anat/heal to prevent mages using them. 

The ones I suggest are: 

  • Mortal Strike - target is unable to heal or be healed for x seconds (health bar displays as yellow)
  • Armour Ignore - negates target AR value when calculating damage
  • Bleed Attack - Inflict x damage over time, which will disturb spell casting on the target on each tick
  • Paralysing Blow - Paralyse opponent for x amount of time

Paralyse Spell:

I absolutely hate the need to carry around 20 trapped pouches. Just needless crap.

Make paralyse spell duration/success based on caster magery vs target resist. 1 second paralysed per 10.0+ points difference, to a maximum of 6 seconds paralysed. No effect if less than 10.0 points difference.

This would work incredibly well with the Outlands changes to Mana Drain and Mana Vamp where they drop your resist skill. 

Quote:- Resist chance is (20% * (Magic Resist / 100))
- Will not stack with any other castings of Mana Drain or Mana Vampire on target
- Effect will be overridden by Mana Vampire if that is cast on target
- Players may drink a Magic Resist potion of any type to nullify the effects of either Mana Drain or Mana Vampire on themselves

Mana Drain
-Reduces target player's Magic Resist by 10 * (Magery / 100) for 2 minutes
Mana Vamp
Reduces target player's Magic Resist by 20 * (Magery / 100) for 2 minutes

No need for trapped pouches, and resist potions could in effect serve that purpose, they would only increase resist up to a maximum of 100(maybe 80?) vs paralyse, meaning that 0 resist templates would still be viable vs paralyse casts.

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Posted by: Owen - 02-16-2018, 09:02 PM - Forum: Announcements - No Replies

Hi everyone, 

Please subscribe to our mailing list to stay up to date with news & our launch date announcement.


Thank you!

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  PvM Testing Patch 2-16-18
Posted by: Luthius - 02-16-2018, 08:02 PM - Forum: Patches - Replies (1)

Patch Notes


  • Faction Struggle Locations added for Outpost and Terran
  • Implemented automation for faction struggle event scheduling
  • Fixed some issues with guild scores for faction struggles
  • Players in the same faction should now always flag as green during faction struggles
  • Fixed various issues with spawn locations for faction bases and faction struggle zones
  • Players will now receive a confirmation prompt when using a Faction Moongate
  • Fixed some issues with pet teleporting when players die during faction struggles

  • The Poisoning skill increases the difficulty to cure poison cast by or applied by that player by (25% * (Poisoning Skill / 100)).
  • The Taste ID skill increases the difficulty to cure poison cast by or applied by that player by (25% * (Taste ID Skill / 100))

Magic Spellbooks
  • Magic Spellbooks will now grant their damage bonus in PvP as long as a player has had their Magic Spellbook equipped for 30 seconds

Stun Effect (Anatomy)
  • Players must have at least 80 Wrestling to inflict a Stun Attack
  • The chance to inflict a Stun Attack with a wrestling hit is now (20% * (Anatomy Skill / 100))
  • A Stunned player cannot move for 5 seconds and a Stunned creature cannot move for 10 seconds
  • Players and creatures take 25% more damage from all sources while stunned
  • A player or creature cannot be stunned more than once every 30 seconds

Disarm Effect (Arms Lore)
  • The chance to inflict a Disarm Attack with a hit is now (20% * (Arms Lore Skill / 100))  [scaled for weapon speed]
  • A Disarmed player cannot equip any items or move any disarmed gear for 5 seconds
  • Players take 25% more damage from all sources while Disarmed
  • Creatures take 50% more damage from all sources while Disarmed
  • A player or creature cannot be Disarmed more than once every 30 seconds

  • Players now can have their Pets resurrected by NPC Healers and will receive a window allowing selection of which pets to resurrect
  • Players can now use the "Move" and "All Move" commands to make their tamed / summoned creatures move two spaces in a random direction
  • Players can now use the "Pack" and "All Pack" commands to make Pack Animals open their packs for the player (provided they are within range)

Bless Spell
  • The Bless Spell will now automatically target the caster (similar to Protection / Reactive Armor / Magic Reflect)

Ship Crewmembers
  • Added the Sea Dog Ship Crewmember type

Bank Storage Locker
  • Added the Bank Storage Locker to Carpentry / Tinkering: acts as a Storage Shelf that can only be used from within a player's bankbox (requires less materials to craft than a storage locker)
Item Identification and Container Identification Wands
  • Players may now craft Identification Wands using the Tinkering Skill and Item ID (100 Skill)
  • Identification wands require 1 Arcane Scroll and 5 Boards (can be made with colored materials for more charges)
  • A player using an Item Identification wand will display the item's magical properties, as well as it's NPC gold sell value and Arcane Essence value (if applicable)

  • Players may now craft Container Identification Wands using the Tinkering Skill and Item ID (120 Skill)
  • Container Identification wands require 2 Arcane Scroll sand 5 Boards (can be made with colored materials for more charges)
  • A player using an Item Identification wand will display the magical properties for all items in a container, as well as the cumulative NPC gold sell value and Arcane Essence value (if applicable) for all items. Players may target their own backpack as a container

Aspect Phylacteries
  • Players will now find Aspect Phylacteries as loot drops
  • Aspect Phylacteries will have a randomized Aspect associated with them (such as Fire, Lyric, Earth, etc) 
  • If a player has an Aspect Phylactery in their backpack while using Aspect Weapons or Aspect Spellbooks matching the Phylactery's aspect, each weapon swing or spell cast will increase the Phylactery's charge percent, to a maximum of 100%
  • A player may double click a fully-charged Aspect Phylactery to consume it, which will then make the next weapon swing or spell cast while equipped with an Aspect Weapon or Spellbook of that matching aspect automatically be an Aspect Special Attack (such as Whirlwind for Air Aspect)
  • Players can only activate and "store up" one Aspect Special Attack at a time (if a player activates another Phylactery before triggering the previous one, it will override any existing one)

Arcane Symbols and Arcane Runes
  • Players will now find colored Arcane Symbols as loot drops
  • Arcane Symbols come in Red, Green, Orange, Blue, and Purple colors
  • Players with Inscription can use Arcane Symbols to craft Arcane Runes, which are single use items that provide a unique benefit to players in an radius from the activation spot
  • To activate a rune, a player must double click it and must have at least 100 Inscription Skill
  • Arcane Runes last for 5 Minutes + (5 * (User Inscription Skill / 100) minutes)
  • Players may receive the benefit from multiple runes simultaneously, so as long as they are of different types (i.e. can only receive the benefit from 1 Rune of Fortification)

Arcane Rune of Aggression (Orange)
All players within 3 tiles of the rune have their creature aggro increased greatly

Arcane Rune of Fortification (Red)
All players within 5 tiles of the rune receive 20% less physical damage from creatures

Arcane Rune of Spell Shielding (Purple)
All players within 5 tiles of the rune receive 20% less spell damage from creatures

Arcane Rune of Poison Warding (Green)
All players within 5 tiles of the rune receive 20% less poison damage from creatures

Arcane Rune of Healing Amplification (Blue)
All players within 5 tiles of the rune receive 20% more healing from healing effects (so long as they aren't flagged for PvP)

Slayer Wands
  • Slayer Wands will now drop as loot
  • Slayer wands come in Lesser, Regular, and Greater strength and have a randomized creature Slayer Group and randomized damaging spell
  • Slayer wands can only be used against creatures matching it's slayer type 
  • Slayer wands must be equipped to use them and have a limited number of charges
  • After using a wand, that wand cannot be used again for that wand's cooldown duration
  • After using a wand, that player cannot use any other wand again for that wand's cooldown duration

Magic Arrow Wand
60 (Lesser), 80 (Regular), 100 (Greater) Damage
1 Minute Cooldown

Harm Wand
80 (Lesser), 100 (Regular), 120 (Greater) Damage
2 Minute Cooldown

Fireball Wand
100 (Lesser), 120 (Regular), 140 (Greater) Damage
3 Minute Cooldown

Lightning Wand
120 (Lesser), 140 (Regular), 160 (Greater) Damage
4 Minute Cooldown

Mindblast Wand
140 (Lesser), 160 (Regular), 180 (Greater) Damage
5 Minute Cooldown

Energy Bolt Wand
160 (Lesser), 180 (Regular), 200 (Greater) Damage
6 Minute Cooldown

Explosion Wand
170 (Lesser), 190 (Regular), 210 (Greater) Damage
6 Minute Cooldown

Flamestrike Wand
200 (Lesser), 220 (Regular), 240 (Greater) Damage
7 Minute Cooldown

Meteor Swarm Wand
Range 4

60 (Lesser), 80 (Regular), 100 (Greater) Damage
7 Minute Cooldown

Chain Lightning Wand
Range 3
80 (Lesser), 100 (Regular), 120 (Greater) Damage
7 Minute Cooldown

Earthquake Wand
Range 8
60 (Lesser), 80 (Regular), 100 (Greater) Damage
8 Minute Cooldown

  • Added Cannon Shot commodities
  • Fixed an issue with system message displays for using Magic Resist potions
  • Fixed an issue where players receiving a Skinning Knife on character creation also receive a randomized starting weapon
  • Smoke Drake and Smoke Dragon ability will hit targets a maximum of one time
  • Mixed an issue with water splashes in Pulma boss room (again!)
  • Added Creature Taming Deeds for testing
  • Players should receive 50,000 gold in their bank during character creation during testing
  • Updated the gumps for player-cast Moongates

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Tongue Flag stolen items to prevent sale of stolen goods.
Posted by: coreball - 02-08-2018, 02:25 PM - Forum: Suggestions & Ideas - No Replies

This idea is pretty much a direct ripoff of how the Elder Scrolls game handles stolen items: flag the item with a “stolen” property to prevent it from being sold to normal town shopkeepers. A thief guild master could act as a fence, or perhaps it would lead to the establishment of a player run thieves guild which would deal with the moving of illicit goods. Perhaps even items looted from blue players who were PK’d could be flagged as such, creating black market for ill-gotten items. Obviously players would be free to sell or trade these things amongst each other.

Just my 2 cents on a way to make the eventually ruined economy a little more interesting.

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  Which town is going to be 'your' town?
Posted by: clx - 02-05-2018, 08:46 PM - Forum: General Discussion - Replies (6)

A N D A R I A for me.

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  Registry of Outlands Professional Crafters
Posted by: Blaise - 02-05-2018, 02:49 PM - Forum: General Discussion - Replies (5)

Hello folks, I had this idea earlier while discussing starting intentions for Outlands. I have plans to make a Blacksmith/Miner right out of the gate, along with a Bard/Warrior (one or maybe both).
What I'd like to do here is keep a list of player handles and what their intended craft professions may be, IF they are interested in providing those services to the people of Outlands. In short, if you plan on playing a Scribe right away, or Blacksmith, etc, post your intended professions here and I'll update the OP to keep a public list of who will be in what trade. This could help people decide where to start, should there be an abundance of one or another. It could also help your craft if new players can find you easily to potentially sell you resources or buy your wares before player vendors are up. I'll start it out here using just my handle as character names can't be chosen yet:







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Posted by: Owen - 02-05-2018, 01:41 AM - Forum: Announcements - Replies (4)

[Image: P4zOjSX.jpg]

Please join us online Friday, February 16th at 10pm EST for faction beta testing! 

To take part you will need to be in a guild (you can create your own) and aligned to a faction:

One of the Officers or Guildmaster in the guild needs to go to the Faction Page and click the "Change Guild Faction" button.  You'll get left and right arrows showing which faction to pick (or if you intend to switch from a faction back to neutral, the word "none") and then click the Accept button. 

[Image: 93o5ok2.png]

If you have any questions please join us in Discord. 

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  PvM Testing Patch 2-3-18
Posted by: Luthius - 02-03-2018, 06:21 PM - Forum: Patches - No Replies

Patch Notes


  • Implemented a number of additional Faction features including Faction Selection / Faction Combat Flagging on the Faction page of the Guild Menu

  • Fixed an issue with the arena Match Info button going missing from arena matchmaking
  • Fixed a flagging issue with the arena region lobby area (was set to DungeonRegion instead of ArenaRegion)

Mastercrafting and Item Durability
  • Rebalanced item durability bonuses for magical / colored materials
  • Exceptional quality items made by a player with 120 skill will be listed as "mastercrafted by" when single-clicked (instead of "crafted by")
  • Mastercrafted weapons and armor have an additional +50% base durability
  • Mastercrafted tools and instruments will have an additional +50% base number of uses

  • Appetizing and Delectable foods (which are non-stackable) now may have crafters marks (including mastercrafting)
  • Exceptional quality Appetizing and Delectable foods have 1 additional bite (uses) allowed
  • Mastercrafted Appetizing and Delectable foods have 2 additional bites (uses) allowed

Creature Ability Damage
  • Non-Tamed creature abilities will no longer deal +100% damage to player's a tamed or summoned creatures
  • Non-Tamed creature abilities will instead now deal (+20% * Target Creature Control's Slots) damage to a player's tamed or summoned creatures

Creature Spell Damage
  • Non-Tamed creature spells will no longer deal +50% damage to player's a tamed or summoned creatures
  • Non-Tamed creature spells will instead now deal (+10% * Target Creature Control's Slots) damage to a player's tamed or summoned creatures

Animal Taming
  • Players will now make an Animal Lore skill gain check each time they "speak" to an animal while taming it (essentially grants bonus Animal Lore skill gain checks)

  • Added a large number of new tree types that can be harvested with Lumberjacking (i.e. our new trees that have new graphics)
  • Using a dagger on yourself to harvest kindling from nearby trees will now consume a portion of the logs available from trees gathered from

  • Prevalia has been added to map patcher and can be accessed via moongate in Shelter Island. 
  • Issues with pets falling through in Pulma have been fixed 

  • Lowered the Muskeg Chasm rolling boulder trap damage somewhat
  • Players may now say "banco" to access town banks (instead of "bank")
  • Fixed a crash issue with creature ability firefields
  • Added some notification signs to Shelter Island for new player guidance
  • Fixes some notoriety flagging issues when players leave / join guilds

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