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  PvM Testing Patch 3-27-18
Posted by: Luthius - 03-27-2018, 08:06 AM - Forum: Patches - No Replies

Patch Notes

Mount Petram

  • Mount Petram is now accessible to players!
  • Tamable creatures in Petram have not yet had their Upgradable Traits configured (but will very soon)
  • Special loot handling on Gem Elementals has not yet been implemented (but will very soon)


Runebooks and Runetomes
  • Updated the item graphics on Runebooks and Runetomes
  • Runetomes have now been updated and are fully functional


Tome Libraries
  • Players with Inscription can now craft a variety of different Tomes to store maps and scrolls including: Spell Scroll Tomes, Skill Mastery Scrolls, Ore Maps, Lumber Maps, Skinning Maps, Fishing Maps, and Treasure Maps


Arenas
  • The Arena Match results window now has multiple pages of stats for players based on their fight results (such as Hit %, Mana Used, Worst Miss Streak)
  • Added support for tracking players lifetime stats for the new stats being tracked via the arena match results window (will eventually add a player-viewable window for these stats)
  • Players should now correctly be able to wear Aspect Gear in the arenas as GM equipment (Aspect Gear always behaves as GM equipment while in PvP)
  • Players may now use Spirit Stones, Oil Cloths, Repair Kits, and Instruments while in the Arena


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


Tamed / Summon Creatures
  • Fixed an issue where tamed or summoned creatures would remain living when they should have died (but they still would create a corpse when hitting 0 hit points)
  • Eldritch Drakes and Dragons now have a new hue
  • Swamp Drakes and Dragons now have a new hue


Darkmire Temple
  • Muskeg Chasm has been renamed to Darkmire Temple
  • Wildwood Guardian in Darkmire Temple now has a new graphic


Magic Resist Skill Gain
  • Reduced the Magic Resist skill gain bonus provided from resisting spells casted by creatures


Misc
  • Spyglasses have been temporarily disabled
  • Food will now display the Satisfaction level of the item on single-clicks
  • All food now is stackable (some recipes that previously had multiple charges now create multiple items instead)
  • Skill Mastery Scrolls are now stackable and have a new graphic (appears like a scroll rather than a deed as previously)
  • Aegis Keep blood creatures will now despawn after 2 hours if they have not been killed after a transformation

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  Bladespirits / Summons / Followers
Posted by: FujiFlu - 03-27-2018, 12:16 AM - Forum: Suggestions & Ideas - Replies (1)

I think when you go to summon something that brings a cursor up (such as a blade spirit or energy vortex), it should tell you that you have too many followers when you start to load the spell, rather than when you go to target.   That way, i dont need to wait 11 seconds loading blade spirit for it to tell me i have too many followers.
Also, when i attempt to cast the blade spirit with too many followers, it still takes my mana away.

It seems like i can only summon two bladespirits?  Shouldn't i be able to summon 5 or 6?

I think blade spirits should occasionally poison their targets, and deadly poison if the summoner has poisoning.   

Thoughts?

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Star Post your Spirit Animal
Posted by: Axel - 03-23-2018, 08:19 AM - Forum: Off Topic - Replies (6)

Post your Spirit Animal
[Image: YrYjAwm.jpg]

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  BLE JOSH WILLIAM SIRENS
Posted by: Axel - 03-23-2018, 05:47 AM - Forum: General Discussion - No Replies

LOOKING FOR ANYONE WHO HAS GROUPED WITH ME BEFORE



Attached Files Thumbnail(s)
   
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  Pirates / Mining / Treasure
Posted by: FujiFlu - 03-23-2018, 04:19 AM - Forum: Suggestions & Ideas - Replies (2)

I've seen pirating implemented in UO before, however, there was some issues:

Finding a boat to sink was difficult because no one was on the water except for pirates.

Boats would be found empty, and there was very little reward for sinking a boat.

If someone was getting attacked they would simply recall or gate off of their boat with the most valuable loot.  The pirates were left standing on their peg-legs wondering how the victims dissapeared. 

SO... with that being said, here are my suggestions:

Give us plenty of reasons to be on the water, and risking getting caught by pirates.
BOAT MINING:
Create a couple islands where you can mine a mountainside from the boat to gather valuable stone or ore at a faster rate than normal locations.  This means people may be on the water with boats full of ore, or other resources.  This could make a good haul for pirates.

Treasure or Booty Chests:
Have the most difficult treasure chests on remote islands that can not be recalled or gated to / from.

FISHING:
Give fishing some unique and valuable loot somehow.


Those are all the reasons we will want to be on the water risking our lives.
If you make being on the water worth while, It will be worth the pirates time to hunt for these people.


Also, If you are attacked while on a boat, or the boat is attacked, you should not be able to recall or gate for a certain amount of time.  Maybe 2 minutes.  -OR- the only way to get on/off a boat is with a special item or ability that takes a minute or two to actually teleport you.

Make the ocean like a giant arena or a playground for pirates, fishers, miners, treasure hunters.
Choose a huge open area in the ocean
Have the most rewarding ocean tasks on an island in the center of this area.
Have less rewarding / easier tasks and smaller islands surrounding that, with good dispersion between islands.

Tell me what you think.

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  PvM Testing Patch 3-19-18
Posted by: Luthius - 03-19-2018, 04:00 AM - Forum: Patches - No Replies

Patch Notes

Testing

  • Players now have 1000 stable slots for testing purposes

Factions
  • Fixed faction control zones for Corpse Creek
  • Adjusted location for "Northside" capture zone for Horseshoe Bay
  • Fixed the Faction Menu countdown timer display when a Faction event is currently being assembled

Buff and Debuff Spells
  • Weaken, Clumsy, Feeblemind, Curse, Mana Drain, Mana Vampire, and Mass Curse spells can no longer be resisted
  • If a target is already under a similar debuff or buff effect, the player will receive a system message notifying them of such
  • Recoded the handling on Stat Increases and Stat Decreases to fix several issues with players not displaying the correct stats after various buff / debuff spells

Disguise Kits
  • Players can now 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 (Exceptional quality made with 120 skill) 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%


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")


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")

Stun / Disarm
  • Added various checks to prevent players being able to make Stun or Disarm attempts while at insufficient skills to do so


Magic Resist
  • Players resisting spells from creatures (non-summoned / non-tamed) now have a 20x skill gain bonus (previously was 2.0x) and stacks with Active Skill Gain bonus scalars
  • Players can at most gain .5 Magic Resist skill gain from any individual creature while they are between 70-80 Magic Resist
  • Players can at most gain .3 Magic Resist skill gain from any individual creature while they are between 80-90 Magic Resist
  • Players can at most gain .1 Magic Resist skill gain from any individual creature while they are between 90-100 Magic Resist
  • Increased the effective Magic Resist skillgain range of spells when cast by creatures by 20 (i.e. players can gain up to 80 Magic Resist from creature casted Lightning spells, as opposed to only up to 60 Magic Resist from player-casted Lightning spells)


Misc
  • Fixed several crash issues

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  Start Up (What/Why/How?)
Posted by: Mercury - 03-18-2018, 01:58 PM - Forum: Player Guides & Macros - Replies (1)

Template Options

Fixed Templates - these are "viable" compared to what people usually expect. Some templates issue more skill points than selecting custom skills. Example - Bard gives 250 points (4xmusic skills plus magery).

Custom Skills - Take a total of 100 points, taking 50/49/1 allows you to get 3 sets of starting items. You also get a token for "100" skill points, which can be used instead of gold to teach skills. Total skill points 200.

Notes - Skills gain extremely fast to 50 (virtually no point buying a skill except those with no skill gain bonuses i.e./ craft and harvest skills)

Skill gain works as follows;

  • Harvest/craft skills no bonus to gains
  • All other skills benefit from a 5x skill gain rate after killing any mob (a bird, a headless, a balron etc)
  • The newbie dungeon "region" found on shelter island offers 10x skill gain rate (not cumulative with killing a mob)
Point of note here that newbie dungeon offers half gold drop rates and gold is lower than most people are used to from other servers.

Basic Strategies

General note that with lower gold drops but boosted skill gain, it is preferable to start in newbie dungeon with non-resource skills (ie/ not mage or archery) for the starts with the most "ease". If you look to take a resource based skill expect to run out of reagents or ammo during skill gain that will leave that character with no damage output.

Dexer starts don't warrant explanation - Dex newbie until some skills hit 70 skill cap, then head to other spawn and hunt.

Mage/Archer starts require the player to either take a weapon skill to supplement early output (will need to use in first few hours pvm) or have a feeder character supplement with gold/regs/arrows. It IS possible to start as a "pure" mage but it requires huge amounts of micromanagement and heading straight for mainland/dungeon spawn.

Other starts such as barding/taming/thunting are all viable but likely to be slower to get rolling early on. (ie/ taming the first wave of pets is hard with low peace or low mage to heal)

Things to Consider
  • All things under 5gp cannot be sold to vendors.
  • Scrolls only drop up to lv6, and cost large amounts of gold from vendors ie. bladespirit is 300gp - it is a lot cheaper to fill your book with a mule char with 50mage/50inscript for lvs1-4 if you have gaps.
  • All character templates start with bandages, utilise throwaways to stock early bandages.
  • Any resource skill should be macroed (or gain naturally) within newbie dungeon region to 70 skill. An example like mage, it costs circa 5k to get 50-70 in newbie region. Outside that region with no mob kill bonus it would cost 50k.
  • Damage bonuses are linear, so it is worth maxing a template early with the bonus damage skills (ie/ buy 50 mining on a macer for +10% dmg) even if you don't intend to use these skills long term you can get to +30-40% additional output for very little effort.

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  Poll: What is you favorite dungeon so far?
Posted by: Campari - 03-17-2018, 05:25 PM - Forum: General Discussion - Replies (3)

What is your favorite dungeon so far?

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  Aspect Gear
Posted by: Syncopations - 03-15-2018, 12:20 PM - Forum: Suggestions & Ideas - Replies (3)

I dont really care if this is implemented but seems much more viable to me. Currently, colored armors and weapons have no function other then basic boost, which coincides with magical armors and weapons. Meanwhile, aspect gear stuff is over complicated in terms of creating and maintaining. I suggest making colored gear the pvm gear instead of aspect geaar. It will be easy for everybody to understand and differentiate between them. You could adjust their rarity by adjusting material harvesting, crafting etc. Maintaining could require repair deeds and repair deeds could require more raw materials. Thus, everything would be more user friendly. Here is a list of suggested changes:

  • Air             =*remove*
  • Command =[b]agepite[/b]
  • Earth         =bronze
  • Eldritch     =copper
  • Fire            =gold
  • Lyric          =dull copper
  • Poison       =verite
  • Shadow     =shadow
  • Void           = *remove*
  • Water        = valorite

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  Tamed Creatures Bestiary 2.0
Posted by: Luthius - 03-15-2018, 02:33 AM - Forum: Development - Replies (2)

Tamed Creatures

Ability Cooldowns
Creatures have two types of abilities listed: Regular and Passive

By default, creatures can use only one Regular ability every 15 seconds (the Haste trait can improve this cooldown, however).

Creatures can use Passive abilities as often as they are triggered or relevant. There is no cooldown for Passive Abilities

Some creatures, such as Ember Dragons have multiple Regular abilities (such as Fire Breath and Massive Fire Breath). When determining if the creature will do an ability, it will randomly choose which ability to use from all valid abilities it currently meets the requirements for (has valid target, is within ability's range, etc).


Player vs Player
All damage (not just from abilities) from tamed creatures to players is reduced by 50%. This includes damage from melee attacks, spells, poison, or abilities.

When tamed creatures deal any form of damage to a player (melee attacks, spells, abilities, poison, etc) rather than having a 100% chance to interrupt the player's spells, tamed creatures instead have a (Damage Inflicted * 1%) chance to interrupt the player

Any ability listed below that has a percentage chance to be triggered will have it's chance reduced by 50% if the ability is against a player.
Additionally, any abilities that have a duration (excluding Poison, Bleed, and Disease) will have that duration reduced by 50% if it affects a player.

Poison
Any time a tamed creature attempts to apply poison to a player, there is a 50% chance the player will be immune to it / ignore it's effect. This includes normal poison attempts from Melee attacks as well as Poison applied from ability effects.

The highest normal poison level tamed creatures can inflict is Deadly, however a number of creatures have Traits, such as Virulent Poison, that gives them a chance to inflict a higher level poison (potentially upgrading Deadly to Lethal).

Mounts
When a player is currently riding a mount, that mount's effective Control Slots is reduced to 0, meaning a player riding a mount may still have 5 control slots worth of tamed creatures at their command.

If a player dismounts, and then exceeds their control slot limit, they will not be able to command any of their tamed creatures until they remount their mount or release one of their followers and are at 5 or lower control slots.

Stat / Skill Variations
When tamable creatures spawn, each of their Tamed Stats and Skills is randomized between -10% to +10 of it's normal base amount. This means that players can potentially search for the "best" version of a creature out there, one that has a large number of "positive" bonuses to stats / and skills. 

Players can see how their tamed creature compares to the base value for the creature with the "Values vs Avg" amount listed on the right side of the Animal Lore gump for the creature.

For this Bestiary, all creature values shown are exactly at the base value (+0% variation)


Standard Tamables

Adder
[Image: q6PfGaQ.png]


Aegis Asp
[Image: qxZjMIU.png]
Passive Ability: Swarm
Gains +5% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Aegis Imp
[Image: 6nDreHl.png]


Aegis Leech
[Image: 1tRu1GR.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Ability: Burrow
Has a 10% chance on melee attack to inflict a Massive Bleed effect on target
Burrow's bleed effect deals between ((Damage Min and Damage Max) * 0.6) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures


Aegis Mongbat
[Image: 8BB8Pe2.png]
Passive Ability: Swarm
Gains +5% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Aegis Rat
[Image: IZqQclH.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Ability: Disease
Has 10% chance on melee attack to inflict Disease on target
Disease deals between ((Damage Min and Damage Max) * 0.5) damage every 5 seconds to target for 30 seconds
Damage is increased by 100% against creatures



Aegis Scorpion
[Image: NxU8ukN.png]
Passive Ability: Swarm
Gains +5% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Aegis Slime
[Image: gI4HTyx.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer

Ability: Mirror
Spells cast onto creature have a 10% chance to be reflected back onto caster


Aegis Whelp
[Image: ukztt1I.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Ability: Frenzy
Has 10% chance on melee attack to increase attack speed by 50% for 15 seconds


Anaconda
[Image: QVJz0Od.png]


Ankheg
[Image: sPERmpF.png]
Ability: Dig
Can teleport up to 12 tiles away and deal between ((Damage Min and Damage Max) * 1.0) damage to all targets in a 2 tile radius at destination
Damage is increased by 100% against creatures

Ability: Poison Spit
Fires a non-damaging projectile up to 12 tiles away which inflicts Greater Poison on the target. On a successful Poisoning skill check, the poison applied is upgraded to Deadly Poison


Antlion
[Image: ftoUxvk.png]
Ability: Dig
Can teleport up to 12 tiles away and deal between ((Damage Min and Damage Max) * 1.0) damage to all targets in a 2 tile radius at destination
Damage is increased by 100% against creatures


Arboreal Wisp
[Image: x63UR8r.png]


Asp
[Image: SsZ68Gf.png]
Passive Ability: Swarm
Gains +5% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Bird
[Image: 1QgQOIk.png]
Passive Ability: Swarm
Gains +5% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Black Cat
[Image: H7Mtc5o.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Passive Ability: Bad Luck
Has 10% chance to cause any damage taken to also be inflicted onto attacker (damage amount is capped at 100 against creatures and 25 against players)

Ability: Frenzy
Has 10% chance on melee attack to increase attack speed by 50% for 15 seconds



Black Widow
[Image: iLrXzpt.png]
Ability: Web
Has 15% chance on melee attack to Hinder creatures and Entangle players for 3-4 seconds


Blood Ape
[Image: uiuRuUR.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Passive Ability: Bleed
Has a 10% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Frenzy
Has 10% chance on melee attack to increase attack speed by 50% for 15 seconds



Blood Dragon
[Image: 546sce4.png]
Passive Ability: Bleed
Has a 20% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Blood Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and inflicts Bleed on target
Bleed deals (Damage Min / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Massive Blood Breath
Damages targets in a large area up to 6 tiles away, dealing between ((Damage Min to Damage Max) * 1.0 damage to each target hit 

Damage is increased by 100% against creatures


Blood Drake
[Image: xAJUx2J.png]
Passive Ability: Bleed
Has a 15% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Blood Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and inflicts Bleed on target
Bleed deals (Damage Min / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Massive Blood Breath
Damages targets in a large area up to 4 tiles away, dealing between ((Damage Min to Damage Max) * 1.0 damage to each target hit 

Damage is increased by 100% against creatures


Blood Hunter
[Image: vh8fAd2.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Passive Ability: Bleed
Has a 10% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Frenzy
Has 10% chance on melee attack to increase attack speed by 50% for 15 seconds



Blood Scorpion
[Image: hveGMll.png]
Passive Ability: Bleed
Has a 15% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Blood Shield
Increases Magic Resist by (50 + (Nearby Blood Consumed * 2)) for 15 seconds


Blood Serpent
[Image: 5fBeBAD.png]
Passive Ability: Bleed
Has a 15% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Blood Expertise
Increases Melee Accuracy by (10% + (Nearby Blood Consumed * 1%)) for 15 seconds


Bloodwolf
[Image: B4ilFfc.png]
Passive Ability: Bleed
Has a 15% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Charge
Can charge up to 12 tiles away and deal between ((Damage Min and Damage Max) * 1.0) damage to all targets along its path
Damage is increased by 100% against creatures

Ability: Blood Rage
Increases Melee Damage by (20% + (Nearby Blood Consumed * 4%)) for 15 seconds



Bloodworm
[Image: 4Rmvz8w.png]
Passive Ability: Bleed
Has a 15% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Burrow
Has a 15% chance on melee attack to inflict a Massive Bleed effect on target
Burrow's bleed effect deals between ((Damage Min and Damage Max) * 0.6) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Ability: Blood Healing
Heals (5% + (Nearby Blood Consumed * 1%)) of total hit points



Bonfire Wisp
[Image: 6aMBjT0.png]
Passive Ability: Flamestrike
Has 20% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 10% chance on receiving melee hit to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Damage is increased by 100% against creatures


Bull
[Image: uUq2Xrc.png]


Bullvore
[Image: hnPfWBQ.png]
Ability: Charge
Can charge up to 12 tiles away and deal between ((Damage Min and Damage Max) * 1.0) damage to all targets along its path
Damage is increased by 100% against creatures


Carrion Beetle
[Image: nX6YScO.png]
Ability: Disease
Has 15% chance on melee attack to inflict Disease on target
Disease deals between ((Damage Min and Damage Max) * 0.5) damage every 5 seconds to target for 30 seconds
Damage is increased by 100% against creatures


Cave Bat
[Image: dZmCQYn.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Ability: Rend
Has a 10% chance on melee attack to inflict Bleed on target
Bleed deals between ((Damage Min and Damage Max) / 5) damage every 3 seconds to target for 15 seconds
Damage is increased by 100% against creatures

Cave Bear
[Image: AGS65Mt.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer

Ability: Frenzy
Has 10% chance on melee attack to increase melee damage speed by 50% for 15 seconds


Chameleon
[Image: NifkJYQ.png]
Uses Stealth

Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer

Passive Ability: Backstab
Melee attacks from Stealth against creatures have +50% to hit and deal +400% damage
Melee attacks from Stealth against players have +10% to and deal +25% damage

Ability: Vanish
Exit combats and enters Stealth

Ability: Frenzy
Has 10% chance on melee attack to increase attack speed by 50% for 15 seconds



Chicken
[Image: 25jjgFQ.png]
Passive Ability: Swarm
Gains +5% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Colossal Black Widow
[Image: tAVkQBs.png]
Ability: Web
Has 25% chance on melee attack to Hinder creatures and Entangle players for 3-4 seconds


Colossal Trapdoor Spider
[Image: ZuRYk8M.png]
Uses Stealth

Ability: Web
Has 25% chance on melee attack to Hinder creatures and Entangle players for 3-4 seconds

Passive Ability: Backstab
Melee attacks from Stealth against creatures have +50% to hit and deal +400% damage
Melee attacks from Stealth against players have +10% to and deal +25% damage

Ability: Vanish
Exit combats and enters Stealth


Colossal Frog
[Image: WWeSIrC.png]


Colossal Poison Dart Frog
[Image: i9aM7Xf.png]


Colossal Swamp Slug
[Image: PGNhyFD.png]
Ability: Slime Barrage
Inflicts 3 hits on target up to 8 tiles away, with each hit dealing between ((Damage Min and Damage Max) * 0.5) damage
Damage against creatures is increased by 100%
Hits have a 15% chance to reduce target's Armor by 25 for 30 seconds


Corpse Eater
[Image: s5bQo0C.png]
Passive Ability: Pack Instincts
Gains +3% Melee Accuracy for each nearby creature (including itself) also controlled by the creature's tamer


Ability: Disease
Has 10% chance on melee attack to inflict Disease on target
Disease deals between ((Damage Min and Damage Max) * 0.5) damage every 5 seconds to target for 30 seconds
Damage is increased by 100% against creatures



Corpse Purger
[Image: qCSCZjF.png]
Ability: Corpse Barrage
Replaces creature's normal melee attack and has a cooldown that is 33% of normal cooldown duration (5.0 seconds)
Fires 6 ranged projectiles up to 12 tiles away, each making a weapon skill check to hit 
Max number of hits allowed is 2
Each hit deals between ((Damage Min and Damage Max) * 0.5) damage on the target 
Damage against creatures is increased by 100%
Hits have a 10% chance to inflict Disease on target
Disease deals between ((Damage Min and Damage Max) * 0.5) damage every 5 seconds to target for 30 seconds
Damage is increased by 100% against creatures



Cow
[Image: x5b83kW.png]

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