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  Animal Taming - Bestiary
Posted by: Luthius - 11-27-2017, 10:51 PM - Forum: Development - Replies (8)

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]


Anaconda
[Image: QVJz0Od.png]


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
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Bird
[Image: 1QgQOIk.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Black Cat
[Image: H7Mtc5o.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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


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
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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


Chameleon
[Image: NifkJYQ.png]
Uses Stealth

Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


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 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
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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]


Deep Crawler
[Image: EaQUK0c.png]
Ability: Crush
Melee attack has 10% chance to reduce target's Armor by 25 for 30 seconds
If target's Armor is reduced to 0 it will also 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



Dragon
[Image: yO6nMSb.png]
Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures

Dragon Whelp
[Image: nXAhfYO.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures


Drake
[Image: Do2Th4i.png]
Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures


Drake Whelp
[Image: XC6C4Gi.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures


Drowned Dragon
[Image: T73j6FS.png]
Ability: Water Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and reducing target's Defense (weapon skill) by 10 for 30 seconds
Damage is increased by 100% against creatures

Ability: Massive Water 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 and reducing their Defense (weapon skill) by 10 for 30 seconds

Damage is increased by 100% against creatures


Eagle
[Image: AWsMfPI.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Eldritch Dragon
[Image: T2ktlFA.png]
Ability: Eldritch Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and reducing target's Magic Resist by 25 for 30 seconds
Damage is increased by 100% against creatures


Eldritch Drake
[Image: KJrI5Gy.png]
Ability: Eldritch Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and reducing target's Magic Resist by 15 for 30 seconds
Damage is increased by 100% against creatures


Embear
[Image: MA0KHYf.png]
Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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

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



Ember Dragon
[Image: Oe1zfKZ.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

Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures

Ability: Massive Fire Breath
Damages targets in a large area up to 6 tiles away, dealing between ((Damage Min to Damage Max) * 1.25 damage to each target hit 

Damage is increased by 100% against creatures


Ember Drake
[Image: AOUNVdE.png]
Passive Ability: Flamestrike
Has 15% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 7.5% 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

Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures

Ability: Massive Fire Breath
Damages targets in a large area up to 4 tiles away, dealing between ((Damage Min to Damage Max) * 1.25 damage to each target hit 

Damage is increased by 100% against creatures


Familiar
[Image: 0UsxmUP.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Fire Ant
[Image: DO88xhY.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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


Firebat
[Image: ZGFB58a.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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

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



Fire Beetle
[Image: hgtFdyW.png]
Passive Ability: Flamestrike
Has 15% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 7.5% 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


Fire Salamander
[Image: lDGffTx.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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

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



Flamehound
[Image: x2ds6Lq.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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

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


Flame Purger
[Image: bfpqxpq.png]
Passive Ability: Flamestrike
Has 15% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 7.5% 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

Ability: Fire 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%



Fortress Beetle
[Image: xe9XxDq.png]
Ability: Mirror
Spells cast onto creature have a 20% chance to be reflected back onto caster


Giant Bat
[Image: rjOOxeG.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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



Giant Black Widow
[Image: Z6ZaFOd.png]
Ability: Web
Has 20% chance on melee attack to Hinder creatures and Entangle players for 4-5 seconds


Giant Frog
[Image: oNPdrYx.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Giant Poison Dart Frog
[Image: whT9o9E.png]


Giant Rat
[Image: vQH5VIF.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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



Giant Scorpion
[Image: 0IEgIJh.png]


Giant Spider
[Image: H1GcwzD.png]
Ability: Web
Has 15% chance on melee attack to Hinder creatures and Entangle players for 2-3 seconds


Giant Swamp Slug
[Image: DuvyZwU.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Slime Barrage
Inflicts 3 hits on target up to 6 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 10% chance to reduce target's Armor by 25 for 30 seconds


Goat
[Image: EPvYh0N.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Great Hart
[Image: UjmK8ZF.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Guar
[Image: jOoiDBA.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Hellhound
[Image: kZ1P7Ie.png]
Passive Ability: Flamestrike
Has 15% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 7.5% 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

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


Ability: Fire Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage
Damage is increased by 100% against creatures


Hind
[Image: M52amcl.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Husk Crab
[Image: 7Nk1X2Y.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Crush
Melee attack has 10% chance to reduce target's Armor by 25 for 30 seconds
If target's Armor is reduced to 0 it will also 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



Imp
[Image: jIH1a6O.png]



Jaguar
[Image: sHslmAz.png]
Uses Stealth

Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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
Exits combat and enters Stealth

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



Molten Mongbat
[Image: e5kUFRm.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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


Mongbat
[Image: be9cubC.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Monitor
[Image: ozxmfjW.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Crush
Melee attack has 10% chance to reduce target's Armor by 25 for 30 seconds
If target's Armor is reduced to 0 it will also 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



Monitor Hatchling
[Image: NgNvyke.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Crush
Melee attack has 10% chance to reduce target's Armor by 25 for 30 seconds
If target's Armor is reduced to 0 it will also 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



Muck
[Image: Hd5uFYq.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Nightstalker
[Image: ZL49k8e.png]
Uses Stealth

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
Exits combat and enters Stealth

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: Frenzy
Has 20% chance on melee attack to increase attack speed by 50% for 15 seconds


Otyugh
[Image: 52lSAR2.png]
Ability: Spine Barrage
Fires 10 separate volleys of projectiles, one every 0.4 seconds, hitting all targets within 4 tiles
Each hit deals between ((Damage Min and Damage Max) * 0.5) damage
Damage against creatures is increased by 100%
On a hit, has a 20% chance to apply Regular poison


Phoenix
[Image: r3vr3cK.png]
Passive Ability: Flamestrike
Has 25% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 12.5% 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

Ability: Fire Barrage
Inflicts 3 hits on target up to 12 tiles away, with each hit dealing between ((Damage Min and Damage Max) * 0.5) damage
Damage against creatures is increased by 100%

Ability: Massive Fire Breath
Damages targets in a large area up to 8 tiles away, dealing between ((Damage Min to Damage Max) * 1.25) damage to each target hit
Damage is increased by 100% against creatures


Pig
[Image: mcIW3q1.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Primordial
[Image: roCT3bJ.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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


Primordial Whelp
[Image: yNLuuUz.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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


Sandcrawler
[Image: 1GB5BsB.png]
Ability: Crush
Melee attack has 20% chance to reduce target's Armor by 25 for 30 seconds
If target's Armor is reduced to 0 it will also 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



Scarab
[Image: g23ZPRI.png]
Ability: Mirror
Spells cast onto creature have a 15% chance to be reflected back onto caster


Scorpion
[Image: lye5Xyr.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Searing Bullvore
[Image: Ney4O1T.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

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



Searing Imp
[Image: 8wFDY6e.png]
Passive Ability: Flamestrike
Has 15% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 7.5% 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


Searing Lizard
[Image: 7nGqBTm.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Passive Ability: Flamestrike
Has 10% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 5% 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

Ability: Crush
Melee attack has 10% chance to reduce target's Armor by 25 for 30 seconds
If target's Armor is reduced to 0 it will also 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



Searing Mantis
[Image: 6xd5TB9.png]
Passive Ability: Flamestrike
Has 15% chance on melee attack to inflict between ((Damage Min and Damage Max) * 0.5) damage on target
Has 7.5% 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

Ability: Rend
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



Shade Wolf
[Image: S2NL49M.png]
Uses Stealth

Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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
Exits combat and enters Stealth

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



Shallow Water
[Image: 7rz60n6.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Water Attack
Has 10% chance on melee attack to reduce target's Defense (weapon skill) by 10 for 30 seconds


Sheep
[Image: V3hoMMv.png]
Passive Ability: Swarm
Has 10% chance on melee attack to inflict an additional 50% damage for each additional creature controlled by owner currently attacking the same target


Silverback
[Image: aTkCdJ4.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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


Skeletal Dragon
[Image: DQG3aMk.png]
Ability: Bone Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and reducing target's Armor by 25 for 30 seconds
Damage is increased by 100% against creatures

Ability: Massive Bone 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 and reducing their Armor by 25 for 30 seconds

Damage is increased by 100% against creatures


Smoke Dragon
[Image: zuUBzHv.png]
Uses Stealth

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: Steam Cloud
Exits combat and enters Stealth
Deals between ((Damage Min to Damage Max) * 1.0) damage, which ignores Armor, to targets on a random collection of tiles within 5 spaces
Damage is increased by 100% against creatures

Ability: Steam Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage which ignores target's Armor

Damage is increased by 100% against creatures


Smoke Drake
[Image: uFHxapx.png]
Uses Stealth

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: Steam Cloud
Exits combat and enters Stealth
Deals between ((Damage Min to Damage Max) * 1.0) damage, which ignores Armor, to targets on a random collection of tiles within 3 spaces
Damage is increased by 100% against creatures

Ability: Steam Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage which ignores target's Armor

Damage is increased by 100% against creatures


Sphinx
[Image: neXftyK.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target

Ability: Reactive Armor
Applies the Reactive Armor spell to itself

Ability: Magic Reflect
Applies the Magic Reflect spell to itself


Swamp Dragon
[Image: m2o9kBa.png]
Ability: Poison Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and inflicting poison on target
If target is already poisoned with the same level of poison or higher, ability damage is increased by 25%
Damage is increased by 100% against creatures

Ability: Massive Swamp Breath
Damages targets in a large area up to 8 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage to each target hit and Entangling them for 6-8 seconds

Damage is increased by 100% against creatures


Swamp Drake
[Image: ewB6Omw.png]
Ability: Poison Breath
Fires projectile at target up to 12 tiles away, dealing between ((Damage Min to Damage Max) * 1.0) damage and inflicting poison on target
If target is already poisoned with the same level of poison or higher, ability damage is increased by 25%
Damage is increased by 100% against creatures

Ability: Massive Swamp 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 and Entangling them for 4-6 seconds

Damage is increased by 100% against creatures


Swamp Spider
[Image: DCI0OtR.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


Ability: Web
Has 10% chance on melee attack to Hinder creatures and Entangle players for 3-4 seconds


Temple Guardian
[Image: stbsPdC.png]
Uses Stealth

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
Exits combat and enters Stealth

Ability: Reactive Armor
Applies the Reactive Armor spell to itself

Ability: Magic Reflect
Applies the Magic Reflect spell to itself


Tidal Mantis
[Image: wqN6BYL.png]
Passive Ability: Rend
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: Water Attack
Has 15% chance on melee attack to reduce target's Defense (weapon skill) by 10 for 30 seconds



Trilobite
[Image: tAXh2gK.png]
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: Submerge
Has a 15% chance on Melee attack to exit combat and enter Stealth

Ability: Rake
Inflicts Bleed on all targets within 1 tile radius
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


Vampire Bat
[Image: fMcgoMg.png]
Passive Ability: Pack Instincts
Has 10% chance on melee attack to inflict an additional 25% damage for each additional creature controlled by owner currently attacking the same target


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



Wyvern
[Image: 2WxIWIC.png]


Wyvern Hatchling
[Image: OLdnQNG.png]


Mounts


Blightmare
[Image: LYDKcLJ.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



Desert Ostard
[Image: Zg7LnOu.png]


Forest Ostard
[Image: k3F1B5d.png]


Frenzied Ostard
[Image: y5qwbi5.png]


Horse
[Image: DKaq2yd.png]


Llama
[Image: 5uCOIJK.png]


Pack Animals

Pack Horse
[Image: KSiYxra.png]


Pack Llama
[Image: fnPCyT0.png]

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  PvM Testing Patch 11-25-17 6:30pm CST
Posted by: Luthius - 11-25-2017, 08:48 PM - Forum: Patches - No Replies

Patch Notes


Tamed Creatures

  • Over 100 tamed creatures are now available, including some new creatures and previously untamable creatures

Creature Experience
  • Creature XP now mirrors Aspect Gear XP system: killing creatures grants XP based on total percent of damage dealt and the difficulty of the difficulty of creature (and XP amounts can be in decimals)
  • Creatures XP gain rate for creatures is scaled based on creature's Minimum Taming Skill (lower level tamables gain XP much, much faster than high level tamables)
  • Mounts that are 1 control slot cannot gain experience (and cannot be bonded through normal means)

Creature Combat
  • Tamed creatures deal 50% of their normal damage against players (from spells, melee, abilities, poison, etc)
  • Tamed creature poison effects against players have a 50% chance to be resisted / ignored
  • Tamed creatures receive +10% to hit players when making Stealth Attacks
  • Tamed creatures receive +50% to hit creatures when making Stealth Attacks
  • Tamed creatures receive +25% damage against players when making Stealth Attacks
  • Tamed creatures receive +400% damage against creatures when making Stealth Attacks

Passive Taming
  • Players may now gain up to 2.0 Animal Taming skill points passively within each 5 point skill range of Animal Taming (i.e. 50-55, 55-60, 60-65)
  • When players gain enough Animal Taming to reach a new 5 point range (i.e. going from 59.9 to 60.0 Animal Taming), their available amount of Passive Animal Taming resets back to 2.0
  • Players passively gain Animal Taming when killing creatures while using Tamed Creatures that have a Minimum Taming skill that is within 10 points of their current Animal Taming skill (I.e. a player at 75 animal taming can passively gain Animal Taming from using creatures between 65-75 minimum Taming skill)
  • Players have a chance to passively gain Animal Taming similar to earning creature XP / aspect XP by killing creatures, with chances scaled based on the total number of control slots of tamed creatures used that have minimum taming skills that are 10 points of the player's current Animal (i.e. using 2 control slots would be 2/5th normal chances)
  • In the top of the Animal Lore gump the creature's Minimum Taming Skill will appear in Green text if the creature can contribute to Passive Taming
  • At the bottom of the Animal Lore gump for a tamed creature, the amount of Passive Taming the player can earn within their current 5 point skill range is displayed

Notoriety
  • Rebuilt notoriety system and corpse notoriety system to fix a large number of flagging issues

Looting Rights
  • Rebuilt algorithm that determines which creatures player may loot (grey vs blue corpses)
  • The player who dealt the most damage to a standard creature (via any means) has looting rights to it's corpse
  • All players who deals at least 10% of the total damage to a Mini-Boss has looting rights to it
  • All players who deals at least 7.5% of the total damage to a Shrine Boss has looting rights to it 
  • All players who deals at least 5% of the total damage to a Boss has looting rights to it
  • All players who deals at least 2.5% of the total damage to an Event Boss has looting rights to it
  • All players in the same party or in the same guild as a player with looting rights to a corpse will also have looting rights to it


Creature Targeting / Combat AI
  • Rebuilt system that determines creature "aggro" against players and tamed creatures
  • Creatures will now give more weight to proximity of targets, and will prefer tamed / summoned creatures over players
  • Tamed / summoned creatures in attack, guard, or patrol mode will have much greater aggro towards creatures
  • Creatures will stay in their previously commanded "Control Mode" once combat has ended
  • While in guard mode tamed creatures will prefer to attack the creature their controller is attacking
  • While in guard mode tamed creatureswill also attempt to aggro any new creatures that appear and attack their controller (i.e. keep monsters off their controller)
  • Fixed an issue with New Player Dungeon creatures not aggroing slowly, as intended

Creature Movement AI
  • Rebuilt system that manages creature movement and "think" timing: tamed creatures will react much faster to commands
  • Tamed creatures will now much move faster and will keep up with players while in "Follow" mode
  • Creatures will now properly scout areas while in Patrol mode and follow players while in guard mode

Releasing Tamed Creatures
  • Tamed creatures that are released will revert back to their original "wild" stat and skill values, as well as standard movement speeds

Creature Ress Penalties
  • Creatures will now suffer a 25% penalty to damage inflicted and +25% damage received for each time it is ressed within a 30 minute window (previously was +50% damage received)

Recalling With Creatures
  • Fixed issue with recalling and tamed creatures
  • All tamed creatures within 8 tiles of a player will recall with them as long as they are not in "Stay" mode

Camping
  • Camping Skill Campfire Bonus duration is now 20 minutes (instead of 10)

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  PvM Testing Patch 11-17-17 8pm CST
Posted by: Luthius - 11-17-2017, 10:05 PM - Forum: Patches - No Replies

Patch Notes

Skill Gain

  • Active Skillgain Boost reduced from +1000% to +500%
  • New Player Dungeon will always have Active Skillgain Boost active and at twice the normal amount (1000%)

Creatures
  • Recoded a large number of creature abilities in preparation for upcoming Animal Taming Overhaul
  • Switched some creature Slayer Groups (such as Wildwood Reaper moving from Elemental to Nature)
  • Renamed some creatures (such as Bullfrog / Giant Toad becoming Giant Frog / Colossal Frog)


Taste ID
  • Scavenge Effect now referred to as "Herbal Poultice" instead of "Medicinal Herbs"
  • Scavenge Herbal Poultice Effect now also increases the speed of player's Weapon and Spell Poison ticks against creatures by ((Taste Id / 100) * 25%)
  • Scavenged Herbal Poultice Effect duration changed to 20 minutes (down from 30)


Animal Lore
  • A summoned creature's Dispel Resistance from AutoDispel effects is now displayed as "Dispel Resist" instead of "Dispel Damage"
  • A creature's Poison Resist (reduction to poison damage taken) is now displayed in the Animal Lore gump
  • Reorganized gump in preparation for upcoming Animal Taming Overhaul


Spirit Speaking
  • Duration / Stat / Skill Bonus amounts granted to Summons upgraded with Spirit Stones are now scaled based on player's Spirit Speaking skill (i.e. player with 0 Spirit Speaking gains no benefit from using a full spirit stone)


Crafting
  • Players can now always select their desired color material in the bottom left corner of the crafting gump
  • Crafted containers will no longer start locked


Lockpicking
  • Trap Wire is now called "Trap Tools" and has a new graphic
  • Exceptional Lockpicks now add a bonus to Lockpicking Skill and Progress Amounts (previously only colored materials added bonuses)
  • Exceptional Trap Tools now add a bonus to Remove Trap Skill and Progress Amounts (previously only colored materials added bonuses)


Forensic Eval / Corpse Carving
  • Players must now use Skinning Knives to carve creature corpses (players can carve human corpses with daggers still)
  • Skinning Knives now have a new graphic, have a limited number of uses (500 base), can be made with colored materials, and improve a player's chances to carve colored leather
  • To skin a creature corpse players either can double click the specific skinning knife or simply use the Forensic Eval skill onto a creature corpse
  • Players taking the Forensic Eval skill during character creation will receive 3 Skinning Knives
  • Players taking the Tailoring Skill during character creation will receive 2 Skinning Knives


Harvesting
  • Using exceptional and colored material tools to harvest Ore, Lumber, Leather (and eventually Fishing) will now will increase your chances and success rates for  harvesting colored / special resources (bonus scaled based on material rarity). See Skills Summary Dev entry to specific bonuses.
  • Players may now have an axe equipped and harvest lumber from a hatchet in their backpack (axe simply used for animation purposes)


Aspect Items
  • Fixed display on Aspect Weapons to properly display Blessed status
  • Aspect Weapons on creation should now correctly have 60 charges
  • Added Aspect Runebook Dyes in the Inscription Menu



Camping / Kindling
  • Kindling now weighs 0.1 stone each
  • Players can now create 50 Kindling with 5 Boards in the Carpentry Menu for 0 skill


Misc
  • Fixed issue with Gold Hatchets / Gold Pickaxes / Gold Shovels / and Gold Fishing Poles not crafting correctly
  • Players can now create 50 Kindling with 5 Boards in the Carpentry Menu for 0 skill
  • Fixed an issue with stackable Aspect Dyes deleting rather than consuming 1 item each use
  • Any vendor that sells items that can be made into a Commodity should now have Blank Commodities for sale
  • Fixed several items on NPC vendors that had the wrong graphic / hue
  • Fixed Barkeep Contract price on vendors
  • Provisioners now should have all harvesting tool types for sale

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  PvM Testing - Muskeg Chasm
Posted by: Owen - 11-15-2017, 11:05 PM - Forum: Development Feedback - No Replies

[Image: ET7ECVQ.png]
Theme: Swamp/earth/poison 
Levels: 3 + boss 


Level 1: 
[Image: ge0S0Zz.jpg]

[Image: CbokOoK.jpg]

Level 2: 
[Image: AOHdDeO.jpg]

[Image: DOkcpXZ.jpg]

[Image: p4LYUtP.jpg]

Level 3:
[Image: aXy0xbX.jpg]
[Image: 4hzrsOd.jpg]

[Image: USsEJ0H.jpg]

[Image: CpYVRiW.jpg]

Boss: 
[Image: oPMipyz.jpg]

[Image: TQAGYWP.jpg]

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  OFFICIAL LAUNCH INFO
Posted by: Owen - 11-15-2017, 10:23 PM - Forum: Announcements - No Replies

We're often asked about a launch date for Outlands, so I wanted to make a thread to specifically address the question: 

No launch date has been set. 

You can return to this thread for more info as time goes on.  In addition, please SUBSCRIBE TO OUR MAILING LIST using the link on our homepage. 

Our current development to do list is outlined in the ROAD TO LAUNCH thread: http://forums.uooutlands.com/showthread.php?tid=385

Thank you for your interest in Outlands! 

Owen & Luthius

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  Courier quests
Posted by: Alrick - 11-13-2017, 05:02 PM - Forum: Suggestions & Ideas - Replies (4)

Smooth way to get new players to learn the map is to allow them earn money for going places. Courier quests given by NPCs require the player to carry a crate to another vendor in same city for a reward. Some or no directions may be given - "Take it to Joe, he's northeast" or "This was requested by Joe the other day, but he hasn't come and I don't know where he lives".
Limitations: per-player (number per hour) or per world (global city counter of courier quest given).
Extra difficulty: other city courier, dungeon delivery (to some stranded NPC maybe), island delivery (e.g. food or goods or supplies).
Extra depth: crate can be opened for random loot, but quest giver won't like you anymore.
Extra interaction: player courier quests to carry resources around. Would make sense if banks are not shard wide, and would need collateral.
Extra realism: deliver a lootcrate to CS:GO players and receive real money  Big Grin

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  Skills Summary: Version 2.0
Posted by: Luthius - 11-11-2017, 02:50 PM - Forum: Development - Replies (2)

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

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

Whenever any skill has an effect value or effect duration listed for both PvM and also for PvP, if the player enters into PvP, that duration or value will drop to the PvP listed maximum for the skill if it is currently higher than it. 

For example, the Inscription skill can increase the duration of the Bless spell to an upwards of 10 minutes for PvM, but to a maximum of 5 minutes for PvP. So if a player currently has 7 minutes remaining of Bless duration, and enters PvP, the remaining duration will automatically drop to 5 minutes.

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

http://forums.uooutlands.com/showthread.php?tid=27

Alchemy
[Image: 4zyFhHe.png]

  • Increases Strength Potion duration to (500% * (Alchemy Skill / 100)) of normal
  • Increases Agility Potion duration to (500% * (Alchemy Skill / 100)) of normal
Magic Resist Potions
  • Replaces the Nightsight Potion
  • Lesser, Regular, and Greater Magic Resist potions increase the player's effective Magic Resist skill by 25, 50, or 100 against creature spellcasters for 2 minutes (to maximum of 200 Magic Resist if the player has 100 Magic Resist skill already)
  • Magic Resist potions will not increase a player's Magic Resist skill against other players, however they will offset any Magic Resist losses in effect from being under the influence of a Mana Drain / Mana Vampire spell
Lethal Poison Potions
  • Requires player to have at least 100 Poisoning to inflict Lethal Poison on a weapon in combat
  • Chance to inflict Lethal poison in combat is (12.5% + (12.5% * (Poisoning Skill / 120)))
PvM
  • Increases Healing Potion effectiveness by (50% * (Alchemy Skill / 100))
  • Increases Cure Potion chances by (25% * (Alchemy Skill / 100))
  • When using a Total Refresh Potion player has a (100% * (Alchemy Skill / 100)) chance to be able to walk through creatures and players for the next 10 seconds for 0 stamina cost (chance is halved if using Regular Refresh Potion)
  • Increases Explosion Potion damage by (100% * (Alchemy Skill / 100))
  • Increases Magic Resist Potion duration to (500% * (Alchemy Skill / 100)) of normal
PvP
  • Increases Healing Potion effectiveness by (25% * (Alchemy Skill / 100))
  • Increases Cure Potion chances by (12.5% * (Alchemy Skill / 100))
  • When using a Total Refresh Potion player has a (50% * (Alchemy Skill / 100)) chance to be able to walk through creatures and players for the next 10 seconds for 0 stamina cost (chance is halved if using Regular Refresh Potion)
  • Increases Explosion Potion damage by (50% * (Alchemy Skill / 100))

Anatomy
  • Minimum Anatomy skill of 60 is required for bandage cure attempts
  • Minimum Anatomy skill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts are ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Increases weapon damage by (20% * (Anatomy Skill / 100))
  • Increases wrestling damage by (50% * (Anatomy Skill / 100))
Offensive Wrestling
  • Players have an effective Wrestling skill when attacking (but not defending) while unarmed that is equal to whichever is lower between their Arms Lore and Anatomy skills
Stun Attacks
  • A player's successful wrestling attacks have a chance to Stun other players and creatures
  • Chance to stun a target is (10% * (Anatomy Skill / 100)) on a wrestling hit
  • Stun effect lasts for 5 seconds
  • Stunned targets cannot move, but may cast spells, swing weapons, or use items
  • Stunned targets are considered Vulnerable: they receive a -25% penalty to healing amounts while stunned
  • Additionally, creatures (but not players) that are Vulnerable are 25% easier to hit with attacks and take +50% more damage
  • Once the 5 second effect has expired, a stunned target is immune to further Stun effects for 30 seconds

Animal Lore
  • Player must have Animal Lore equal or greater than the minimum Taming skill required for a tamed creature in order to issue it commands
  • Number of control slots available to player for Stabling followers is 8 + (Animal Lore Skill / 10). Players will have other opportunities in game to unlock additional Stable slots, however

Animal Taming
  • Within each 5 point skill range of Animal Taming skill (such as 50-55, 55-60, 60-65, etc) a player can passively gain up to 2.5 skill points of Animal Taming
  • Players earn passive Animal Taming skillgain by killing hostile creatures while using Tamed creatures, so long at least one of their pets has a minimum Taming Skill requirement value that lies within the player's current Taming Skill Range or the previous skill range
  • For instance, a player at 63.5 Animal Taming could gain up to 2.5 skill points while in the 60-65 Animal Taming skill range as long as they use at least one tamed creature that has a Taming requirement between 55-60 or 60-65.
  • The chance to passively gain Animal Taming skill is scaled based on the difficulty of the creature killed (i.e. killing a daemon has higher chance than killing a mongbat)

Archery
  • Players must remain stationary for 0.5 seconds in order to shoot (regardless of their Dex)
PvM
  • 10% chance of inflicting an Archery Weapon Special Attack against creatures
Archery Weapon Special Attack
  • Increases damage by 50%
  • Hinders the target (prevents all movement, casting, melee attacks) for 4-8 seconds
  • Hinder effect duration scales based on weapon speed (slower archery weapons have longer effect duration) and creature difficulty
  • If target is immune to being hindered or already currently hindered, the attacks damage will be increased by a further 50%

Arms Lore
  • Chance to ignore durability losses to weapons, armors, and shields from attacking and parrying is 75% * (Arms Lore Skill / 100)
  • Increases wrestling damage by 50% * (Arms Lore Skill / 100)
PvM
  • Increases the chance of inflicting Archery, Fencing, Macing, Swords and Wrestling Weapon Special Attacks against creatures by (10% * (Arms Lore Skill / 100))
Offensive Wrestling
  • Players have an effective Wrestling skill when attacking (but not defending) while unarmed that is equal to whichever is lower between their Arms Lore and Anatomy skills
Disarm Attacks
  • A player's successful weapon and wrestling attacks have a chance to Disarm both players and creatures (even creatures without visible weaponry)
  • Chance to Disarm target is ((10% to 15% based on weapon speed) * (Arms Lore Skill / 100)) on successful hit
  • Wrestling attacks are considered speed 50
  • Disarm effect lasts for 5 seconds
  • Disarming a player puts any items that were currently equipped in the player's hands into their backpack and prevents that player from equipping any items into their hands for the next 5 seconds
  • Equipment that has been disarmed from a player cannot be moved by that player nor can be stolen by any other player until 5 seconds have passed
  • Disarmed targets are considered Vulnerable: they receive a -25% penalty to healing amounts while disarmed
  • Additionally, creatures (but not players) that are Vulnerable are 25% easier to hit with attacks and take +50% more damage, including on the initial hit that caused the Disarm effect to occur
  • Once the 5 second effect has expired, a disarmed target is immune to further Disarm effects for 30 seconds

Begging
*To be determined*


Blacksmithing
[Image: HnYobxp.png]
  • Create Ingot-based weapons and shields
  • Creating Ringmail, Chainmail, and Platemail armor
  • Can create Blacksmithing Repair Kits which can be used by a player with 120 Blacksmithing to target a container and repair all smithing-made items within the container
  • Blacksmithing Repair kits can also be used to target a player, which will repair all Smithing-made items in that player's backpack and currently equipped

Camping
[Image: L0UsMt4.png]
  • The camping skill increases a player's backpack maximum weight capacity by (200 stones * (Camping Skill / 100))
  • The camping skill increases a player's backpack maximum item count allowed by (50 * (Camping Skill / 100))
  • Campfires made by players now take (60 seconds - (45 seconds * (Camping Skill / 100))) seconds to secure, based on the camping skill of the campfire creator
  • A player visiting a secure campfire site that they created themselves receive a melee and spell damage bonus against creatures of (20% * (Camping Skill / 100)) for the next 10 minutes
  • A player visiting a secure campfire site that another player made receives a melee and spell damage bonus against creatures of (5% * (Camping Skill / 100)) for the next 10 minutes 
Hiking
  • Players can now "Hike" to travel to destinations that can be found within the Atlas Book, based on their Camping skill 
  • At 60 Camping Skill players may Hike to Cities and Healer Caravans
  • At 80 Camping Skill players may Hike to Dungeons and Subterranean areas
  • At 100 Camping Skill players may Hike to Shrines
  • At 120 Camping Skill players may Hike to Points of Interest

When a player hikes to an Atlas Book destination, they are frozen in place for 5 seconds before being sent to their destination


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

Carpentry
[Image: DHQsa6V.png]
  • Creating board-based weapons, shields, and ranged weapons and ammunition (Bowcraft has been merged into Carpentry
  • Creating musical instruments, furniture and containers
  • Creating ship deeds (all ship stats are randomized from -10% to 10% and higher Carpentry skill reduces the chance of negative values for ship stats)
  • Can create Carpentry Repair Kits which can be used by a player with 120 Carpentry to target a container and repair all Carpentry-made items within the container
  • Carpentry Repair kits can also be used to target a player, which will repair all Carpentry-made items in that player's backpack and currently equipped

Cartography
  • Used to create local, city, regional, and world maps 
  • Used to decode Treasure Maps

Cooking
[Image: Esue8iO.png]

[Image: 2JXaW9B.png]
  • Players normally passively regenerate 1 Hit Point every 6 seconds
  • Players normally passively regenerate 1 Stamina every 4 seconds
  • Players normally passively regenerate 1 Mana every 8 seconds (which can be increased up to a rate of 1 Mana every second, based on Meditation skill and Armor Types worn)
PvM
  • When a player eats food, for the next 60 minutes, whenever that player passively regenerates a point of Hits, Stam, or Mana that player has a chance to passively regenerate 2 points instead of 1, with chances improved based on the "Satisfaction" level of the food they have eaten
  • Players will never receive food bonuses while they have been in PvP in the last 2 minutes, however
  • Store-bought or Create Food-summoned items are always Paltry level satisfaction, however there are Cooking crafting recipes that are Meagre, Adequate, Appetizing, and Delectable levels of food
  • A player will receive the benefit of the highest level of food satisfaction they have eaten in the last 60 minutes (i.e. eating a "lower" quality food will not downgrade the player's chances to regenerate stats)
  • Paltry Food: 20% to regenerate 2 Hits or 2 Stam and 5% chance of regenerating 2 Mana
  • Meagre Food: 40% to regenerate 2 Hits or 2 Stam and 10% chance of regenerating 2 Mana
  • Adequate Food: 60% to regenerate 2 Hits or 2 Stam and 15% chance of regenerating 2 Mana
  • Appetizing Food: 80% to regenerate 2 Hits or 2 Stam and 20% chance of regenerating 2 Mana
  • Delectable Food: 100% to regenerate 2 Hits or 2 Stam and 25% chance of regenerating 2 Mana
  • The Taste ID skill can increase the chance of a player regenerating additional stats in this manner (see Taste ID entry for more info)
Detect Hidden
  • Reveals all Hidden targets within 8 * (Detect Hidden Skill / 100) spaces of player
  • Increases distance at which players may discover Hidden players when using the Tracking skill (see Tracking entry)
Discordance
  • Players may Discord multiple creatures simultaneously 
  • A player's base Discordance skill is capped by their Musicianship skill (i.e. a player with 50 Discordance and 25 Musicianship is considered to have 25 Discordance)
  • A player's Effective Discordance Skill is their (Discordance Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus) 
  • Players can increase their Effective Discordance Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as "Supplemental Skill Bonuses" (see Forensic Eval and Tracking Skill entries for more info)
  • A player's total bonuses to Effective Discordance coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Discordance from their Instruments, Supplemental Skills, or Lyric Aspect Armor)
  • Success chance to discord a creature is ((Effective Barding Skill - (Creature Difficulty Value * 2)) / 100) 
  • A player always has a minimum success chance of ((Effective Barding Skill / 100) * .2))
  • Discord effect duration is ((60 seconds - (Creature Difficulty Value)) * (Effective Barding Skill / 100))  with a minimum duration of 15 * (Musicianship Skill / 100) seconds
  • Discord effects against tamed creatures will always be at most 15 seconds
  • Mini-Bosses can be discorded once every 60 seconds
  • Shrine Bosses can be discorded once every 75 seconds
  • Bosses can be discorded once every 90 seconds
  • Event Bosses can be discorded once every 120 seconds
Discorded Creatures
  • Discorded creatures inflict (25% * (Discordance Skill / 100)) less damage
  • Discorded creatures take (25% * (Discordance Skill / 100)) more damage from all sources
  • Creatures that have been discorded will have a swirling animation effect around them and will display *discorded Xs* in text above their head when doing AllNames, where X is the number of seconds until the discordance effect will end

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

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

Fishing
  • Used to harvest Fish, Large Fish, Crabs, and Lobster

Forensic Eval
[Image: mPR4YXa.png]


[Image: 8dZmOWU.png]
  • Players use Skinning Knives to carve creature corpses (Skinning Knives have 500 base uses)
  • Players can also use the Forensic Eval skill itself to target a creature's corpse, which will automatically search their backpack or any equipped items for a Skinning Knife, and then carve the creature with it
  • Carving a creature corpse will automatically open the corpse for the player
  • All creatures are carvable for leather and meat, and have chances to also have special cooking ingredients, scaled based on the player's Forensic Eval skill
  • The amount of leather and meat created when skinning corpses is (50% + (150% * (Forensic Skill  / 100)) of the base amount for the creature
Players also have a chance to carve colored leather from corpses and all leather colors are possible on creatures, provided they meet the material's skill requirements
Players using exceptional and colored material Skinning Knives will receive a Tool Bonus to their chance of harvesting colored leather as follows:
 
  • Exceptional Quality Skinning Knife Tool Bonus:  0.04 
  • Dull Copper Skinning Knife Tool Bonus:  0.02
  • Shadow Iron Skinning Knife Tool Bonus:  0.04
  • Copper Skinning Knife Tool Bonus:  0.06
  • Bronze Skinning Knife Tool Bonus:  0.08
  • Gold Skinning Knife Tool Bonus:  0.10
  • Agapite Skinning Knife Tool Bonus:  0.12
  • Verite Skinning Knife Tool Bonus:  0.14
  • Valorite Skinning Knife Tool Bonus:  0.16
The chance for a player to harvest colored leather instead of regular leather is (4% * (1 + Tool Bonus))

Regular Leather
Requires 0 Forensic Eval Skill

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

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

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

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

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

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

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

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

PvM
  • When a player carves a creature's corpse, they will gain a Slayer damage bonus and Slayer Barding bonus against that creature's Slayer Type for the next 12 hours
  • The boost amount gained per corpse carved is scaled based on the creature's difficulty (meaning tougher creatures increase the bonus faster)
  • The maximum Forensic Eval Slayer damage bonus that can be achieved against each Slayer Type is (15% * (Forensic Eval Skill / 100)) which is equivalent to a Lesser Slayer Weapon
  • The maximum Forensic Eval Slayer Barding bonus that can be achieved against each Slayer Type is (10 * (Forensic Eval Skill / 100)) which is equivalent to a Lesser Slayer Instrument bonus
  • Slayer bonuses earned from Forensic Eval will stack with any other Slayer bonuses the player has earned

Healing
  • Minimum Anatomy skill of 60 is required for bandage cure attempts
  • Minimum Anatomy skill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts are ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Bandaging self takes 10-15 seconds (scaled based on Healer's Dex)
  • Banding another target takes 5-7.5 seconds (scaled based on Healer's Dex)
PvM
Bandaging a target that is poisoned will also heal damage on it, regardless of the result of the cure attempt
Healing amounts for bandaging poisoned targets while in PvM are as follows:
  • Lesser Poison:  100% of normal healing
  • Regular Poison:  100% of normal healing
  • Greater Poison:  75% of normal healing
  • Deadly Poison:  50% of normal healing
  • Lethal Poison:  25% of normal healing
PvP
Bandaging a poisoned target will also heal damage on it, but will be reduced to 25% of the PvM amounts
Healing amounts for bandaging poisoned targets while in PvP are as follows:
  • Lesser Poison:  25% of normal healing
  • Regular Poison:  25% of normal healing
  • Greater Poison:  18.75% of normal healing
  • Deadly Poison:  12.5% of normal healing
  • Lethal Poison:  6.25% of normal healing

Herding
[Image: s6poDYP.png]
  • Players can use the Herding skill to select a creature or player and designate it as the target of Focused Aggression for that player's tamed or summoned creatures
  • A player's tamed and summoned creatures (including Blade Spirits and Energy Vortexes) deal increased damage against a target their owner has marked as the target of Focused Aggression
Focused Aggression
  • To mark a target for Focused Aggression, players double click a Shepherd's Crook and then target a creature or player they wish to mark
PvM
  • Tamed and summoned creatures deal (20% * (Herding Skill / 100)) additional damage against creatures marked by their controller as the target of Focused Aggression
PvP
  • Tamed and summoned creatures deal (10% * (Herding Skill / 100)) additional damage against players marked by their controller as the target of Focused Aggression
Hiding
  • Allows a player to hide
  • Required by the Stealth skill to make movements while hidden
  • Can be paired with the Stealth skill to make Backstab attacks against creatures (see Stealth entry for info)

Inscription
  • Create spells scrolls, runebooks, and other library items
  • Does not require mana or reagents to create spell scrolls
  • Players creating spell scrolls from circle 1-6 must have the spell in their own spellbook in order to craft it
  • Crafting spell scrolls from circle 7-8 will require Arcane Scrolls which are items found as loot in game
  • Protection Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Arch Protection Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Bless Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Invisibility spell duration increased to (500% * (Inscription Skill / 100)) of normal
PvM
  • Increases spell damage against creatures when casting off scrolls by (20% * (Inscription Skill / 100))
  • Reactive Armor spell maximum melee damage prevention is increased by an additional (40 * (Inscription Skill / 100))
  • Magic Reflect spell has a (100% - (Spell Circle * 10%)) * (Inscription Skill / 100) chance to remain in place after reflecting a spell (will look and sound as if the player recast Magic Reflect on himself/herself)
PvP
  • Reactive Armor spell maximum melee damage prevention is increased by an additional (20 * (Inscription Skill / 100))
  • Magic Reflect spell has an (50% * (Inscription Skill / 100)) chance to stay up after reflecting 1 spell, but will be nullified after the next spell occurs (and when staying up, will look and sound as if the player recast Magic Reflect on himself/herself)

Item Identification
[Image: NkgWlqO.png]
  • Used to identify an unidentified magical item's properties
  • When used at 105 Item Identification skill it will also list the item's NPC vendor sale price (if applicable)
  • When used at 110 Item Identification skill it will also list the item's Arcane Essence recycle amount value (if applicable)
  • When used at 115 Item Identification skill it can be used on a container to identify all items within, and list the total NPC vendor sale price and Arcane Essence value of all items within
  • When used at 120 Item Identification skill it can be used on rare items to display how many of them exist in the game world

Lockpicking
[Image: vP2xcbs.png]

[Image: mg5ucNt.png]
  • Players use Lockpicks (which are now an item with 100 base uses) to unlock locked containers
  • Players use Trap Tools to Remove Traps on trapped containers
Dungeon and Treasure Map Chests
  • Dungeon and Treasure Map chests have a Lock Difficulty that ranges level 1-8 (based on it's dungeon location or map level) and a Lock Progress value that will go from from 0-100%
  • Dungeon and Treasure Map chests have a Trap Difficulty from level 1-8 (based on it's dungeon location or map level) and a Remove Trap Progress value that will go from from 0-100% 
  • Players can make Lockpicking attempts on the chest using Lockpicks, with successes increasing the Lockpicking Progress %
  • If the chest is at less than 100% Remove Trap progress, players will have a chance to trigger a trap when making Lockpicking attempts, which will cancel their Lockpicking attempt
  • A player triggering a trap on a chest does not change the Remove Trap Progress of the chest (i.e. multiple traps can be sprung from chests)
  • Traps increase in power and effect based on the Trap Difficulty level of the chest
  • A player who triggers a Trap is not able to use the Hiding skill or be hidden with the Invisibility spell for the next 5 seconds
  • Players can make Remove Trap attempts on the chest using Trap Tools, with successes increasing the Remove Trap Progress on the chest
  • Players making Remove Trap attempts on a chest have a chance to trigger a trap, albeit at a drastically lower chance than for lockpicking attempts
  • As the Remove Trap progress on a chest increases, the trigger chance of traps on the chest for both Lockpicking and Remove Trap chances decrease
  • Players can double click chests to open a Lockpicking window where they can see their Lockpicking and Remove Trap success chances, progress values, and can click buttons in the window to make Lockpicking / Remove Trap actions on the chest
  • Additionally, in the Lockpicking window, players can rotate through different tool materials to see success chance changes and to make Lockpicking / Remove Trap attempts with those tool types if they have any in their backpack
  • Players can also elect to simply double click Lockpicks or Trap Tools and target the chest
  • Single clicking on a chest will display the chest's Lockpicking / Remove Trap progress (if any has been made)
  • After a Dungeon Chest has reached 100% Lockpicking progress, a timer starts after which the chest will close and reset (with higher level difficulty chests having longer reset times)
  • Using exceptional and colored material Lockpicks and Trap Tools increases the player's Effective Lockpicking / Remove Trap skill as well as increases the amount of progress made on each successful skill check against on the chest for the related tool
A player's chance to successfully Lockpick or Remove Trap is ((Effective Skill - Chest Minimum Skill) * 2.5%)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Lumberjacking
[Image: 5uPXEKn.png]

[Image: VY4Pewz.png]
Players can harvest wood using hatchets and have a random chance to harvest colored boards if they meet the material's skill requirements
Base chances for players to discover colored trees are as follows:
  • Regular:  82%
  • Dullwood:  4.0%
  • Shadowwood:  3.5%
  • Copperwood:  3.0.%
  • Bronzewood:  2.5%
  • Goldenwood:  2.0%
  • Rosewood:  1.5%
  • Verewood:  1.0%
  • Valewood:  0.5%
Players using exceptional and colored material hatchets will receive a Tool Bonus to their harvesting success chances as follows:
 
  • Exceptional Quality Hatchet Tool Bonus:  0.04
  • Dull Copper Hatchet Tool Bonus:  0.02
  • Shadow Iron Hatchet Tool Bonus:  0.04
  • Copper Hatchet Tool Bonus:  0.06
  • Bronze Hatchet Tool Bonus:  0.08
  • Gold Hatchet Tool Bonus:  0.10
  • Agapite Hatchet Tool Bonus:  0.12
  • Verite Hatchet Tool Bonus:  0.14
  • Valorite Hatchet Tool Bonus:  0.16
Minimum Skill requirements and success chance formulas for harvesting colored wood types:

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

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

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

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

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

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

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

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

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

PvM
  • Increases damage with Axe weapons against creatures by (20% + (Lumberjacking Skill / 100))
PvP
  • Increases damage with Axe weapons against players by (10% + (Lumberjacking Skill / 100))

Macing
PvM
  • 10% chance of inflicting a Macing Weapon Special Attack against creatures
Macing Weapon Special Attack
  • Increases damage by 50%
  • Pierces the target for 8-16 seconds (reduces target's Armor Value by 50)
  • If the pierce effect would reduce target's armor to below zero, the damage of the attack is increased by a % equal to the amount of AR in excess of 0 (i.e. a creature at 20 AR would be reduced to 0 AR and then take 30% extra damage)
  • Effect duration scales based on weapon speed (slower macing weapons have longer effect duration) and creature difficulty
PvP
  • When a player hits another player with a macing weapon, the defender loses additional stamina as if the attack had been done with 25% more damage than what was actually inflicted

Print this item

  PvM Testing Patch 11-9-17 6:00pm CST
Posted by: Luthius - 11-09-2017, 08:38 PM - Forum: Patches - No Replies

Patch Notes

Muskeg Chasm Dungeon

  • Dungeon is now open including its  Mini-Boss "The Terrorwood" and its Boss "Lord Bile"


Taste ID
Players can now use the Taste ID skill to "scavenge for healing and protective herbs" in an area, provided they have at last 50 Taste ID skill
On a successful Taste ID skill check where the player targets the ground, the player gains the following bonuses for the next 30 minutes:
  • Poison, Bleed, and Disease Ticks on the player will occur (Taste ID skill / 2%) slower than normal (i.e. Lethal Poison ticks take 7.5 seconds instead of 5 seconds at GM Taste ID)
  • Damage on Poison, Bleed, and Disease Ticks have a (Taste ID skill / 2%) chance to be ignored entirely when they occur
  • Players will see an orange "*Player resists poison*" message instead of the standard green poison text if the player resists a poison fffect
  • Scavenging for herbs in different areas will have different success "flavor" text messages, but success chances and effects are the same for all regions / locations
  • Whenever players regenerate extra hits, stam, or mana from Food Satisfaction, players will also have a (Taste ID skill / 2%) chance to double the amount gained (from 2 to 4)


Mini-Boss / Champ
  • Champs are now referred to as Mini-Bosses


Mini-Boss Minions / Boss Minions
  • Minions of mini-bosses and bosses will now engage targets at the same speed and distance as their creator
  • Minions of mini-bosses and bosses will now follow the same rules as their creator in terms of maximum distance allowed from their spawn point


Creatures
  • Increased the spawn rate of several large creatures that previous had slow spawn rates (such as Skeletal Dragons)
  • Increased the spawn rate significantly of forest creatures (Deer / Eagles) on Shelter Island


Spirit Speaking
  • Bonuses gained from using Spirit Stones now scale with Spirit Speaking skill 
  • Empty Spirit Stones now cost 100 gold (instead of 20)
  • Spirit Stones no longer break 24 hours after being engaged, and instead will simply lose all their current charges every 24 hours
  • Players can now cast the Unlock spell onto a Spirit Stone to clear it of any charges and turn it back into an Empty Spirit Stone (which can then be restacked)


Skill Gain
  • Players should now be able to gain skill if their gain amount would put them over the skill cap (i.e. gaining 0.5 skill while at 699.8 total skills)


Ghost Movement
  • Ghosts should now always be at max stamina (should resolve issue with players using Steam)


Crafting
  • Fixed a crash issue with Inscription items
  • Players should no longer be able to use Blank Maps and Blank Scrolls interchangably
  • Pickaxes, Shovels, Hatches, and Fishing Poles should now adopt their correct color on crafting
  • Jewelry, harvesting tools, lockpicks, trapwire, runetomes, spellscroll tomes, and treasure map libraries now should display their makers mark


Lockpicking
  • Fixed an issue where players were able to lockpick dungeon chests that were out of their line-of-sight


Camping
  • Players now will correctly adopt any Campfire Comfort bonus that is higher than their current one


NPC Movement
  • NPC Vendors should move much less frequently that before
  • NPC Vendors will stand in place for 10 seconds when asked about training skills


Misc
  • Slightly increased the minimum "hinder" effect on Knockback abilities
  • Fixed an issue where Disease effect colors would be blue instead of black
  • Fixed the stackable graphics issue for Aspect Extracts, Aspect Clothing Dyes, Aspect Furniture Dyes, and Aspect Shield Dyes
  • Fixed ingredient description for Chicken Pie
  • Ghosts will no longer make water splashes in Pulma's boss room

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  Damage Bonuses
Posted by: Campari - 11-09-2017, 06:15 PM - Forum: Development Feedback - Replies (1)

So with every other skill on Outlands giving some kind of damage increase, I believe it would be useful to have an overview of exactly what each bonus does.

As I understand it, some skills utilize additive damage bonuses, while others are based on multiplicative damage bonuses.

Examples of additive bonuses are for instance Anatomy (+20%) and Tactics (+50%). The bonuses are added together into +70%, and then added to the weapon damage so that it would deal 170% of base damage.
Examples of multiplicative bonuses are for instance Discordance (I'm not sure if it is). So in this case you would take the 170% damage from above and multiply by 1.25, giving 212.5% of base damage. If it was an additive bonus the total damage would be 195% of base damage.

So based on the skills and special effects below, could you please run through them and point out which ones are additive and which ones are multiplicative Luthius ? And did I miss any?

Anatomy: Increases weapon damage by (20% * (Anatomy Skill / 100))
Archery/Fencing/Mace/Swords(Special Attack): Increases damage by 50%
Arms Lore (Disarm): Additionally, creatures (but not players) that are Vulnerable are 25% easier to hit with attacks and take +50% more damage
Camping: A player visiting a secure campfire site that they created themselves receive a melee and spell damage bonus against creatures of (20% * (Camping Skill / 100)) for the next 10 minutes
Discordance: Discorded creatures takes (25% * (Discordance Skill / 100)) more damage from all sources
Eval Int: Increases spell damage against creatures by (50% * (Eval Int Skill / 100))
Forensic Eval: The maximum total bonus that can be gained against each Slayer Type is 15% * (Forensic Eval Skill / 100)
Herding: Focused Aggression damage bonus against creatures is (20% * (Herding Skill / 100))
Inscription: Increases spell damage against creatures when casting off scrolls by (20% * (Inscription Skill / 100))
Lumberjacking: Increases damage with Axe weapons against creatures by (20% + (Lumberjacking Skill / 100))
Magery (Charged Spell): Charged spells deal an additional 50% to the target
Mining: Increases damage with Macing weapons against creatures by (20% + (Mining Skill / 100))
Tracking: Players receive a (20% * (Tracking Skill / 100)) damage bonus against their currently tracked creature target

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Star My Findings
Posted by: Surge - 11-07-2017, 01:10 PM - Forum: Development Feedback - Replies (6)

Bugs:
1. Crafted tinkers tools don't take on the color of material that they are crafted with.
2. Crafting containers that meet the requirement to be locked, are locked by default.
3. When requesting spyglasses from the storage shelf they show up as invisible in your inventory.  Also when trying to craft through the tinkering menu.  'unused' graphic.
4. Arcane Extracts, Arcane Clothing Dye, and Arcane Furniture Dye do not stack properly.  Also when using the dyes they consume the whole stack when there is more than one.

Suggestions:
1. Add Last 10 crafted to all crafting menus.  
2. Allow a hatchet to be used from your inventory if you have an axe equipped.  
3. Some of the aspect clothing dyes are lacking imo (Shadow, Poison, Command, Water).  Possibly tweak them to be more 'shiny'.
4. Add Fame level Lord to exceptional crafted items.
5. Allow all decorative tinkering items to be crafted with all the colored materials.

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