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Skills Summary: Version 2.0
#1
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

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
  • Disarm Attacks are now toggled by players, via the [Disarm command or using a razor/steam hotkey for Disarm
  • Players must have 80 Arms Lore and 80 Weapon skill in their currently equipped weapon (or 80 Wrestling for unarmed) to attempt to make a disarm attack
  • When players has Disarm mode toggled, if their next attack hits their opponent, it will disarm them
  • A disarmed player has any items in their hands dropped into their backpack, which then can not be moved or stolen by any player, including themselves, for 5 the next seconds
  • A disarmed player may not equip any items into their hands for the next 5 seconds
  • A disarmed creature takes 25% additional damage from all sources for 10 seconds
  • A disarmed creature has a 25% penalty to melee defense from all sources for 10 seconds
  • Once a target has been disarmed they may not be disarmed again for 30 seconds
  • Once a player successfully makes a disarm attack, they cannot attempt another one for 30 seconds
  • If a player has Disarm toggled and misses an attack, their next disarm attempt will be delayed by 15 seconds (but will automatically attempted again unless the player toggles Disarm mode off)



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

Blacksmithing
[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 20 minutes
  • A player visiting a secure campfire site that another player made receives a melee and spell damage bonus against creatures of (5% * (Camping Skill / 100)) for the next 20 minutes 
Hiking
  • Players can now "Hike" to travel to destinations that can be found within the Atlas Book, based on their Camping skill 
  • At 60 Camping Skill players may Hike to Cities, Moongates, and Healer Caravans
  • At 80 Camping Skill players may Hike to Dungeons and Subterranean areas
  • At 100 Camping Skill players may Hike to Shrines and Points of Interest
  • At 120 Camping Skill players may Hike to their own Homes and Guildhouses

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


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

Carpentry
[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 
  • Skill usage cooldown is independent of Provocation and Peacemaking
  • 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

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
  • Reactive Armor maximum melee damage prevention increased by an additional (40 * (Inscription Skill / 100))
  • Protection Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Arch Protection Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Bless Spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Invisibility spell duration increased to (500% * (Inscription Skill / 100)) of normal
  • Increases the maximum number of Trapped Pouches a player may have in their backpack have during PvP (which is by default 10) by an additional (10 * (Inscription Skill / 10))
PvM
  • Increases spell damage against creatures when casting off scrolls by (20% * (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
  • 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
Magery
  • Minimum skill needed to cast spell is Spell Circle * 10
  • Skill needed to cast spell with 100% success chance (no fizzling) is Minimum Skill Required + 20
  • Exception is First Circle Spells, which require 0 Minimum skill and at 30 Magery have a 100% success rate
  • Casting a spell from a scroll increases a player's effective Magery skill by 20
  • Players can gain magery skill by casting any spell that meet the minimum magery requirement for but that they have a less than 100% chance of success on casting
  • Default casting time is .5 seconds * (.25 * (Circle - 1))
  • Certain spells (such as Summoning and Reveal spells) have unique casting times

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

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

Damage Against Creatures
- Spell damage against creatures is increased by 100%


Charged Spells
  • Spells cast by creatures against players or players against creatures have a 10% chance to be Charged
  • Charged spells deal an additional 50% to the target
Spell Circles
1st Circle
0 Magery Required to Cast
30 Magery Needed for 100% Success
.5 Seconds Casting Time

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

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

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

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

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

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

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


Magic Resist
  • Spell damage taken is reduced by a minimum of (12.5% * (Magic Resist Skill / 100)) 
  • Spell damage taken is reduced by a maximum of (25% * (Magic Resist Skill / 100)) 
  • The chance to resist any hostile spell with a non-damaging effect such as Curse or Poison is ((40% - (Spell Circle * 5%)) * (Magic Resist Skill / 100))
  • Players can increase their effective Magic Resist skill, but only for the purpose of resisting creature-casted spells, by drinking Magic Resist Potions
  • Magic Resist Potions can increase a player's effective Magic Resist against creatures up to a maximum of 200 (if they had 100 Magic Resist Skill to begin with)
Gaining Resist
0-30 Resist
Any spells first circle or higher

30-40 Resist
Any spells 3rd circle or higher

40-50 Resist
Any spells 4th circle or higher

50-60 Resist
Any spells 5th circle or higher

60-70 Resist
Any spells 6th circle or higher

70-100 Resist
Any spells 7th circle or higher

Meditation
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  • Maximum mana regen rate possible is 1 mana restored every 0.5 seconds
  • Minimum mana regen rate possible is 1 mana restored every 8 seconds
  • Baseline mana regen rate is 1 mana restored every 2 seconds
  • Mana regen rate is increased by (100% * (Meditation skill / 100))
  • Mana regen rate is increased by (100% if player is actively meditating)
  • Mana regen rate is penalized by (2% * (player's Total Armor Meditation Penalty))
  • A player's Total Armor Meditation Penalty is equal to the combined Meditation Penalties of all armor worn
  • Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)
Armor Location Penalty:
Shield: 35% Penalty
Chest:  35% Penalty
Legs:  22% Penalty
Arms:  15% Penalty
Helmet:  14% Penalty
Gloves:  7% Penalty
Gorget:  7% Penalty

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

Studded Armor or Wooden Kite Shield
20% Penalty

Bone Armor or Metal Shield

40% Penalty
Ringmail Armor or Bronze Shield
60% Penalty

Chainmail Armor or Metal Kite Shield
80% Penalty

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

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

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


Mining
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Players can harvest ore using pickaxes and have a random chance to harvest colored oreif they meet the material's skill requirements
Base chances for players to discover colored ores are as follows:
  • Regular Ore:  82%
  • Dull Copper Ore:  4.0%
  • Shadow Iron Ore:  3.5%
  • Copper Ore:  3.0.%
  • Bronze Ore:  2.5%
  • Gold Ore:  2.0%
  • Agapite Ore:  1.5%
  • Verite Ore:  1.0%
  • Valorite Ore:  0.5%
Players using exceptional and colored material pickaxes will receive a Tool Bonus to their harvesting success chances as follows:
 
  • Exceptional Quality Pickaxe Tool Bonus: 0.04
  • Dull Copper Pickaxe Tool Bonus: 0.02
  • Shadow Iron Pickaxe Tool Bonus: 0.04
  • Copper Pickaxe Tool Bonus: 0.06
  • Bronze Pickaxe Tool Bonus: 0.08
  • Gold Pickaxe Tool Bonus: 0.10
  • Agapite Pickaxe Tool Bonus: 0.12
  • Verite Pickaxe Tool Bonus: 0.14
  • Valorite Pickaxe Tool Bonus: 0.16
Minimum Skill requirements and success chance formulas for harvesting colored ore types:

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

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

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

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

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

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

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

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

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

PvM
  • Increases damage with Macing weapons against creatures by (20% * (Mining Skill / 100))
PvP
  • Increases damage with Macing weapons against players by (10% * (Mining Skill / 100))

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

Parrying
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  • Players may parry melee attacks with shields as well as with two-handed weapons
  • Weapon parrying will result in the weapon taking durability damage similar to shields, albeit at a reduced rate
  • Armor rating provided from shields is (50% * Shield Base AR) + (50% * Shield Base AR * (Parrying Skill / 100))
Parrying Attacks
  • Chance to parry a melee attack is (50% * (Parrying Skill / 100))
  • Successfully parrying an attack from a creature will reduces its damage by 75%
  • Successfully parrying an attack from another player, while wielding a two-handed weapon, will reduce its damage by only 50% however
  • Players with both 80 Magery and 80 Parrying or greater may cast spells and meditate with a shield equipped (meditation rate will still be affected by the shield's meditation penalty)

Peacemaking
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  • Players may Pacify multiple creatures simultaneously 
  • Skill usage cooldown is shared with Provocation (but not Discordance)
  • A player's base Peacemaking skill is capped by their Musicianship skill (i.e. a player with 50 Peacemaking and 25 Musicianship is considered to have 25 Peacemaking )
  • A player's Effective Peacemaking Skill is their (Peacemaking Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus) 
  • Players can increase their Effective Peacemaking Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as "Supplemental Skill Bonuses" (see Forensic Eval and Tracking Skill entries for more info)
  • A player's total bonuses to Effective Peacemaking coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Peacemaking from their Instruments, Supplemental Skills, or Lyric Aspect Armor)
  • Success chance to pacify a creature is ((Effective Barding Skill - (Creature Difficulty Value * 2)) / 100) 
  • A player always has a minimum success chance of ((Effective Barding Skill / 100) * .2))
  • Pacification effect duration is ((60 seconds - (Creature Difficulty Value)) * (Effective Barding Skill / 100)) with a minimum duration of 15 * (Musicianship Skill / 100) seconds
  • Pacification effects against tamed creatures will always be at most 15 seconds, however
  • Mini-Bosses can be pacified once every 60 seconds
  • Shrine Bosses can be pacified once every 75 seconds
  • Bosses can be pacified once every 90 seconds
  • Event Bosses can be pacified once every 120 seconds
Pacified Creatures
  • Cannot move, cast spells, perform most abilities, or make melee attacks
  • Creatures that have been pacified will display *pacified Xs* in text above their head when doing AllNames, where X is the number of seconds of remaining until the pacification effect will end

Poisoning
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Lesser Poison
Inflicts 5 Damage every 10 seconds
100% chance to cure with Greater Cure potion

Regular Poison
Inflicts 10 Damage every 8 seconds
100% chance to cure with Greater Cure potion

Greater Poison
Inflicts 15 Damage every 7 seconds
100% chance to cure with Greater Cure potion

Deadly Poison
Inflicts 20 Damage every 6 seconds
66% chance to cure with Greater Cure potion

Lethal Poison
Inflicts 25 Damage every 5 seconds
33% chance to cure with Greater Cure potion

Poisoned Weapons
  • Chance to inflict poison on target is flat 25% for Lesser, Regular, Greater, and Deadly Poisoned weapons
  • Player wielding a weapon with Lethal Poison must have at least 100 Poisoning skill in order to inflict it on targets
  • Chance to inflict Lethal Poison on a target is (12.5% + (12.5% * (Poisoning Skill / 100)))
  • Chance to not lose poison charge on a failed infliction check is (50% * (Poisoning Skill / 100))
  • Chance for player to cure poison that was inflicted by a player with poisoning is reduced by (25% * (Poisoning Skill / 100))
PvM
  • If a creature is hit by a poisoned weapon, but the creature is already poisoned with an equal or higher poison level than whats on the weapon, no poison attempt will be made with the weapon (and no poison charges will be lost)
Poison Spellcasting
  • Poison spell when cast by creatures will be at Lesser Poison
  • Poison spell and Poison Field spells cast by players default to Regular Poison
  • A player's effective Poisoning skill for spellcasting is capped by their Magery skill (players may go above 100 Poisoning at 100 Magery however)
  • Players must have at least 60 Poisoning to upgrade poison level to Greater Poison
  • Players must have at least 80 Poisoning to upgrade poison level to Deadly Poison
  • Upgrading to Greater Poison will cost 1 extra nightshade and 2 extra nightshade for Deadly Poison (the spell's poison will not upgrade if player does not have sufficient nightshade)
  • Chance for player to cure poison that was cast by a player with poisoning is reduced by (25% * (Poisoning Skill / 100))
PvM
  • Chance for players to upgrade spell poison level to Greater Poison against creatures is (80% * (Poisoning Skill / 100))
  • Chance for players to upgrade spell poison level to Deadly Poison against creatures is (40% * (Poisoning Skill / 100))
  • Any poison the player has inflicted on creatures will occur at (Taste ID skill / 4%) faster than normal (i.e. at 100 Taste ID skill Lethal Poison will tick at 3.75 seconds instead of 5 seconds)
PvP
  • Chance for players to upgrade spell poison level to Greater Poison against players is (40% * (Poisoning Skill / 100))
  • Chance for players to upgrade spell poison level to Deadly Poison against is (20% * (Poisoning Skill / 100))
Reply
#2
Provocation
  • Skill usage cooldown is shared with Peacemaking (but not Discordance)
  • A player's base Provocation skill is capped by their Musicianship skill (i.e. a player with 50 Peacemaking and 25 Musicianship is considered to have 25 Provocation )
  • A player's Effective Provocation Skill is their (Provocation Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus) 
  • Players can increase their Effective Provocation Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as "Supplemental Skill Bonuses" (see Forensic Eval and Tracking Skill entries for more info)
  • A player's total bonuses to Effective Provocation coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Peacemaking from their Instruments, Supplemental Skills, or Lyric Aspect Armor)
  • Success chance to Provoke a creature is ((Effective Barding Skill - (Highest Creature Difficulty Value * 2)) / 100) 
  • A player always has a minimum success chance of ((Effective Barding Skill / 100) * .2))
  • Provocation effect duration is ((60 seconds - (Highest Creature Difficulty Value)) * (Effective Barding Skill / 100)) with a minimum duration of 15 * (Musicianship Skill / 100) seconds
  • Tamed creatures cannot be provoked
  • Mini-Bosses can be provoked once every 60 seconds
  • Shrine Bosses can be provoked once every 75 seconds
  • Bosses can be provoked  once every 90 seconds
  • Event Bosses can be provoked once every 120 seconds
Provoked Creatures
  • Provoked creatures will attack each other until effect expires
  • Provoked creatures deal 50% of their normal damage
  • Creatures that have been provoked will display *provoked Xs* in text above their head when doing AllNames, where X is the number of seconds remaining until the provocation effect will end

Remove Trap

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  • 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


Snooping
  • Success chance is (75% * (Snooping Skill / 100))
  • If player is hidden when making snooping attempts, success chance is increased by 25%
  • If player is hidden when making snooping attempts, the chance for that snooping attempt to be noticed by other players is (100% - (Snooping Skill / 100%))

Spirit Speaking

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  • Allows the player to be visible to dead players and hear their speech
Spirit Stones
  • Players can use Spirit Stones to increase the power of their summon spells
  • Players may purchase Empty Spirit Stones from NPC Mage Shopkeepers
  • Players must first cast the Magic Lock spell on an Empty Spirit Stone to turn it into a standard Spirit Stone, so that it is ready to capture "Spirit Energy"
  • Players may then use the Spirit Speaking skill near their corpses of creatures that they have dealt damage to, in order to harvest Spirit Energy and trap it within any ready Spirit Stones they have in their backpack
  • Spirit Stones have a "Charge" value that ranges from 0-100% representing how full the Spirit Stone is, and will be decreased when players upgrade their summons with them
  • When the player successfully uses the Spirit Speaking skill, for each corpse with 12 tiles of the player, they will fill (2 * (Creature Difficulty Value / 100) * Total Damage Percent The Player Dealt To The Creature * (Spirit Speaking skill / 100)) % worth of a ready Spirit Stone in their backpack
  • When players cast any 5th or 8th circle summoning spell (other than Blade Spirits or Energy Vortex) any "Activated" Spirit Stone in that player's backpack that is sufficiently charged will be used to upgrade the creature and consume a portion of the Spirit Stone's charge value
  • Players can toggle any Spirit Stone in their backpack as Activated or Deactivated by double-clicking it and players may have multiple Spirit Stones activated at once 
  • There are two levels of upgrades for creatures, Elder and Ancient, each with their own bonuses and required charge amounts
  • If any Spirit Stones are currently activated in a players backpack upon casting a summon spell, it will attempt to upgrade the creature to the most powerful version the player has sufficient charge available for
Elder Summon
5th Circle Spell Consumes 5% Spirit Stone Charge
8th Circle Spell Consumes 25% Spirit Stone charge
  • Increases the creature's Maximum Hit Points, Melee Damage, Wrestling Skill, Parrying Skill, Magery Skill, Eval Int Skill, Armor Rating, and Magic Resist skill by (15% * (Player's Spirit Speaking skill / 100))
  • Increases the creature's Dispel Resistance (from Autodispel effects) by (15% * (Player's Spirit Speaking skill / 100))
  • Increases the creatures Summon Duration to (150 + (150 * (Player's Spirit Speaking skill / 100))) seconds
Ancient Summon
5th Circle Spell Consumes 10% Spirit Stone Charge
8th Circle Spell Consumes 50% Spirit Stone charge
  • Increases the creature's Maximum Hit Points, Melee Damage, Wrestling Skill, Parrying Skill, Magery Skill, Eval Int Skill, Armor Rating, and Magic Resist skill by (30% * (Player's Spirit Speaking skill / 100))
  • Increases the creature's Dispel Resistance (from Autodispel effects) by (30% * (Player's Spirit Speaking skill / 100))
  • Increases the creatures Summon Duration to (150 + (450 * (Player's Spirit Speaking skill / 100))) seconds
Autodispel
  • Mini-Bosses, Shrine Bosses, Bosses, and Event Bosses will attempt to Autodispel a player's summoned creatures at various intervals when they take damage from them
  • Rather than simply destroying the summoned creature outright, Autodispel deals 60% of a summoned creature's maximum hit points as raw damage
  • If a summoned creature has Dispel Resistance, the damage taken is reduced by that amount (i.e. a creature with a 15% Dispel Resistance will only take 45% of it's max hit points as damage from Autodispel)
  • Water Elementals have a natural 15% Dispel Resistance that stacks with any Dispel Resistance gained from Elder/Ancient upgrades
  • Mini-Bosses will attempt to autodispel each summoned creature at most once every 10 seconds
  • Shrine Bosses will attempt to autodispel each summoned creature at most once every 8 seconds
  • Bosses will attempt to autodispel each summoned creature at most once every 6 seconds
  • Event Bosses will attempt to autodispel each summomed creature at most once every 4 seconds

PvM
  • Chance to cast a Charged spell against creatures is increased by (10% * (Spirit Speaking / 100))

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

Stealing
  • Players do not need to be part of a Thieves Guild in order to use the stealing skill and can also 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 their hands free in order to steal items
  • Success chance to steal an item is (75% * (Stealing Skill / 100))
  • If the stealing player is hidden, success chance is increased by 25%
  • Players who are hidden will be revealed after their stealing skill check
  • If the stealing player is currently in combat with another player (or has been within the last 2 minutes) success chance is reduced by 25%
  • If the stealing player has been resurrected in the last 5 minutes, success chance is reduced 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 fail
  • Only targets within 12 tiles of the target can spot a stealing attempt
  • A player's guildmates or allied guilds will never spot a stealing attempt from them 
  • Each player, including the target, has a (40% - (20% * (Thief's Stealing Skill / 100))) chance to spot a nearby stealing attempt
  • Each human NPC, including the target, has a (20% - (10% * (Thief's Stealing Skill / 100))) chance to spot a nearby stealing attempt
  • If a player or human NPC does not have a direct line-of-sight to the thief, their chance to spot a stealing attempt by them is to 50% of normal
  • If the stealing player has been resurrected within the last 5 minutes, the chance for them to be spotted is 100%

Stealth

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  • Players gain (5 + (10 * (Stealth Skill / 100))) stealth steps per Stealth activation
  • A player will leave footprints behind when using their last 5 steps
  • If a player has "Auto-Stealth" turned on (which is on by default), players will automatically make a Stealth activation when moving while Hidden
Backstabbing
  • A player who is currently hidden can make a Backstab attack against creatures in their weapon range
  • The player must be hidden through use of the Hiding skill (and not Invisibility spell) and have activated stealth at least once since becoming hidden in order to be able to make a backstab attack
  • Players must have at least 80 Stealth skill to make Backstab attacks
  • A player's accuracy when making backstab attacks is +25%
  • Players have a +25% chance to to inflict poison from a weapon when making backstab attacks
  • Players have a +25% chance to perform a Weapon Special Attack when making backstab attacks
  • If a Weapon Special Attack occurs while making a Backstab attack, and the effect has a duration (such as for Fencing and Macing), the effect will last for the maximum duration possible (i.e. treated as being made with a very slow weapon)
  • Damage bonus for Backstab attack ranges from +450% to +1000%, scaled based on weapon speed
  • Backstab damage is further scaled by (Stealth Skill / 100%)
  • Players attacking other players from stealth will make the same backstab sound effect, but they will receive no bonuses to the attack

Swordsmanship
  • 10% chance of inflicting a Swords Weapon Special Attack
Swords Weapon Special Attack
  • Causes the target to take additional bleed damage every 3 seconds for the next 15 seconds
  • Each bleed damage amount is 20% of the total weapon damage caused by the initial attack 

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

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  • Create Leather, Studded Leather, and Bone Armor
  • Can create Tailoring Repair Kits which can be used by a player with 120 Tailoring to target a container and repair all Tailoring -made items within the container
  • Tailoring Repair kits can also be used to target a player, which will repair all Tailoring -made items in that player's backpack and currently equipped

Taste ID

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  • Used to determine if a food item is poisoned
Scavenging for Herbs
  • Players with at least 50 Taste ID skill can use the Taste ID skill to "Scavenge for Herbs" in an area
  • Scavenging for herbs in different areas will have different success "flavor" text messages, but success chances and effects are the same for all regions and locations
On a successful Taste ID skill check where the player targets the ground near them, the player gains the following bonuses for the next 20 minutes:

Poison Effects on Player
  • Poison, Bleed, and Disease ticks on the player will occur at (Taste ID skill / 2%) slower than normal (i.e. at 100 Taste ID skill Lethal Poison ticks will take 7.5 seconds instead of 5 seconds)
  • Damage on Poison, Bleed, and Disease ticks against the player have a (Taste ID skill / 2%) chance to be completely ignored 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 effect

Poison Effects on Others
  • Any poison the player has inflicted on creatures will occur at (Taste ID skill / 4%) faster than normal (i.e. at 100 Taste ID skill Lethal Poison will tick at 3.75 seconds instead of 5 seconds)
  • Any poison the player has inflicted onto players will have a cure chance penalty of (25% * (Taste ID Skill / 100))
Food Satisfaction Effects
  • Whenever players passively regenerate extra points of Hits, Stam, or Mana due to Satisfaction from eating food, players have a (Taste ID skill / 2%) chance to increase the amount regenerated from 2 to 4

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

Tracking

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

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

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

Townsfolk
Any non-hostile human NPC, such as vendors

Players
Other players
  • Tracking success chance is (100% * (Tracking Skill / 100))
  • On a successful tracking attempt, players can see a list of non-hidden targets within (20 + (80 * (Tracking Skill / 100))) spaces
  • On a successful tracking attempt players will also see hidden targets, however only up to a base distance that is 10% of their normal tracking distance 
  • With the Detect Hidden skill, the distance for tracking hidden targets is improved to (10% + (40% * (Detect Hidden Skill / 100))) of their normal tracking distance
  • For example, with 100 Tracking Skill and 0 Detect Hidden a player can track non-hidden targets up to 100 spaces and hidden targets up to 10 spaces away
  • With 100 Tracking Skill and 50 Detect Hidden skill the player can track hidden players up to 30 spaces away
  • With 100 Tracking Skill and 100 Detect Hidden skill the player can track hidden players up to 50 spaces away
Marked Targets
  • The last successful tracking attempt made by a player against a creature is considered their "Marked" target
PvM
  • When tracking a creature, the on-screen tracking arrow will update every second with the creature's new location
  • Players receive a (20% * (Tracking Skill / 100)) damage bonus against their Marked creature target
  • Players also receive an Effective Barding skill bonus against their Marked creature target of (10 * (Tracking Skill / 100)) which is equivalent to a Lesser Slayer Instrument bonus
  • Players can right-click to cancel the on-screen tracking arrow for their current tracked target and they will still receive the Marked Target damage bonus against it (they will only lose the bonus against that target if they begin tracking a different target)
PvP
  • When tracking another player, the on-screen tracking arrow will simply point to the player's last location at the time the tracking skill was made, and will not update it's location if the player moves (as it does with creatures)
Hunting Mode
  • Players can also activate and deactivate a "Hunting" mode from the Tracking window to automatically make Tracking skill checks at various intervals (still requiring the normal 10 second skill cooldown) against a specific type of player/creature.
  • When a new target is successful tracked via the Hunting mode, a Tracking Arrow to the target is placed on screen and the player receives a system message informing them of what they are currently tracking and how many spaces away it is currently
Players can click arrows to rotate through and select a specific type of player/creature to Hunt, such as: 
  • Aggressive Creatures
  • Passive Creatures
  • Townsfolk
  • All Players
  • Orange Players
  • Red Players
  • Grey Players
  • Blue Players
  • Green Players
Based on which "Hunt Frequency" the player has selected, the Tracking system will make Tracking skill checks at various intervals for their currently specified Hunting player/creature type based as follows:

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

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

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

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

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

Veterinary
  • Minimum Animal Lore skill of 60 is required for bandage cure attempts
  • Minimum Animal Loreskill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts on creatures are ((Veterinary Skill / 100) * ((Random Value of 60 to 90) * (1 + (.2 * Animal Lore Skill / 100))))
  • Bandaging a creature takes 5-7.5 seconds (scaled based on Healer's Dex)
PvM
Bandaging a tamed creature that is currently poisoned will also heal damage on it, regardless of the result of the cure attempt
Healing amounts for bandaging poisoned creature targets while in PvM are as follows:
  • Lesser Poison:  100% of normal healing
  • Regular Poison:  100% of normal healing
  • Greater Poison:  75% of normal healing
  • Deadly Poison:  50% of normal healing
  • Lethal Poison:  25% of normal healing

PvP
Bandaging a creature that is currently poisoned will also heal damage on it, but will be reduced to 25% of the PvM amounts
Healing amounts for bandaging poisoned creature targets while the player is in PvP are as follows:
  • Lesser Poison:  25% of normal healing
  • Regular Poison:  25% of normal healing
  • Greater Poison:  18.75% of normal healing
  • Deadly Poison:  12.5% of normal healing
  • Lethal Poison:  6.25% of normal healing

Wrestling
  • Wrestling attacks inflict between 2-8 damage
  • Wrestling attacks are speed 50
  • Players may effectively gain Wrestling for the purpose of making attacks (but not defending) with the pairing of the Arms Lore and Anatomy skills (see Anatomy and Arms Lore entries)
  • 10% chance of inflicting an Wrestling Weapon Special Attack against creatures
Wrestling Weapon Special Attack
  • Increases damage by 400%
  • Disorients the target for 16 seconds (reduces melee accuracy by 10% and causes a 10% chance for spellcasters to fizzle spells when casting) 
Reply
#3
Buuump
Crafter, role-player, frequent PvP target, and Beard Bro for life (*tips hat to Papa Carl)
Reply
#4
is veterinary going to be the least used skill on the shard?  unless mage tamers open up a spot in their templates by dropping eval int... which doesnt seem like that bad of an idea.


I think veterinary should be a viable skill for non mage tamers though (like the ranger arch type).

but with the the animal lore skill requirement to issue tamed animals commands, there is no room for a weapon users to be tamers, without severely gimping themselves.  

I suggest base animal taming at least providing the following commands; follow me, stay and guard me.   And then give a couple buffs to animal lore skill to make up for this (like maybe animal lore unlocks the ability to ride higher taming animals and is needed to tame animals over 100 skill level).


non mage animal tamers are already less than ideal but no reason why they cant be made functional, so the ranger arch type is still an option.
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#5
Along those same lines, some pets are able to become pack animals; it would be interesting if tamers could sell these pack animals to non-tamer types so they could use them as such (without the full benefit of using the pets in the same way a tamer could).
Crafter, role-player, frequent PvP target, and Beard Bro for life (*tips hat to Papa Carl)
Reply
#6
Eh? Not viable?

Taming/lore/vet/wep/tact/heal/anat is probably standard dex/tamer, and does good output....better than a mage/tamer does for sure, as the mage needs a template along lines of tame/lore/mage/med+3, but if you rely on mage to heal pets you will have zero mana to utilise skills like eval so in your 3 you need no mana utilising skills, like camping/herding to buff your tames to even get close to a dextamer output....of course the magetamer has more utility and more flexibility. But purely from a pvm dps perspective the dexer with vet will > the mage.

Vet is fine...
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#7
while I disagree with most of what you said mercury (things like the logistics of gating tamed animals around and not being able to do damage in pvm if you are dead from having no magic resist while being in melee range of enemy, the logistics of curing/healing a tamed animal on the run ect ect).... we can swing it up to difference of opinions.

... but I dont understand if you have a weapon user droping magic resist for veterinary for better output... why do you have it so someone with magery cant just drop magic resist for veterinary too??
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