Boss-level Creatures

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Boss Results Gump

  • The Boss Results system displays how individual players and guilds performed against Boss-Level Creatures. These include:
  • Players can view Boss Results by typing [BossResults in game
  • Results of boss fights are added to a list that have occurred over the last 30 days
  • Players can go back and forth and view previous Boss kill details by clicking the "Previous/Next" arrows at the top left of the window



Recently Slain Bosses

  • For a Boss that has just been killed, players who were involved in the fight (either did damage or in the same guild as a player who did damage to the boss) must wait 5 minutes before the Boss fight data is added to the list and is viewable
  • Once 60 minutes have passed since a Boss has been killed, all players (regardless of involvement in the fight) will see results of the Boss fight in their [BossResults menu
  • The delay in Boss Results being added is to prevent players from simply watching the results window and "raiding" groups have just finished Bosses


Boss Scaling

  • Bosses can only increase in size due to player damage at most once per IP address (i.e. a player cannot use multiple characters on their account to force multiple size increases on a Boss-type or Omni Boss)
  • For every new, unique player that inflicts 1000 damage to any of our boss-level creatures, it will increase the bosses Damage Dealt by 0.5% and increase the potential loot by 0.5%
  • The Per Player Chance to Spawn Additional Minions of Bosses is 0.5% per player

Hit Points and Scaling

The starting Hit Points for boss-types are as follows (with ocean boss-types having listed exceptions):

Boss Type Starting HP
Ocean Mini-Boss 100,000
Mini-Boss 100,000
Lore-Boss 75,000
Ocean Boss 200,000
Boss 200,000
Omni Boss 1,500,000

For every new, unique player that inflicts 1000 damage to one of these boss-types, it will increase the bosses Hit Points by the following:

Boss Type Increased HP
Ocean Mini-Boss +30,000
Mini-Boss +30,000
Lore-Boss +30,000
Ocean Boss +60,000
Boss +60,000
Omni Boss +500,000

Maximum Scaling

The maximum number of unique players that can damage a boss-type and cause it to increase its hit points/damage/loot are as follows:

Boss Type Max Player Scaling
Lore-Boss 10
Mini-Boss 20
Boss 30
Omni Boss 40


Boss Loot Skull Tokens

  • All boss loot drops as Skull Tokens
  • Upon moving the Skull Token anywhere other than the boss corpse, it will transform into its actual loot item
  • "Normal" looting rights apply



Loot Increasing

  • High volume items like Gold, Reagents, Arrows, etc, will increase by a flat amount of 0.5% per player
  • "Guaranteed" drop items such as Aspect Cores, each player involved will have a 0.5% chance to cause that loot item to drop a second time for each that normally drops
  • "Rare" drops that have drop chances, each player involved adjusts the loot drop chance by 0.5% of the normal amount


Boss Creature Carving

Mini Bosses, Shrine Bosses, Omni-Bosses, and Event Bosses now have a uniform "Difficulty" level, when player carve their corpses, that is used to determine amount of Meat, Leather, and other resources that appear on the corpse:

Boss Type Carving
Mini-Boss 1,000
Shrine Boss 1,500
Boss 2,000
Omni Boss 5,000
Event Boss 10,000


Boss Barding: Provocation and Peacemaking

  • Provocation and Peacemaking on Bosses (including Lore Bosses, Mini-Bosses, Bosses, Shrine-Bosses, Omni-Bosses, and Event Bosses) will apply a “Boss Barding” effect to the creature
  • A Boss Barding Effect reduces their Melee Attack Speed by 25%, increases Spellcast Cooldowns by 25%, and increases Ability Cooldowns by 33%
  • A Boss with a Boss Barding effect in place will have “*Barded*” displayed above their name when single-clicking on them
  • Bosses-type creatures will no longer have any mandatory cooldowns on Barding Effects placed on them, and any number of players can place the same effect on a Boss-type creature simultaneously (the damage adjustments from multiple Discordance effects will not stack, however)
  • Discordance effects on boss-type creatures will now suffer the same effect scaling reductions that all other special effects, such as Pierce/Cripple/etc, suffer against bosses (i.e 50% of normal effectiveness on Mini-Bosses, 40% of normal effectiveness on Bosses, etc)



Boss Creature Hindering

Below are the chances for Boss Creatures to ignore Movement restricting ability and cause the player to receive a damage bonus (instead of Hinder with Archery) instead:

Boss Type Chance
Lore Boss 70%
Mini Boss 75%
Boss 80%
Shrine Boss 85%
Omni Boss 90%
Event Boss 95%