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	<updated>2026-05-12T21:27:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31564</id>
		<title>Arcane Essence</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31564"/>
		<updated>2026-05-08T00:26:50Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Arcane Essence is highly valuable and used to recharge a large number of high-end items including [[Aspect Gear]] as well as adding more charges onto special reward items (such as server-unique items granted from events)&lt;br /&gt;
* It can be received from turning in a variety of items to the [[Prevalia Exchange]]&lt;br /&gt;
* When players recycle identified magical items they will receive Arcane Essence in return in addition to any standard resources returned&lt;br /&gt;
* Arcane Essence can be used to purchase [[Echoes]] (25,000 for 1st, 50,000 for 2nd, 75,000 for 3rd, etc)&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/-GNNOmug8vE}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining Arcane Essence==&lt;br /&gt;
* Find magic weapons and armor&lt;br /&gt;
* Use the [[Item Identification]] skill on the item(s)&lt;br /&gt;
* Use a crafting tool, click Recycle Item and target the magical item&lt;br /&gt;
** Can use any crafting tool on a magical item (smith&#039;s hammer to recycle a magical bow)&lt;br /&gt;
** Can be done with zero crafting skills&lt;br /&gt;
* Once Recycled, [[Arcane Essence]] will appear in your backpack&lt;br /&gt;
&lt;br /&gt;
[[File:arcaneessence.png|link=Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Recycled Amounts==&lt;br /&gt;
{{ArcaneEssenceRecycledAmounts}}&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Consumption==&lt;br /&gt;
* Players have an invisible &amp;quot;Damage Progress Meter&amp;quot; that is tracked for them when inflicting damage in Aspect Gear, and when the meter reaches 100%, the character will lose 1 [[Arcane Essence]] Charge (and the meter will reset to 0%)&lt;br /&gt;
* Progress for the meter increases by (Damage Inflicted) / (3000 - (Current Aspect Tier * 30)) %&lt;br /&gt;
** This is calculated on both the armor, and the weapon/spell book being worn separately&lt;br /&gt;
* Any bonuses the players have towards reducing Arcane Essence Consumed (such as Weekly Server Region Bonuses) will reduce the amount the Meter increased by that much&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A player wearing Tier 10 Fire Aspect armor inflicts 500 damage, which will result in the meter filling up (500 / (3000 - (10 * 30))) = &#039;&#039;&#039;18.5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Warning Notification===&lt;br /&gt;
* Players can specify the exact point at which they will be warned when their Arcane Essence Charges remaining on their character drops below that number&lt;br /&gt;
* The &amp;quot;Warn When Below&amp;quot; value indicates the specific point where a notification message and sound will be generated for the player&lt;br /&gt;
* Clicking the &amp;quot;Set&amp;quot; button in the Aspect Mastery menu will launch a menu where players can type in a specific number they want to be warned at&lt;br /&gt;
* Players can then click the &amp;quot;Set Target&amp;quot; button in the pop up window to accept the new Target Number&lt;br /&gt;
&lt;br /&gt;
[[File:aspectessencewarning.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players may monitor remaining Arcane Essence using an [[Options|Info Bar]]&lt;br /&gt;
[[File:ArcaneEssenceInfo Bar.png]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:ArcaneEssenceInfo_Bar.png&amp;diff=31563</id>
		<title>File:ArcaneEssenceInfo Bar.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:ArcaneEssenceInfo_Bar.png&amp;diff=31563"/>
		<updated>2026-05-08T00:24:14Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31562</id>
		<title>Arcane Essence</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31562"/>
		<updated>2026-05-08T00:18:37Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Arcane Essence is highly valuable and used to recharge a large number of high-end items including [[Aspect Gear]] as well as adding more charges onto special reward items (such as server-unique items granted from events)&lt;br /&gt;
* It can be received from turning in a variety of items to the [[Prevalia Exchange]]&lt;br /&gt;
* When players recycle identified magical items they will receive Arcane Essence in return in addition to any standard resources returned&lt;br /&gt;
* Arcane Essence can be used to purchase [[Echoes]] (25,000 for 1st, 50,000 for 2nd, 75,000 for 3rd, etc)&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/-GNNOmug8vE}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining Arcane Essence==&lt;br /&gt;
* Find magic weapons and armor&lt;br /&gt;
* Use the [[Item Identification]] skill on the item(s)&lt;br /&gt;
* Use a crafting tool, click Recycle Item and target the magical item&lt;br /&gt;
** Can use any crafting tool on a magical item (smith&#039;s hammer to recycle a magical bow)&lt;br /&gt;
** Can be done with zero crafting skills&lt;br /&gt;
* Once Recycled, [[Arcane Essence]] will appear in your backpack&lt;br /&gt;
&lt;br /&gt;
[[File:arcaneessence.png|link=Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Recycled Amounts==&lt;br /&gt;
{{ArcaneEssenceRecycledAmounts}}&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Consumption==&lt;br /&gt;
* Players have an invisible &amp;quot;Damage Progress Meter&amp;quot; that is tracked for them when inflicting damage in Aspect Gear, and when the meter reaches 100%, the character will lose 1 [[Arcane Essence]] Charge (and the meter will reset to 0%)&lt;br /&gt;
* Progress for the meter increases by (Damage Inflicted) / (3000 - (Current Aspect Tier * 30)) %&lt;br /&gt;
** This is calculated on both the armor, and the weapon/spell book being worn separately&lt;br /&gt;
* Any bonuses the players have towards reducing Arcane Essence Consumed (such as Weekly Server Region Bonuses) will reduce the amount the Meter increased by that much&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A player wearing Tier 10 Fire Aspect armor inflicts 500 damage, which will result in the meter filling up (500 / (3000 - (10 * 30))) = &#039;&#039;&#039;18.5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Warning Notification===&lt;br /&gt;
* Players can specify the exact point at which they will be warned when their Arcane Essence Charges remaining on their character drops below that number&lt;br /&gt;
* The &amp;quot;Warn When Below&amp;quot; value indicates the specific point where a notification message and sound will be generated for the player&lt;br /&gt;
* Clicking the &amp;quot;Set&amp;quot; button in the Aspect Mastery menu will launch a menu where players can type in a specific number they want to be warned at&lt;br /&gt;
* Players can then click the &amp;quot;Set Target&amp;quot; button in the pop up window to accept the new Target Number&lt;br /&gt;
&lt;br /&gt;
[[File:aspectessencewarning.jpg|link=]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Aspect_Mastery&amp;diff=31561</id>
		<title>Aspect Mastery</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Aspect_Mastery&amp;diff=31561"/>
		<updated>2026-05-08T00:14:18Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:Crafting]][[Category:PvM]][[Category:PvP]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Aspect Mastery system is a progression based system to enhance your PvM game&lt;br /&gt;
* Aspects are some kind of enchantment you can apply to your gear by spending a small amount of Arcane Essence&lt;br /&gt;
* Aspect enchantments are bound to the character: If an aspected item gets moved away from your character/inventory, it loses the enchantment. (E.g. when put in the bank box, or upon death.)&lt;br /&gt;
* Each character needs to unlock their Aspect(s) individually, before they can apply it to their items.&lt;br /&gt;
* Each character has their own individual Aspect Tier Levels and Experience amounts for each of the 23 different Aspects (such as Air, Fire, Death, etc)&lt;br /&gt;
* Characters will earn Aspect experience and level up their individual Aspects by killing creatures while equipped with Aspect Gear of that particular Aspect, from Pilfering &amp;amp; Mugging, and lockpicking Paragon, Dungeon &amp;amp; Treasure Map Chests&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Types==&lt;br /&gt;
{{AspectTypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Mastery Menu==&lt;br /&gt;
The Aspect Mastery Menu is broken into Weapon, Spellbook, and Armor sections. Players can view the Aspect Mastery Menu for their character by doing any of the following:&lt;br /&gt;
&lt;br /&gt;
* Typing [Aspect in game&lt;br /&gt;
* Clicking their Paperdoll -&amp;gt; Clicking Help -&amp;gt; Clicking Aspect Mastery&lt;br /&gt;
* Clicking their Paperdoll -&amp;gt; Clicking on the virtue symbol above the character&#039;s head&lt;br /&gt;
* Double-clicking any Aspect Core, Aspect Distillation, or Aspect Kit item&lt;br /&gt;
&lt;br /&gt;
[[File:aspectmulti.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Navigating the Aspect Mastery Menu===&lt;br /&gt;
* Players can use the Arrow buttons to rotate through different aspects and select which aspect they would like to view or use for that particular item category (weapon, spellbook, or armor)&lt;br /&gt;
* Players can see the base bonuses that aspect would provide to the item as well as the bonuses that would be provided based on the character&#039;s Aspect Tier Level for that selected aspect&lt;br /&gt;
&lt;br /&gt;
It should be noted that a character&#039;s Aspect Tier level and experience is the same and shared across all equipment types (i.e. players do not have an individual Fire Weapon Tier Level that differs from their Fire Spellbook Tier Level nor Fire Armor Tier level; they simply have a Fire Tier Level that applies to all equipment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unlocking an Aspect==&lt;br /&gt;
* In order for a player to be able to convert their equipment to a particular Aspect, they must first Unlock that Aspect for their character&lt;br /&gt;
* To do this, they must set that particular Aspect as the selected one for Weapon/Armor/Spellbook (doesn&#039;t matter which), have the items listed in the section window in their backpack, and then click the Unlock Aspect button twice&lt;br /&gt;
* If the player has the required materials listed (of the matching aspect) in their backpack, they will be consumed and the Aspect will be permanently unlocked for the character&lt;br /&gt;
* To Unlock an Aspect, a player needs:&lt;br /&gt;
** 2 [[Aspect Distillation]] (of the same type)&lt;br /&gt;
** 4 [[Aspect Cores]] (of the same type)&lt;br /&gt;
** 1 [[Aspect Kit]]&lt;br /&gt;
&lt;br /&gt;
[[File:unlock-aspect.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activating an Aspect==&lt;br /&gt;
* Once an Aspect has been unlocked, players can switch to it freely and set it as their current Weapon and Armor Aspect Attunement at any time&lt;br /&gt;
* Players may unlock all Aspects available provided they pay the required costs&lt;br /&gt;
* Players can choose to Activate those Weapon and Armor Aspect attunements to convert their currently worn Weapon/Spellbook or Armor into Aspect Gear of that respective Aspect&lt;br /&gt;
&lt;br /&gt;
[[File:activate-aspect.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Each Aspect Activation costs &#039;&#039;&#039;5 [[Arcane Essence]]&#039;&#039;&#039;&lt;br /&gt;
* Players who have unlocked Aspects may activate them an unlimited number of times per day&lt;br /&gt;
* When characters Activate an Aspect, they will be able to temporarily apply that Aspect to their currently worn Weapon, Spellbook, or Armor&lt;br /&gt;
** Since Aspect Gear is &amp;quot;Activated,&amp;quot; equipment will lose its current Aspect and return to normal if the player dies or takes off the equipment (and places it anywhere other than their backpack) and will fall to the player&#039;s corpse and is lootable&lt;br /&gt;
** Players can steal Aspect Weapons and Aspect Magic Spellbooks (but not normal blessed spellbooks) from other players&lt;br /&gt;
* When a player activates an Aspect for their Weapon or Spellbook, all Weapons and Spellbooks stored in their backpack not matching the new Aspect will lose their aspect&lt;br /&gt;
* When a player activates a Weapon or Spellbook Aspect from the Aspect menu, or uses the [AspectWeapon/AspectSpellbook command, it will apply that aspect to any equipment the player is holding in their hands, whether its a Weapon or a Spellbook (no longer has to be a weapon or spellbook specifically)&lt;br /&gt;
* When a player activates an Aspect for their Armor, all Armor items stored in their backpack not matching the new Aspect will lose their aspect&lt;br /&gt;
&lt;br /&gt;
==Using and obtaining Essence==&lt;br /&gt;
See [[Arcane Essence]] for more detail&lt;br /&gt;
&lt;br /&gt;
==Activations and Tier upgrades==&lt;br /&gt;
Characters can activate their unlocked Aspects as many times as desired, for 5 Arcane Essence per activated item type. &lt;br /&gt;
&lt;br /&gt;
===Aspect Tier Upgrades===&lt;br /&gt;
* As you kill monsters, you will gain Aspect XP for your activated Aspect&lt;br /&gt;
* Aspect XP will stop gaining once the limit has been reached for a particular level&lt;br /&gt;
* Once a level&#039;s max XP is reached, the Aspect must have its level upgraded with the requisite materials as listed below, in order to continue gaining Aspect XP&lt;br /&gt;
&lt;br /&gt;
{{AspectTierUpgradeChart}}&lt;br /&gt;
&lt;br /&gt;
===Set Active Tier Level===&lt;br /&gt;
* Players have the option with Aspect Gear to temporarily lower their &amp;quot;Active Tier Level&amp;quot; below than their normal Permanent Tier Level for an Aspect (i.e. a player at Tier 10 Air Aspect could temporarily choose to set their Air tier to be 0-9 if they wish)&lt;br /&gt;
* If a player lowers their Active Tier Level, it will treat their aspect bonuses provided by that specific aspect to be based on that Active Tier Level (and not their Permanent Tier Level)&lt;br /&gt;
* Players may wish to do this if they prefer to conserve their Arcane Essence for a temporary period of time (since the burn rate of Arcane Essence for a player is tied to the Aspect Tier Levels of their worn Aspect Gear, with higher tiers burning more Arcane Essence)&lt;br /&gt;
* The displayed bonuses for Aspect Gear on the [Aspect page as the [Stats page will reflect a player&#039;s Active Tier Level for an aspect (and not Permanent Aspect Tier Level)&lt;br /&gt;
* If a player&#039;s Active Tier Level for an Aspect is set to any number other than their normal, Permanent Tier Level, the text for it will display in green (indicating they have made an adjustment)&lt;br /&gt;
* Whenever a player earns enough aspect experience and Upgrades their Aspect Tier for an aspect to a new Tier Level, for safety purposes it will automatically set their Active Tier Level to match the new Permanent Tier Level they just reached&lt;br /&gt;
* Players can type [LowerWeaponAspect or [RaiseWeaponAspect to manually lower/raise their temporary &amp;quot;Active Tier Level&amp;quot; on their weapon/spellbook&#039;s aspect (without using the menu)&lt;br /&gt;
* Players can type [LowerSpellAspect or [RaiseSpellAspect to manually lower/raise their temporary &amp;quot;Active Tier Level&amp;quot; on their weapon/spellbook&#039;s aspect (without using the menu)&lt;br /&gt;
* Players can type [LowerArmorAspect or [RaiseArmorAspect to manually lower/raise their temporary &amp;quot;Active Tier Level&amp;quot; on their armor&#039;s aspect (without using the menu)&lt;br /&gt;
&lt;br /&gt;
[[File:aspectrankdown.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Items==&lt;br /&gt;
===Aspect Weapons===&lt;br /&gt;
* Aspect Bonuses for Melee Accuracy, Tactics Bonus, and Aspect Special Chance are the same for all Aspect types on weapons (only difference for Aspects is Aspect Special Effect)&lt;br /&gt;
* The bonuses from a player&#039;s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will stack with Aspect Bonuses provided to equipment&lt;br /&gt;
&lt;br /&gt;
[[File:aspectwep.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspect Spellbook Bonuses===&lt;br /&gt;
* Aspect Bonuses for Mana Refund Chance, Damage Bonus, and Aspect Special Chance are the same for all Aspect types on spellbooks (only difference for Aspects is Aspect Special Effect)&lt;br /&gt;
* The bonuses from a player&#039;s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will stack with Aspect Bonuses provided to equipment&lt;br /&gt;
&lt;br /&gt;
[[File:aspectbook.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspect Armor Bonuses===&lt;br /&gt;
* All Aspect Armor share an armor rating bonus, but can vary in which other bonuses you get for having that aspect active&lt;br /&gt;
* The bonuses from a player&#039;s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will stack with Aspect Bonuses provided to equipment&lt;br /&gt;
&lt;br /&gt;
[[File:aspectarmor.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspects in PvP==&lt;br /&gt;
* When a player becomes Flagged in PvP, nearly all of their Aspect Armor Bonuses will remain in place and work as normal against creatures&lt;br /&gt;
* However, certain Aspect Armor Bonuses will temporarily be deactivated, due potential PvP imbalances they may cause&lt;br /&gt;
* Players can see which of these effects will be deactivated for each Aspect Armor by clicking the &amp;quot;PvP Mechanics&amp;quot; button on the Aspect Menu under the Armor section&lt;br /&gt;
* All Aspect Armor Effects that are deactivated while a player is Flagged in PvP will be shown in a list under &amp;quot;PvP Deactivated Effects&amp;quot;&lt;br /&gt;
* These effects will be reactivated once the player has been out of PvP for 60 seconds&lt;br /&gt;
* If an Aspect has any PvP Deactivated Effects listed, it will then also likely have one or more &amp;quot;PvP Activated Effects&amp;quot; listed&lt;br /&gt;
* Any bonuses listed under PvP Activated Effects will be a bonus applied to the Player against Creatures while they are currently Flagged in PvP&lt;br /&gt;
* PvP Activated Effects are intended to act as a trade-off for the player losing Aspect Effects due to being Flagged in PvP&lt;br /&gt;
&lt;br /&gt;
[[File:aspectsinpvp2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can read about each Aspects PvP Deactivated and Activated Effects from their respective pages:&lt;br /&gt;
{{AspectTypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items Losing Their Aspects==&lt;br /&gt;
* When a player dies, all Aspect Gear (non-Legacy ones) they have equipped or in their backpack will lose their Aspect and revert to its original material/bonuses and hue&lt;br /&gt;
* When a player unequips an Aspect Gear item and places it anywhere other than their backpack, it will lose its Aspect as well and revert to its original material/bonuses and hue&lt;br /&gt;
* If a player runs out of Arcane Charges, all of their Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original material/bonuses and hue&lt;br /&gt;
* If a player is killed while wearing Aspect Gear or has an Aspect Weapon or Magic Spellbook stolen, it will lose its current aspect&lt;br /&gt;
&lt;br /&gt;
==Aspect Support Items==&lt;br /&gt;
* There are [[Aspect Crystals]] available to further increase the Damage and the Proc chance&lt;br /&gt;
** Previous Aspect Support Items (Foci/Oils/Ammo) have been discontinued and can be traded in for Crystals at the [[Prevalia Exchange]]&lt;br /&gt;
* Players can use [[Aspect Phylactery|Aspect Phylacteries]] to guarantee an aspect special on their next melee swing or spell cast.&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31560</id>
		<title>Arcane Essence</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31560"/>
		<updated>2026-05-08T00:12:03Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Arcane Essence Consumption */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Arcane Essence is highly valuable and used to recharge a large number of high-end items including [[Aspect Gear]] as well as adding more charges onto special reward items (such as server-unique items granted from events)&lt;br /&gt;
* It can be received from turning in a variety of items to the [[Prevalia Exchange]]&lt;br /&gt;
* When players recycle identified magical items they will receive Arcane Essence in return in addition to any standard resources returned&lt;br /&gt;
* Arcane Essence can be used to purchase [[Echoes]] (25,000 for 1st, 50,000 for 2nd, 75,000 for 3rd, etc)&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/-GNNOmug8vE}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining Arcane Essence==&lt;br /&gt;
* Find magic weapons and armor&lt;br /&gt;
* Use the [[Item Identification]] skill on the item(s)&lt;br /&gt;
* Use a crafting tool, click Recycle Item and target the magical item&lt;br /&gt;
** Can use any crafting tool on a magical item (smith&#039;s hammer to recycle a magical bow)&lt;br /&gt;
** Can be done with zero crafting skills&lt;br /&gt;
* Once Recycled, [[Arcane Essence]] will appear in your backpack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Recycled Amounts==&lt;br /&gt;
{{ArcaneEssenceRecycledAmounts}}&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Consumption==&lt;br /&gt;
* Players have an invisible &#039;&#039;&#039;&amp;quot;Damage Progress Meter&amp;quot;&#039;&#039;&#039; that is tracked for them when inflicting damage in Aspect Gear, and when the meter reaches 100%, the character will &#039;&#039;&#039;lose 1 Arcane Essence Charge&#039;&#039;&#039; (and the meter will reset to 0%)&lt;br /&gt;
* The rate Arcane Essence consumption for Aspect Gear is &#039;&#039;&#039;1 Arcane Essence&#039;&#039;&#039; for every &#039;&#039;&#039;(3000 - (30 * Tier Level)) Damage Dealt&#039;&#039;&#039;&lt;br /&gt;
* Any bonuses the players have towards reducing Arcane Essence Consumed (such as Weekly Server Region Bonuses) will reduce the amount the Meter increased by that much&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A player wearing Tier 10 Fire Aspect armor inflicts 500 damage, which will result in the meter filling up (500 / (3000 - (10 * 30))) = &#039;&#039;&#039;18.5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Warning Notification===&lt;br /&gt;
* Players can specify the exact point at which they will be warned when their Arcane Essence Charges remaining on their character drops below that number&lt;br /&gt;
* The &amp;quot;Warn When Below&amp;quot; value indicates the specific point where a notification message and sound will be generated for the player&lt;br /&gt;
* Clicking the &amp;quot;Set&amp;quot; button in the Aspect Mastery menu will launch a menu where players can type in a specific number they want to be warned at&lt;br /&gt;
* Players can then click the &amp;quot;Set Target&amp;quot; button in the pop up window to accept the new Target Number&lt;br /&gt;
&lt;br /&gt;
[[File:aspectessencewarning.jpg|link=]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Ship_Crewmembers&amp;diff=31528</id>
		<title>Ship Crewmembers</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Ship_Crewmembers&amp;diff=31528"/>
		<updated>2026-04-26T15:48:21Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ships]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Ship Crewmembers can be recruited in Taverns, Inns, Docks, and other locations using the [[Begging]] Skill &lt;br /&gt;
* Ship Crewmembers can be found as loot while out seafaring&lt;br /&gt;
* The Begging Skill &amp;quot;Motivation&amp;quot; mechanic increases Crewmember Damage by &#039;&#039;&#039;(25% * (Begging Skill / 100)) for 5 minutes&#039;&#039;&#039; [no longer impacts [[Wrestling]] Skill]&lt;br /&gt;
* Each NPC Crewmember has a Profession that provides certain bonuses while out at sea&lt;br /&gt;
* Players can Add and Remove Crewmembers to the Ship while it is a Ship Deed or Docked with a [[Dockmasters|Dockmaster]] which costs doubloons&lt;br /&gt;
* Players with 120 Begging Skill will have a 2% chance to recruit any Heroic Crewmembers who spawn in Towns&lt;br /&gt;
* Players with 120 Begging Skill will have a 1% chance to recruit any Legendary Crewmembers who spawn in Towns&lt;br /&gt;
* Undesired crewmembers can be converted into [[Arcane Essence]] at the [[Prevalia Exchange]]&lt;br /&gt;
&lt;br /&gt;
==Ship Crewmember Professions==&lt;br /&gt;
* Each point is worth a base stat and Crewmembers can potentially have multiple of the same Ship Bonus&lt;br /&gt;
* Every Profession has a set list of Ship Bonuses that is rolled on when spawned&lt;br /&gt;
** All Crewmembers spawning as loot start at level 0&lt;br /&gt;
&lt;br /&gt;
{{ShipCrewmembers}}&lt;br /&gt;
&lt;br /&gt;
==Crewmember Ranks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Base Rank&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;(Doubloons)&lt;br /&gt;
! HitPoints Bonus&lt;br /&gt;
! Damage Bonus&lt;br /&gt;
! Wrestling Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank1.png|link=]]&amp;lt;br /&amp;gt;Novice&lt;br /&gt;
| 600&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank2.png|link=]]&amp;lt;br /&amp;gt;Adept&lt;br /&gt;
| 700&lt;br /&gt;
| +5%&lt;br /&gt;
| +4%&lt;br /&gt;
| +3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank3.png|link=]]&amp;lt;br /&amp;gt;Veteran&lt;br /&gt;
| 600&lt;br /&gt;
| +10%&lt;br /&gt;
| +8%&lt;br /&gt;
| +6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank4.png|link=]]&amp;lt;br /&amp;gt;Expert&lt;br /&gt;
| 900&lt;br /&gt;
| +15%&lt;br /&gt;
| +12%&lt;br /&gt;
| +9%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank5.png|link=]]&amp;lt;br /&amp;gt;Master&lt;br /&gt;
| 1000&lt;br /&gt;
| +20%&lt;br /&gt;
| +16%&lt;br /&gt;
| +12%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank6.png|link=]]&amp;lt;br /&amp;gt;Heroic&lt;br /&gt;
| 10000&lt;br /&gt;
| +25%&lt;br /&gt;
| +20%&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:shipcrewrank7.png|link=]]&amp;lt;br /&amp;gt;Legendary &lt;br /&gt;
| 25000&lt;br /&gt;
| +30%&lt;br /&gt;
| +24%&lt;br /&gt;
| +18%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Crewmember Stats==&lt;br /&gt;
* Ship crewmembers have a set number of pips depending on the Base Rank of the crewmember (ie Expert, Master, Heroic, etc.)&lt;br /&gt;
* When a ship crewmember drops, the total number of pips will randomly roll into the possible bonuses they can provide.  &lt;br /&gt;
* When a ship crewmember gains Loyalty, it will gain points into that bonus.  The amount of bonus gained per loyalty level depends on the crewmember type.&lt;br /&gt;
&lt;br /&gt;
==Ship Crewmember Abilities==&lt;br /&gt;
* Carpenter - Maintenance: Every 30-60 seconds will repair a randomized ship damage type (2% for Hull, 4% for Sails and Guns).&lt;br /&gt;
* Cook - Food Ration: Every 30-60 seconds in combat will randomly provide a 25% Damage bonus to a random Crewmember for 30 seconds.&lt;br /&gt;
* Engineer - Tinker: Every 30-60 seconds will reduce a random ability cooldown by 3% of its normal cooldown.&lt;br /&gt;
* Fisherman - Net: Every 30-60 seconds will Hinder their current combat target for 10 seconds (duraction reduced by 50% for players and will not stack with existing Hinder effects).&lt;br /&gt;
* Hedge Mage - Curse: Every 30-60 seconds will apply a 25% Damage penalty to their current combat target for 30 seconds (effect will not stack).&lt;br /&gt;
* Medic - First Aid: Every 30-60 seconds will heal a random Crewmember for 15% Health.&lt;br /&gt;
* Merchant - Commerce: Increases Special and Rare loot drop chances by 1%.&lt;br /&gt;
* Pilgrim - Prayer: Every 30-60 seconds will heal all Crewmembers for 3% Health.&lt;br /&gt;
* Powder Monkey - Powderkeg: Improves the damage of any Ship Bombs placed by players from this ship by 25%&lt;br /&gt;
* Spy - Poison: Has a 25% chance on Weapon hits to inflict Deadly Poison.&lt;br /&gt;
&lt;br /&gt;
==Breach / Bravery==&lt;br /&gt;
* The Breach stat for the Ships System has been overhauled, and is now known as Bravery. Instead of providing an Armor Ignoring effect, the Bravery stat will now provide a Damage Bonus to Crewmembers against Creatures on the same ship or against Boss/Boss Minions [https://forums.uooutlands.com/index.php?threads/expansion-ships.5486/ Wildands Expansion Patch Notes]&lt;br /&gt;
&lt;br /&gt;
==Ship Crewmember Loyalty==&lt;br /&gt;
* All Ship Crewmembers have a Loyalty Level ranging from 0-10&lt;br /&gt;
* Ship Crewmembers begin at Loyalty Level 0&lt;br /&gt;
* When a player&#039;s ship earns Doubloons for killing NPC Crewmembers and sinking NPC ships, all Crewmembers on the player&#039;s ship earn Loyalty Experience points based on the Doubloon amount&lt;br /&gt;
* Ship Crewmembers can also gain Loyalty Experience by completing Special Fishing Nets, Fishing Spots and SOS/MIBs&lt;br /&gt;
* A Crewmember&#039;s Loyalty Experience progress is depicted by a yellow/white progress bar&lt;br /&gt;
* Specific XP amounts for Loyalty Experience can be viewed in the &amp;quot;Info&amp;quot; page for the Crewmember&lt;br /&gt;
* Loyalty Experience gain rate has been increased by 50% [https://forums.uooutlands.com/index.php?threads/patch-notes-for-november-8-2021-ship-patch.3879/ (Patch 11/8/21)]&lt;br /&gt;
&lt;br /&gt;
[[File:shipcrewmemberloyalty.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Pirate Booty===&lt;br /&gt;
* When a Crewmember reaches enough Loyalty Experience, they can be upgraded to the next Loyalty Level within the &amp;quot;Info&amp;quot; page for the Crewmember&lt;br /&gt;
* In order to upgrade a Crewmember&#039;s Loyalty Level, the player will have to spend a number of Pirate Booty (from their backpack)&lt;br /&gt;
* The amount of Pirate Booty required to upgrade a Crewmember increases with each Loyalty Level&lt;br /&gt;
* Players can upgrade a Ship Crewmember’s Loyalty Level while at sea and it will immediately update the displayed Ship’s Bonuses. The remaining upgraded stats (wrestling, HP) will not be implemented until docking and therefore the next launch.&lt;br /&gt;
* A Crewmember&#039;s Loyalty Level is visually depicted by a number of Rum Bottles (with no bottles shown for Level 0)&lt;br /&gt;
* Players will come across Pirate Booty as loot in a variety of seafaring activities&lt;br /&gt;
* At level 10, crewmembers peak at 150% of their base level 0 bonuses. For example, if they started level 0 at 1 they will have 1.5 at level 10.&lt;br /&gt;
&lt;br /&gt;
[[File:shipcrewmemberloyalty02.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
===Loyalty Upgrade Increases===&lt;br /&gt;
Each Loyalty Level upgrade increases the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Crewmember Bonuses&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| HP Increase&lt;br /&gt;
| +2.5%&lt;br /&gt;
|-&lt;br /&gt;
| Damage Increase&lt;br /&gt;
| +2%&lt;br /&gt;
|-&lt;br /&gt;
| Wrestling Increase&lt;br /&gt;
| +1.5% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship People Things==&lt;br /&gt;
{{ShipIndex}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Custom_Guild_Houses&amp;diff=31511</id>
		<title>Custom Guild Houses</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Custom_Guild_Houses&amp;diff=31511"/>
		<updated>2026-04-10T23:40:39Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvM]][[Category:PvP]][[Category:Achievements]][[Category:Housing]][[Category:World]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Guilds can use [[Guild_Prestige|Guild Prestige]] to purchase a custom built Guild House &lt;br /&gt;
* Custom Guild Houses are designed by Owyn with input from the purchasing guild&lt;br /&gt;
* Custom Guild Houses can be placed on land, at a boat house dock, or on a custom guild island (purchased with Guild Prestige)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Some Custom Guild Houses&amp;lt;br /&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:BB.png|300px]]&amp;lt;br /&amp;gt;BB&lt;br /&gt;
| [[File:BRA.png|300px]]&amp;lt;br /&amp;gt;BRA&lt;br /&gt;
| [[File:CFC.png|300px]]&amp;lt;br /&amp;gt;CFC&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:DoK.png|300px]]&amp;lt;br /&amp;gt;DoK&lt;br /&gt;
| [[File:DTF.png|300px]]&amp;lt;br /&amp;gt;DTF&lt;br /&gt;
| [[File:face.png|300px]]&amp;lt;br /&amp;gt;-_-&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:GG.png|300px]]&amp;lt;br /&amp;gt;GG&lt;br /&gt;
| [[File:HiTi.png|300px]]&amp;lt;br /&amp;gt;HiTi&lt;br /&gt;
| [[File:gLc.png|300px]]&amp;lt;br /&amp;gt;gLc&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:hood.png|300px]]&amp;lt;br /&amp;gt;HOOD&lt;br /&gt;
| [[File:PEC.png|300px]]&amp;lt;br /&amp;gt;PEC&lt;br /&gt;
| [[File:PwN.png|300px]]&amp;lt;br /&amp;gt;PwN&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:RAQ.png|300px]]&amp;lt;br /&amp;gt;RAQ&lt;br /&gt;
| [[File:RAT.png|300px]]&amp;lt;br /&amp;gt;RAT&lt;br /&gt;
| [[File:rekt.png|300px]]&amp;lt;br /&amp;gt;REKT&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:SOF.png|300px]]&amp;lt;br /&amp;gt;SOF&lt;br /&gt;
| [[File:RED.png|300px]]&amp;lt;br /&amp;gt;RED&lt;br /&gt;
| [[File:syn.png|300px]]&amp;lt;br /&amp;gt;SYN&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:NWO-GI-GH.png|300px]]&amp;lt;br /&amp;gt;NWO&lt;br /&gt;
| [[File:AOG.png|300px]]&amp;lt;br /&amp;gt;AOG&lt;br /&gt;
| [[File:EVIL.png|300px]]&amp;lt;br /&amp;gt;EVIL&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:MMx GH.png|300px]]&amp;lt;br /&amp;gt;MMx&lt;br /&gt;
| [[File:NEW.png|300px]]&amp;lt;br /&amp;gt;NEW&lt;br /&gt;
| [[File:Path.png|300px]]&amp;lt;br /&amp;gt;Path&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:SIR.png|300px]]&amp;lt;br /&amp;gt;Sir&lt;br /&gt;
| [[File:SQzD.png|300px]]&amp;lt;br /&amp;gt;SQzD&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:SQzD.png&amp;diff=31510</id>
		<title>File:SQzD.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:SQzD.png&amp;diff=31510"/>
		<updated>2026-04-10T23:39:56Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:SIR.png&amp;diff=31509</id>
		<title>File:SIR.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:SIR.png&amp;diff=31509"/>
		<updated>2026-04-10T23:39:28Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:Path.png&amp;diff=31508</id>
		<title>File:Path.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:Path.png&amp;diff=31508"/>
		<updated>2026-04-10T23:38:35Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:NEW.png&amp;diff=31507</id>
		<title>File:NEW.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:NEW.png&amp;diff=31507"/>
		<updated>2026-04-10T23:38:09Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:MMx_GH.png&amp;diff=31506</id>
		<title>File:MMx GH.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:MMx_GH.png&amp;diff=31506"/>
		<updated>2026-04-10T23:37:42Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:EVIL.png&amp;diff=31505</id>
		<title>File:EVIL.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:EVIL.png&amp;diff=31505"/>
		<updated>2026-04-10T23:37:09Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:AOG.png&amp;diff=31504</id>
		<title>File:AOG.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:AOG.png&amp;diff=31504"/>
		<updated>2026-04-10T23:35:44Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Repair_Rack&amp;diff=31500</id>
		<title>Repair Rack</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Repair_Rack&amp;diff=31500"/>
		<updated>2026-04-09T11:09:05Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Using a Repair Rack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafting]][[Category:QoL]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players can double-click a Repair Rack to automatically repair all items a player has equipped and in their backpack&lt;br /&gt;
* Players can craft Repair Racks using [[Blacksmithy]]&lt;br /&gt;
* &#039;&#039;&#039;Repair Racks can only be used from inside a player&#039;s Bank Box&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using a Repair Rack==&lt;br /&gt;
* &#039;&#039;&#039;Repair Racks can only be used from inside a player&#039;s Bank Box&#039;&#039;&#039;&lt;br /&gt;
* Players do not need any Blacksmithing skill to use a Repair Rack&lt;br /&gt;
* Repair Racks have between 0 and 5000 charges, with each activation by a player consuming a charge (Repair Racks will not be deleted when reaching 0 charges)&lt;br /&gt;
* Players can add charges to a Repair Rack by double-clicking a Blacksmithing Repair Kit, Carpentry Repair Kit, or Tailoring Repair Kit and targeting a Repair Rack&lt;br /&gt;
* Each Repair Kit consumed adds 10 charges to the Repair Rack&lt;br /&gt;
* Also see [[Repairing Items]]&lt;br /&gt;
&lt;br /&gt;
[[File:repairrack1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Crafting a Repair Rack==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[File:tinkering_smithshammer.jpg|link=]]&amp;lt;br /&amp;gt;[[Blacksmithy]] Craftables&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Item&lt;br /&gt;
! Materials&lt;br /&gt;
! Min. Skill&lt;br /&gt;
|-&lt;br /&gt;
| Utility Items&lt;br /&gt;
| [[File:repairrack.png|link=Repair Rack]]&amp;lt;br /&amp;gt;[[Repair Rack]]&lt;br /&gt;
| 1 Iron Ingot Commodity&amp;lt;br /&amp;gt;1 Board Commodity&amp;lt;br /&amp;gt;2 Blacksmithing Crafting Manuals&amp;lt;br /&amp;gt;2 Tailoring Crafting Manuals&amp;lt;br /&amp;gt;1 Carpentry Crafting Manual&amp;lt;br /&amp;gt;1 Tinkering Crafting Manual&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Boarding_Rope&amp;diff=31377</id>
		<title>Boarding Rope</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Boarding_Rope&amp;diff=31377"/>
		<updated>2026-03-26T11:10:38Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* What Happens After Boarding a Ship? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ships]]__NOTOC__&lt;br /&gt;
[[File:ships-craftingboardingrope.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players can craft Boarding Rope at &#039;&#039;&#039;75 [[Tailoring]] Skill&#039;&#039;&#039;&lt;br /&gt;
** Requires 15 Leather to craft&lt;br /&gt;
* The Ship Tillermen will announce when a ship has had its &#039;&#039;&#039;Sails or Guns reduced below 33%&#039;&#039;&#039; and boarding is now possible&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boarding a Ship==&lt;br /&gt;
* Double-click Boarding Rope, select who will attempt to board the enemy ship and then target the ship to board&lt;br /&gt;
** Players may make boarding attempts on ships every 15 seconds&lt;br /&gt;
** Ship-to-ship boarding maximum range is 4 spaces&lt;br /&gt;
** Chance to board an enemy ship begins at 0% and scales up to 100% as either it&#039;s Sails or Guns approach 0% remaining (uses the lower value of Sails or Guns to determine boarding chance)&lt;br /&gt;
* A ship&#039;s boarding chance bonus from ship stats and bonuses from upgrades increases the base boarding chance (i.e. a ship with a 25% boarding chance bonus and a normal boarding chance of 50% would have an effective 62.5% chance for boarding success)&lt;br /&gt;
* [[File:ships-boardingrope.png|right|link=]]When a boarding attempt is made, all members of the ship are notified and the system message displays the effective boarding success chance of the attempt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What Happens After Boarding a Ship?===&lt;br /&gt;
* On a successful boarding action, whichever shipmembers you selected from the boarding gump will jump over to the enemy vessel and begin to fight in close quarters&lt;br /&gt;
* Ship Crewmembers cannot be directly controlled in combat, and will choose their own combatants in battle, in most cases selecting whomever is closest to them&lt;br /&gt;
&lt;br /&gt;
Enemy crew that are killed will typically have doubloons on their corpses. &#039;&#039;&#039;Players are highly encouraged to try to board enemy ships, kill the crew, and loot these doubloons.&#039;&#039;&#039; A player who sinks an enemy ship with its crew on board will miss out on collecting these doubloons as well as any items in that ship&#039;s hold.&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-ship-action-boardingship01.png|center]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Castaways&amp;diff=31359</id>
		<title>Castaways</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Castaways&amp;diff=31359"/>
		<updated>2026-03-24T11:48:01Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Rescuing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ships]][[Category:PvM]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players will have a chance to encounter Castaways while at sea&lt;br /&gt;
* Castaways are NPCs that will occasionally spawn on Fishing Spots and on NPC Ships&lt;br /&gt;
* Each Castaway has a target Town destination they must to be returned to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rescuing==&lt;br /&gt;
* Players can accept a Castaway onto their ship by approaching within 8 tiles of it and using the &amp;quot;Accept Escort&amp;quot; shift-click menu option or saying &amp;quot;I will take thee&amp;quot;&lt;br /&gt;
* Players must first trigger at least one Creature Spawn from a [[Fishing]] Spot before any Castaways at that location can be accepted from there&lt;br /&gt;
** Players will receive a &amp;quot;Danger still lurks in the water and you must fish and uncover it first before you may do that&amp;quot; message if a Creature Spawn has not yet occured from a Fishing Spot where a player attempts to accept a Castaway&lt;br /&gt;
* Players can accept Castaways from an another player&#039;s ship if that ship is unoccupied or the player is considered friendly to that ship&lt;br /&gt;
&lt;br /&gt;
[[File:castaway-accept.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To rescue a Castaway, players must sail them to the Town listed for the NPC which is displayed on single-click&lt;br /&gt;
* A rescue is completed if the NPC enters the Guard Zone of the listed town, or the player double-clicks a Dockmaster within the Town&lt;br /&gt;
* The Guard Zone in some coastal towns do not extend far into the ocean, so the player should use a Dockmaster in these locations (each town should have several reachable)&lt;br /&gt;
* When a player successfully rescues a Castaway, a random Ship Upgrade or Crewmember Contract added into their ship&#039;s Pending Salvage&lt;br /&gt;
&lt;br /&gt;
[[File:castaway-success.png]]&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* Players can have at most 2 Castaways on board their ship at a time&lt;br /&gt;
* Players will not be able to accept a Castaway on a Ship if any hostile creatures are present on the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
* Players can Abandon a Castaway by shift-clicking and selecting the &amp;quot;Abandon Escort&amp;quot; menu option&lt;br /&gt;
* Abandoning a Castaway will delete the NPC&lt;br /&gt;
* If a ship ever sinks or docks, all Castaways on board the ship will automatically be treated as being Abandoned (deleted)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship People Things==&lt;br /&gt;
{{ShipIndex}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Fishing&amp;diff=31358</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Fishing&amp;diff=31358"/>
		<updated>2026-03-24T11:45:22Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Fishing Creatures Spawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]][[Category:Crafting]][[Category:Ships]]&lt;br /&gt;
==Description==&lt;br /&gt;
* The Fishing skill allows players to fish on land or at sea from a boat to catch fish and other loot. Fishing requires use of Fishing Poles, Crafted Fishing Nets, or Special Fishing nets.  There are many unique encounters while fishing, such as creature spawns, messages in a bottle, and fishing frenzies.  Players can even catch creatures to display in an aquarium and compete for World Record catches! The Fishing skill also gives players the ability to fight with ranged ocean weapons. The Fishing weapon special attack is Impale, which damages additional nearby targets.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players use the Fishing skill to fish up a variety of items and resources&lt;br /&gt;
* Fisherman can use Fishing Weapons, which are player crafted and use the Fishing skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fishing Weapons==&lt;br /&gt;
{{Main|Armor &amp;amp; Weapons}}&lt;br /&gt;
&lt;br /&gt;
Players can use Ocean Weapons such as Harpoons and Tridents while on land, but with the following mechanical adjustments:&lt;br /&gt;
* When attacking Creatures and Players, Ocean Weapons will adopt the [[Swing Speed]] and Range of Heavy Crossbows, and have Damage similar to Heavy Crossbows (slightly lower)&lt;br /&gt;
* Ocean Weapons will continue to use their normal Ocean Weapon-based Weapon Specials, Codex Stances, Codex Finishers, and Weapon Abilities as unless indicated otherwise&lt;br /&gt;
* Any bonuses, abilities, or effects from Ocean Weapons that are related to either being on a Ship or affecting Crewmembers will not resolve on land (i.e it will be up to players to adjust their Stances/Finishers/Abilities to use ones that will resolve as normal on land)&lt;br /&gt;
&lt;br /&gt;
===Fishing Weapon Special===&lt;br /&gt;
* Fishing Weapons now have their own unique Weapon Special called Impale that has the following handling:&lt;br /&gt;
** Damage is increased by 100%&lt;br /&gt;
** Impales target, inflicting an additional 60% of Damage to a random target within 2 tiles&lt;br /&gt;
** Damage is increased by 30% if no additional targets exist within 2 tiles&lt;br /&gt;
&lt;br /&gt;
{{FishingWeaponClass}}&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Fishing Weapons benefit from Stances and Finishers provided by a Fishing Codex&lt;br /&gt;
* Requires 80 Fishing and 80 Tactics&lt;br /&gt;
{{Main|Weapon and Parry Codex}}&lt;br /&gt;
{{FishingCodex}}&lt;br /&gt;
&lt;br /&gt;
==Land Fishing==&lt;br /&gt;
* While fishing on land, players will no longer be prompted with a Captcha for harvesting attempts (i.e 100% automated and AFK Land Fishing is now allowed)&lt;br /&gt;
* While fishing on land, players will only be able to harvest Raw Fish (no special items such as Large Raw Fish, Special Fishing Nets, or Aquarium Creatures) and will do so at a substantially reduced success chance compared to normal&lt;br /&gt;
&lt;br /&gt;
===Fishing Resource Map===&lt;br /&gt;
Check the [[Resource Maps]] page for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:fishingresourcemap1.gif|link=Resource Maps]]&lt;br /&gt;
&lt;br /&gt;
===Fishing Frenzy===&lt;br /&gt;
* Fishing Frenzies are special fishing locations that randomly spawn throughout the game world in land-accessible areas&lt;br /&gt;
* If a player makes a Fishing skill attempt near a Fishing Frenzy, or double-clicking them with a Fishing Pole equipped, they will attempt to harvest from it in a manner similar to Fishing [[Resource Maps]]&lt;br /&gt;
* Fishing Frenzies have a limited number of harvest attempts, but players may potentially harvest one or more Freshwater Aquarium Creatures from them&lt;br /&gt;
* Harvesting animation speed is increased for Fishing Frenzies and harvest completion has a reduced wait time of 3 seconds&lt;br /&gt;
&lt;br /&gt;
[[File:fishingfrenzy1.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
===Fishing Poles Bonuses===&lt;br /&gt;
When determining chances for catching Special Fish or discovering Special Fishing Nets, players receive a bonus based on the quality and material of the fishing pole used as follows:&lt;br /&gt;
&lt;br /&gt;
Fishing Poles can be created with Tinkering in the &amp;quot;Harvesting Tools Category&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Bonus&lt;br /&gt;
! Item Uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Plain/Base&lt;br /&gt;
| -&lt;br /&gt;
| 500 base uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Exceptional&lt;br /&gt;
| +4%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Mastercrafted&lt;br /&gt;
| +8%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_dullwood.jpg|link=]]&amp;lt;br /&amp;gt;Dullwood&lt;br /&gt;
| +2%&lt;br /&gt;
| +125 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_shadowwood.jpg|link=]]&amp;lt;br /&amp;gt;Shadowwood&lt;br /&gt;
| +4%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_copperwood.jpg|link=]]&amp;lt;br /&amp;gt;Copperwood&lt;br /&gt;
| +6%&lt;br /&gt;
| +375 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_bronzewood.jpg|link=]]&amp;lt;br /&amp;gt;Bronzewood&lt;br /&gt;
| +8%&lt;br /&gt;
| +500 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_goldenwood.jpg|link=]]&amp;lt;br /&amp;gt;Goldenwood&lt;br /&gt;
| +10%&lt;br /&gt;
| +625 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_rosewood.jpg|link=]]&amp;lt;br /&amp;gt;Rosewood&lt;br /&gt;
| +12%&lt;br /&gt;
| +750 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_verewood.jpg|link=]]&amp;lt;br /&amp;gt;Verewood&lt;br /&gt;
| +14%&lt;br /&gt;
| +875 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_valewood.jpg|link=]]&amp;lt;br /&amp;gt;Valewood&lt;br /&gt;
| +16%&lt;br /&gt;
| +1000 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_avarwood.jpg|link=]]&amp;lt;br /&amp;gt;Avarwood&lt;br /&gt;
| +18%&lt;br /&gt;
| +1125 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Fishing==&lt;br /&gt;
* Special Fishing Spots can be found using a [[spyglass]] while sailing the seas. At these locations, a player can use a Leather Fishing Net (crafted by a Tailor from the various leather types) for a chance to pull up aquarium fish, delectable fish, or fishing spawns.&lt;br /&gt;
* Players can also use fishing poles in open water. Using fishing poles on a ship, players will be able to harvest Raw Fish, Special Cooking Fish (such as Raw Large Fish, Raw Lobster, Raw Crab), and Special Fishing Nets, but not [[Aquarium]] Creatures&lt;br /&gt;
** Players have a (1% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) chance to find a Special Fishing Net while fishing on a ship&lt;br /&gt;
** While fishing on a ship, players will still be responsible for passing Captchas when prompted as before&lt;br /&gt;
* Increased effective Harvest/Fishing skill will improve your chances of finding special fish and fishing creatures spawn&lt;br /&gt;
* Read more about [[Ships]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Spots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| [[File:wiki-fishingspot-brokenbarrels.gif|200px|link=]]&amp;lt;br /&amp;gt;Barrel Wreck&lt;br /&gt;
| [[File:wiki-fishingspot-crashedship.gif|200px|link=]]&amp;lt;br /&amp;gt;Crashed Cargo Ship&lt;br /&gt;
| [[File:wiki-fishingspot-deadfisherman.gif|200px|link=]]&amp;lt;br /&amp;gt;Dead Fisherman&lt;br /&gt;
| [[File:wiki-fishingspot-marshfishing.png|200px|link=]]&amp;lt;br /&amp;gt;Marsh Fishing&lt;br /&gt;
| [[File:wiki-fishingspot-murderraft.png|200px|link=]]&amp;lt;br /&amp;gt;Murder Raft&lt;br /&gt;
| [[File:wiki-fishingspot-mushrooms.gif|200px|link=]]&amp;lt;br /&amp;gt;Mushroom Formation&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| [[File:wiki-fishingspot-largefishnet.gif|200px|link=]]&amp;lt;br /&amp;gt;Net Fishery&lt;br /&gt;
| [[File:wiki-fishingspot-stuckrowboat2.gif|200px|link=]]&amp;lt;br /&amp;gt;Submerged Rowboat&lt;br /&gt;
| [[File:wiki-fishingspot-rattanraft.gif|200px|link=]]&amp;lt;br /&amp;gt;Thatched Raft&lt;br /&gt;
| [[File:wiki-fishingspot-overgrown.gif|200px|link=]]&amp;lt;br /&amp;gt;Vines And Strange Stone&lt;br /&gt;
| [[File:wiki-fishingspot-whalebones.gif|200px|link=]]&amp;lt;br /&amp;gt;Whalebones&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Crafted Leather Fishing Nets===&lt;br /&gt;
* Players may craft Leather Fishing Nets (using any leather material type) through Tailoring or purchase Leather Fishing Nets at Fisherman NPCs&lt;br /&gt;
* Leather Fishing Nets have a limited number of uses, which is increased based on quality and material type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafted Leather Fishing Net Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining chances for retrieving items from Fishing Spots and SOS locations, players receive a bonus based on the quality and material of the crafted leather fishing net used as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Bonus&lt;br /&gt;
! Item uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Plain/Base&lt;br /&gt;
|&lt;br /&gt;
| 50 base uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Exceptional&lt;br /&gt;
| +4%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Mastercrafted&lt;br /&gt;
| +8%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_dullhide.png|link=]]&amp;lt;br /&amp;gt;Dullhide&lt;br /&gt;
| +2%&lt;br /&gt;
| +13 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_shadowhide.png|link=]]&amp;lt;br /&amp;gt;Shadowhide&lt;br /&gt;
| +4%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_copperhide.png|link=]]&amp;lt;br /&amp;gt;Copperhide&lt;br /&gt;
| +6%&lt;br /&gt;
| +38 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_bronzehide.png|link=]]&amp;lt;br /&amp;gt;Bronzehide&lt;br /&gt;
| +8%&lt;br /&gt;
| +50 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_goldenhide.png|link=]]&amp;lt;br /&amp;gt;Goldenhide&lt;br /&gt;
| +10%&lt;br /&gt;
| +63 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_rosehide.png|link=]]&amp;lt;br /&amp;gt;Rosehide&lt;br /&gt;
| +12%&lt;br /&gt;
| +75 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_verehide.png|link=]]&amp;lt;br /&amp;gt;Verehide&lt;br /&gt;
| +14%&lt;br /&gt;
| +88 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_valehide.png|link=]]&amp;lt;br /&amp;gt;Valehide&lt;br /&gt;
| +16%&lt;br /&gt;
| +100 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_avarhide.png|link=]]&amp;lt;br /&amp;gt;Avarhide&lt;br /&gt;
| +18%&lt;br /&gt;
| +113 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fishing Creatures Spawn===&lt;br /&gt;
Players have the opportunity while fishing at sea to initiate Fishing Creature Spawns. Fishing Creature Spawns can only occur when using &#039;&#039;&#039;Special Fishing Nets&#039;&#039;&#039;, while fishing at &#039;&#039;&#039;Fishing Spots&#039;&#039;&#039;, or when fishing at &#039;&#039;&#039;SOS locations&#039;&#039;&#039;. They will not occur during normal fishing with a fishing pole. Fishing Creature Spawns may result in both water-based creatures or creatures that spawn immediately on the targets ship.&lt;br /&gt;
* When a [[Sea Serpent]] appears as a creature spawn it will always have a Special Fishing Net&lt;br /&gt;
[[File:wiki-fishing-grizz-drowneddragon.gif|link=]]&lt;br /&gt;
* Players will always trigger a Creature Spawn within the first 5 fishing attempts at a Fishing Spot with a [[Castaways|Castaway]]&lt;br /&gt;
&lt;br /&gt;
===Special Fishing Nets===&lt;br /&gt;
* Special Fishing Nets are single use items that may be thrown from a ship into the water&lt;br /&gt;
* Once thrown, a Special Fishing Net has a 75% chance to generate a Fishing Creature Spawn or a 25% chance for the player to catch a Special Fish&lt;br /&gt;
* If a Fishing Creature Spawn occurs, there is a 25% chance that one creature will have a Message in a Bottle on it&#039;s corpse&lt;br /&gt;
* Special Fishing Nets are stackable and come in the various random hues&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-fishing-specialfishingnet.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle/SOS===&lt;br /&gt;
* SOSes have no expiration date&lt;br /&gt;
* Double click a Message in a Bottle to receive an SOS&lt;br /&gt;
* Players use crafted Leather Fishing Nets to retrieve items from SOS locations, as long as they have the SOS in their backpack&lt;br /&gt;
* Players must be within 12 tiles of a SOS location to attempt to retrieve items from it&lt;br /&gt;
* Players may make up to 20 retrieval attempts on a SOS location&lt;br /&gt;
* Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a &amp;quot;successful&amp;quot; retrieval action&lt;br /&gt;
* Players are guaranteed to have at least 1 Creature Spawn occur per SOS and up to 3 maximum&lt;br /&gt;
* One creature per Creature Spawn will have either a Small, Medium, or Large Salvaged Crate on its corpse with a variety of loot items (items vary based on crate size)&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-fishing-mib1.gif|alt=Fishing Message in a Bottles|link=]]&lt;br /&gt;
&lt;br /&gt;
===SOS Case===&lt;br /&gt;
&lt;br /&gt;
* Players will now be able to craft SOS Cases using the Inscription skill under the Utility Items category&lt;br /&gt;
* SOS Cases are used to store individual SOSes&lt;br /&gt;
* In order for an SOS to be added to the SOS Case, it must have the full starting 20 Attempts Left that they begin with (i.e. no partially completed SOSes can be added)&lt;br /&gt;
* Players can Shift-Click and select the “Add All SOSes in Backpack” entry from the Context Menu entry to add all valid SOSes from their backpack into the SOS Case&lt;br /&gt;
&lt;br /&gt;
[[File:SOS1.png]]&lt;br /&gt;
&lt;br /&gt;
* If an SOS Case contains any stored SOSes, each time the player Double-Clicks the SOS Case it will remove a random SOS and place it in their backpack&lt;br /&gt;
&lt;br /&gt;
[[File:SOS3.png]]&lt;br /&gt;
&lt;br /&gt;
* Players can lock down SOS Cases in houses&lt;br /&gt;
* Access Levels for SOS Cases that are locked down in houses follow the same handling as Tome items (Mastery Chain Tomes, Aspect Item Tomes, etc) which require Co-Owner level or higher access to use them&lt;br /&gt;
&lt;br /&gt;
[[File:SOS4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aquarium Creatures==&lt;br /&gt;
* Aquarium Creatures are broken down into three Rarity levels: Common, Uncommon, and Rare&lt;br /&gt;
* Aquarium Creatures are broken down into two Water types: Freshwater and Saltwater&lt;br /&gt;
* Players can only harvest Freshwater Aquarium Creatures from Fishing Resource Maps and Fishing Frenzies&lt;br /&gt;
* Players can only harvest Saltwater Aquarium Creatures from Special Fishing Nets, Fishing Spots, and SOSes&lt;br /&gt;
* Read more about [[Aquarium#Aquarium Creatures|Aquarium Creatures]]&lt;br /&gt;
* Having a bladed weapon in your backpack and double clicking Raw Fish will cut it up into Fish Steaks&lt;br /&gt;
&lt;br /&gt;
[[File:aquariumgump.jpg|link=Aquarium#Aquarium Creatures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
Taking both skill and luck, catching a World Record fish is no easy feat. Players will be notified when they catch a unique fish as well as if it is a World Record.&lt;br /&gt;
&lt;br /&gt;
* Double-clicking on the fish will open its stats, allowing you to see who has caught the heaviest of that type of fish&lt;br /&gt;
* If you are the competitive type, there are also Fishing Record Boards that will list all the types of fish that can be caught, what the current weight record is, as well as when and who landed the fish&lt;br /&gt;
* You can find Fishing Record Boards at each city&#039;s dock near the Dockmaster&lt;br /&gt;
* [[Catch of the Week]] allows players to compete for the best catch each week for reward points.&lt;br /&gt;
&lt;br /&gt;
[[File:fishingrecordboard1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:fishingworldrecords1a.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
* Fishing has a delay of 7 seconds per use. &lt;br /&gt;
* Players can now gain Fishing Skill up to 100, and other combat skills to their normal skill limit, while using Fishing Weapons (Harpoons / Tridents) in combat&lt;br /&gt;
* Players can now gain Fishing Skill when tossing Special Fishing Nets&lt;br /&gt;
* Fishing Skill Gain for Fishing Spots / Fishing Frenzies / MIBs has been vastly increased&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Activity&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]&lt;br /&gt;
|-&lt;br /&gt;
| 50-80&lt;br /&gt;
| Shelter training dummy with a harpoon or trident.  &lt;br /&gt;
|-&lt;br /&gt;
| 80-100&lt;br /&gt;
| Use a training dummy fighting with a harpoon or trident.&lt;br /&gt;
|-&lt;br /&gt;
| 100-120&lt;br /&gt;
| Fish from a ship (will receive Captchas)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Community Videos==&lt;br /&gt;
{{#ev:youtube|https://youtu.be/lhiaExswLno}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Fishing&amp;diff=31357</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Fishing&amp;diff=31357"/>
		<updated>2026-03-24T11:44:10Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Fishing Creatures Spawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]][[Category:Crafting]][[Category:Ships]]&lt;br /&gt;
==Description==&lt;br /&gt;
* The Fishing skill allows players to fish on land or at sea from a boat to catch fish and other loot. Fishing requires use of Fishing Poles, Crafted Fishing Nets, or Special Fishing nets.  There are many unique encounters while fishing, such as creature spawns, messages in a bottle, and fishing frenzies.  Players can even catch creatures to display in an aquarium and compete for World Record catches! The Fishing skill also gives players the ability to fight with ranged ocean weapons. The Fishing weapon special attack is Impale, which damages additional nearby targets.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players use the Fishing skill to fish up a variety of items and resources&lt;br /&gt;
* Fisherman can use Fishing Weapons, which are player crafted and use the Fishing skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fishing Weapons==&lt;br /&gt;
{{Main|Armor &amp;amp; Weapons}}&lt;br /&gt;
&lt;br /&gt;
Players can use Ocean Weapons such as Harpoons and Tridents while on land, but with the following mechanical adjustments:&lt;br /&gt;
* When attacking Creatures and Players, Ocean Weapons will adopt the [[Swing Speed]] and Range of Heavy Crossbows, and have Damage similar to Heavy Crossbows (slightly lower)&lt;br /&gt;
* Ocean Weapons will continue to use their normal Ocean Weapon-based Weapon Specials, Codex Stances, Codex Finishers, and Weapon Abilities as unless indicated otherwise&lt;br /&gt;
* Any bonuses, abilities, or effects from Ocean Weapons that are related to either being on a Ship or affecting Crewmembers will not resolve on land (i.e it will be up to players to adjust their Stances/Finishers/Abilities to use ones that will resolve as normal on land)&lt;br /&gt;
&lt;br /&gt;
===Fishing Weapon Special===&lt;br /&gt;
* Fishing Weapons now have their own unique Weapon Special called Impale that has the following handling:&lt;br /&gt;
** Damage is increased by 100%&lt;br /&gt;
** Impales target, inflicting an additional 60% of Damage to a random target within 2 tiles&lt;br /&gt;
** Damage is increased by 30% if no additional targets exist within 2 tiles&lt;br /&gt;
&lt;br /&gt;
{{FishingWeaponClass}}&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Fishing Weapons benefit from Stances and Finishers provided by a Fishing Codex&lt;br /&gt;
* Requires 80 Fishing and 80 Tactics&lt;br /&gt;
{{Main|Weapon and Parry Codex}}&lt;br /&gt;
{{FishingCodex}}&lt;br /&gt;
&lt;br /&gt;
==Land Fishing==&lt;br /&gt;
* While fishing on land, players will no longer be prompted with a Captcha for harvesting attempts (i.e 100% automated and AFK Land Fishing is now allowed)&lt;br /&gt;
* While fishing on land, players will only be able to harvest Raw Fish (no special items such as Large Raw Fish, Special Fishing Nets, or Aquarium Creatures) and will do so at a substantially reduced success chance compared to normal&lt;br /&gt;
&lt;br /&gt;
===Fishing Resource Map===&lt;br /&gt;
Check the [[Resource Maps]] page for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:fishingresourcemap1.gif|link=Resource Maps]]&lt;br /&gt;
&lt;br /&gt;
===Fishing Frenzy===&lt;br /&gt;
* Fishing Frenzies are special fishing locations that randomly spawn throughout the game world in land-accessible areas&lt;br /&gt;
* If a player makes a Fishing skill attempt near a Fishing Frenzy, or double-clicking them with a Fishing Pole equipped, they will attempt to harvest from it in a manner similar to Fishing [[Resource Maps]]&lt;br /&gt;
* Fishing Frenzies have a limited number of harvest attempts, but players may potentially harvest one or more Freshwater Aquarium Creatures from them&lt;br /&gt;
* Harvesting animation speed is increased for Fishing Frenzies and harvest completion has a reduced wait time of 3 seconds&lt;br /&gt;
&lt;br /&gt;
[[File:fishingfrenzy1.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
===Fishing Poles Bonuses===&lt;br /&gt;
When determining chances for catching Special Fish or discovering Special Fishing Nets, players receive a bonus based on the quality and material of the fishing pole used as follows:&lt;br /&gt;
&lt;br /&gt;
Fishing Poles can be created with Tinkering in the &amp;quot;Harvesting Tools Category&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Bonus&lt;br /&gt;
! Item Uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Plain/Base&lt;br /&gt;
| -&lt;br /&gt;
| 500 base uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Exceptional&lt;br /&gt;
| +4%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Mastercrafted&lt;br /&gt;
| +8%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_dullwood.jpg|link=]]&amp;lt;br /&amp;gt;Dullwood&lt;br /&gt;
| +2%&lt;br /&gt;
| +125 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_shadowwood.jpg|link=]]&amp;lt;br /&amp;gt;Shadowwood&lt;br /&gt;
| +4%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_copperwood.jpg|link=]]&amp;lt;br /&amp;gt;Copperwood&lt;br /&gt;
| +6%&lt;br /&gt;
| +375 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_bronzewood.jpg|link=]]&amp;lt;br /&amp;gt;Bronzewood&lt;br /&gt;
| +8%&lt;br /&gt;
| +500 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_goldenwood.jpg|link=]]&amp;lt;br /&amp;gt;Goldenwood&lt;br /&gt;
| +10%&lt;br /&gt;
| +625 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_rosewood.jpg|link=]]&amp;lt;br /&amp;gt;Rosewood&lt;br /&gt;
| +12%&lt;br /&gt;
| +750 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_verewood.jpg|link=]]&amp;lt;br /&amp;gt;Verewood&lt;br /&gt;
| +14%&lt;br /&gt;
| +875 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_valewood.jpg|link=]]&amp;lt;br /&amp;gt;Valewood&lt;br /&gt;
| +16%&lt;br /&gt;
| +1000 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_avarwood.jpg|link=]]&amp;lt;br /&amp;gt;Avarwood&lt;br /&gt;
| +18%&lt;br /&gt;
| +1125 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Fishing==&lt;br /&gt;
* Special Fishing Spots can be found using a [[spyglass]] while sailing the seas. At these locations, a player can use a Leather Fishing Net (crafted by a Tailor from the various leather types) for a chance to pull up aquarium fish, delectable fish, or fishing spawns.&lt;br /&gt;
* Players can also use fishing poles in open water. Using fishing poles on a ship, players will be able to harvest Raw Fish, Special Cooking Fish (such as Raw Large Fish, Raw Lobster, Raw Crab), and Special Fishing Nets, but not [[Aquarium]] Creatures&lt;br /&gt;
** Players have a (1% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) chance to find a Special Fishing Net while fishing on a ship&lt;br /&gt;
** While fishing on a ship, players will still be responsible for passing Captchas when prompted as before&lt;br /&gt;
* Increased effective Harvest/Fishing skill will improve your chances of finding special fish and fishing creatures spawn&lt;br /&gt;
* Read more about [[Ships]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Spots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| [[File:wiki-fishingspot-brokenbarrels.gif|200px|link=]]&amp;lt;br /&amp;gt;Barrel Wreck&lt;br /&gt;
| [[File:wiki-fishingspot-crashedship.gif|200px|link=]]&amp;lt;br /&amp;gt;Crashed Cargo Ship&lt;br /&gt;
| [[File:wiki-fishingspot-deadfisherman.gif|200px|link=]]&amp;lt;br /&amp;gt;Dead Fisherman&lt;br /&gt;
| [[File:wiki-fishingspot-marshfishing.png|200px|link=]]&amp;lt;br /&amp;gt;Marsh Fishing&lt;br /&gt;
| [[File:wiki-fishingspot-murderraft.png|200px|link=]]&amp;lt;br /&amp;gt;Murder Raft&lt;br /&gt;
| [[File:wiki-fishingspot-mushrooms.gif|200px|link=]]&amp;lt;br /&amp;gt;Mushroom Formation&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| [[File:wiki-fishingspot-largefishnet.gif|200px|link=]]&amp;lt;br /&amp;gt;Net Fishery&lt;br /&gt;
| [[File:wiki-fishingspot-stuckrowboat2.gif|200px|link=]]&amp;lt;br /&amp;gt;Submerged Rowboat&lt;br /&gt;
| [[File:wiki-fishingspot-rattanraft.gif|200px|link=]]&amp;lt;br /&amp;gt;Thatched Raft&lt;br /&gt;
| [[File:wiki-fishingspot-overgrown.gif|200px|link=]]&amp;lt;br /&amp;gt;Vines And Strange Stone&lt;br /&gt;
| [[File:wiki-fishingspot-whalebones.gif|200px|link=]]&amp;lt;br /&amp;gt;Whalebones&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Crafted Leather Fishing Nets===&lt;br /&gt;
* Players may craft Leather Fishing Nets (using any leather material type) through Tailoring or purchase Leather Fishing Nets at Fisherman NPCs&lt;br /&gt;
* Leather Fishing Nets have a limited number of uses, which is increased based on quality and material type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafted Leather Fishing Net Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining chances for retrieving items from Fishing Spots and SOS locations, players receive a bonus based on the quality and material of the crafted leather fishing net used as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Bonus&lt;br /&gt;
! Item uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Plain/Base&lt;br /&gt;
|&lt;br /&gt;
| 50 base uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Exceptional&lt;br /&gt;
| +4%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Mastercrafted&lt;br /&gt;
| +8%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_dullhide.png|link=]]&amp;lt;br /&amp;gt;Dullhide&lt;br /&gt;
| +2%&lt;br /&gt;
| +13 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_shadowhide.png|link=]]&amp;lt;br /&amp;gt;Shadowhide&lt;br /&gt;
| +4%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_copperhide.png|link=]]&amp;lt;br /&amp;gt;Copperhide&lt;br /&gt;
| +6%&lt;br /&gt;
| +38 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_bronzehide.png|link=]]&amp;lt;br /&amp;gt;Bronzehide&lt;br /&gt;
| +8%&lt;br /&gt;
| +50 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_goldenhide.png|link=]]&amp;lt;br /&amp;gt;Goldenhide&lt;br /&gt;
| +10%&lt;br /&gt;
| +63 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_rosehide.png|link=]]&amp;lt;br /&amp;gt;Rosehide&lt;br /&gt;
| +12%&lt;br /&gt;
| +75 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_verehide.png|link=]]&amp;lt;br /&amp;gt;Verehide&lt;br /&gt;
| +14%&lt;br /&gt;
| +88 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_valehide.png|link=]]&amp;lt;br /&amp;gt;Valehide&lt;br /&gt;
| +16%&lt;br /&gt;
| +100 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_avarhide.png|link=]]&amp;lt;br /&amp;gt;Avarhide&lt;br /&gt;
| +18%&lt;br /&gt;
| +113 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fishing Creatures Spawn===&lt;br /&gt;
Players have the opportunity while fishing at sea to initiate Fishing Creature Spawns. Fishing Creature Spawns can only occur when using &#039;&#039;&#039;Special Fishing Nets&#039;&#039;&#039;, while fishing at &#039;&#039;&#039;Fishing Spots&#039;&#039;&#039;, or when fishing at &#039;&#039;&#039;SOS locations&#039;&#039;&#039;. They will not occur during normal fishing with a fishing pole. Fishing Creature Spawns may result in both water-based creatures or creatures that spawn immediately on the targets ship.&lt;br /&gt;
* When a [[Sea Serpent]] appears as a creature spawn it will always have a Special Fishing Net&lt;br /&gt;
[[File:wiki-fishing-grizz-drowneddragon.gif|link=]]&lt;br /&gt;
* Players will always trigger a Creature Spawn within the first 5 fishing attempts at a Fishing Spot with a [[Castaway]]&lt;br /&gt;
&lt;br /&gt;
===Special Fishing Nets===&lt;br /&gt;
* Special Fishing Nets are single use items that may be thrown from a ship into the water&lt;br /&gt;
* Once thrown, a Special Fishing Net has a 75% chance to generate a Fishing Creature Spawn or a 25% chance for the player to catch a Special Fish&lt;br /&gt;
* If a Fishing Creature Spawn occurs, there is a 25% chance that one creature will have a Message in a Bottle on it&#039;s corpse&lt;br /&gt;
* Special Fishing Nets are stackable and come in the various random hues&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-fishing-specialfishingnet.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle/SOS===&lt;br /&gt;
* SOSes have no expiration date&lt;br /&gt;
* Double click a Message in a Bottle to receive an SOS&lt;br /&gt;
* Players use crafted Leather Fishing Nets to retrieve items from SOS locations, as long as they have the SOS in their backpack&lt;br /&gt;
* Players must be within 12 tiles of a SOS location to attempt to retrieve items from it&lt;br /&gt;
* Players may make up to 20 retrieval attempts on a SOS location&lt;br /&gt;
* Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a &amp;quot;successful&amp;quot; retrieval action&lt;br /&gt;
* Players are guaranteed to have at least 1 Creature Spawn occur per SOS and up to 3 maximum&lt;br /&gt;
* One creature per Creature Spawn will have either a Small, Medium, or Large Salvaged Crate on its corpse with a variety of loot items (items vary based on crate size)&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-fishing-mib1.gif|alt=Fishing Message in a Bottles|link=]]&lt;br /&gt;
&lt;br /&gt;
===SOS Case===&lt;br /&gt;
&lt;br /&gt;
* Players will now be able to craft SOS Cases using the Inscription skill under the Utility Items category&lt;br /&gt;
* SOS Cases are used to store individual SOSes&lt;br /&gt;
* In order for an SOS to be added to the SOS Case, it must have the full starting 20 Attempts Left that they begin with (i.e. no partially completed SOSes can be added)&lt;br /&gt;
* Players can Shift-Click and select the “Add All SOSes in Backpack” entry from the Context Menu entry to add all valid SOSes from their backpack into the SOS Case&lt;br /&gt;
&lt;br /&gt;
[[File:SOS1.png]]&lt;br /&gt;
&lt;br /&gt;
* If an SOS Case contains any stored SOSes, each time the player Double-Clicks the SOS Case it will remove a random SOS and place it in their backpack&lt;br /&gt;
&lt;br /&gt;
[[File:SOS3.png]]&lt;br /&gt;
&lt;br /&gt;
* Players can lock down SOS Cases in houses&lt;br /&gt;
* Access Levels for SOS Cases that are locked down in houses follow the same handling as Tome items (Mastery Chain Tomes, Aspect Item Tomes, etc) which require Co-Owner level or higher access to use them&lt;br /&gt;
&lt;br /&gt;
[[File:SOS4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aquarium Creatures==&lt;br /&gt;
* Aquarium Creatures are broken down into three Rarity levels: Common, Uncommon, and Rare&lt;br /&gt;
* Aquarium Creatures are broken down into two Water types: Freshwater and Saltwater&lt;br /&gt;
* Players can only harvest Freshwater Aquarium Creatures from Fishing Resource Maps and Fishing Frenzies&lt;br /&gt;
* Players can only harvest Saltwater Aquarium Creatures from Special Fishing Nets, Fishing Spots, and SOSes&lt;br /&gt;
* Read more about [[Aquarium#Aquarium Creatures|Aquarium Creatures]]&lt;br /&gt;
* Having a bladed weapon in your backpack and double clicking Raw Fish will cut it up into Fish Steaks&lt;br /&gt;
&lt;br /&gt;
[[File:aquariumgump.jpg|link=Aquarium#Aquarium Creatures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
Taking both skill and luck, catching a World Record fish is no easy feat. Players will be notified when they catch a unique fish as well as if it is a World Record.&lt;br /&gt;
&lt;br /&gt;
* Double-clicking on the fish will open its stats, allowing you to see who has caught the heaviest of that type of fish&lt;br /&gt;
* If you are the competitive type, there are also Fishing Record Boards that will list all the types of fish that can be caught, what the current weight record is, as well as when and who landed the fish&lt;br /&gt;
* You can find Fishing Record Boards at each city&#039;s dock near the Dockmaster&lt;br /&gt;
* [[Catch of the Week]] allows players to compete for the best catch each week for reward points.&lt;br /&gt;
&lt;br /&gt;
[[File:fishingrecordboard1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:fishingworldrecords1a.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
* Fishing has a delay of 7 seconds per use. &lt;br /&gt;
* Players can now gain Fishing Skill up to 100, and other combat skills to their normal skill limit, while using Fishing Weapons (Harpoons / Tridents) in combat&lt;br /&gt;
* Players can now gain Fishing Skill when tossing Special Fishing Nets&lt;br /&gt;
* Fishing Skill Gain for Fishing Spots / Fishing Frenzies / MIBs has been vastly increased&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Activity&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]&lt;br /&gt;
|-&lt;br /&gt;
| 50-80&lt;br /&gt;
| Shelter training dummy with a harpoon or trident.  &lt;br /&gt;
|-&lt;br /&gt;
| 80-100&lt;br /&gt;
| Use a training dummy fighting with a harpoon or trident.&lt;br /&gt;
|-&lt;br /&gt;
| 100-120&lt;br /&gt;
| Fish from a ship (will receive Captchas)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Community Videos==&lt;br /&gt;
{{#ev:youtube|https://youtu.be/lhiaExswLno}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Fishing&amp;diff=31356</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Fishing&amp;diff=31356"/>
		<updated>2026-03-24T11:40:35Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Fishing Creatures Spawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]][[Category:Crafting]][[Category:Ships]]&lt;br /&gt;
==Description==&lt;br /&gt;
* The Fishing skill allows players to fish on land or at sea from a boat to catch fish and other loot. Fishing requires use of Fishing Poles, Crafted Fishing Nets, or Special Fishing nets.  There are many unique encounters while fishing, such as creature spawns, messages in a bottle, and fishing frenzies.  Players can even catch creatures to display in an aquarium and compete for World Record catches! The Fishing skill also gives players the ability to fight with ranged ocean weapons. The Fishing weapon special attack is Impale, which damages additional nearby targets.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players use the Fishing skill to fish up a variety of items and resources&lt;br /&gt;
* Fisherman can use Fishing Weapons, which are player crafted and use the Fishing skill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fishing Weapons==&lt;br /&gt;
{{Main|Armor &amp;amp; Weapons}}&lt;br /&gt;
&lt;br /&gt;
Players can use Ocean Weapons such as Harpoons and Tridents while on land, but with the following mechanical adjustments:&lt;br /&gt;
* When attacking Creatures and Players, Ocean Weapons will adopt the [[Swing Speed]] and Range of Heavy Crossbows, and have Damage similar to Heavy Crossbows (slightly lower)&lt;br /&gt;
* Ocean Weapons will continue to use their normal Ocean Weapon-based Weapon Specials, Codex Stances, Codex Finishers, and Weapon Abilities as unless indicated otherwise&lt;br /&gt;
* Any bonuses, abilities, or effects from Ocean Weapons that are related to either being on a Ship or affecting Crewmembers will not resolve on land (i.e it will be up to players to adjust their Stances/Finishers/Abilities to use ones that will resolve as normal on land)&lt;br /&gt;
&lt;br /&gt;
===Fishing Weapon Special===&lt;br /&gt;
* Fishing Weapons now have their own unique Weapon Special called Impale that has the following handling:&lt;br /&gt;
** Damage is increased by 100%&lt;br /&gt;
** Impales target, inflicting an additional 60% of Damage to a random target within 2 tiles&lt;br /&gt;
** Damage is increased by 30% if no additional targets exist within 2 tiles&lt;br /&gt;
&lt;br /&gt;
{{FishingWeaponClass}}&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
* Fishing Weapons benefit from Stances and Finishers provided by a Fishing Codex&lt;br /&gt;
* Requires 80 Fishing and 80 Tactics&lt;br /&gt;
{{Main|Weapon and Parry Codex}}&lt;br /&gt;
{{FishingCodex}}&lt;br /&gt;
&lt;br /&gt;
==Land Fishing==&lt;br /&gt;
* While fishing on land, players will no longer be prompted with a Captcha for harvesting attempts (i.e 100% automated and AFK Land Fishing is now allowed)&lt;br /&gt;
* While fishing on land, players will only be able to harvest Raw Fish (no special items such as Large Raw Fish, Special Fishing Nets, or Aquarium Creatures) and will do so at a substantially reduced success chance compared to normal&lt;br /&gt;
&lt;br /&gt;
===Fishing Resource Map===&lt;br /&gt;
Check the [[Resource Maps]] page for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:fishingresourcemap1.gif|link=Resource Maps]]&lt;br /&gt;
&lt;br /&gt;
===Fishing Frenzy===&lt;br /&gt;
* Fishing Frenzies are special fishing locations that randomly spawn throughout the game world in land-accessible areas&lt;br /&gt;
* If a player makes a Fishing skill attempt near a Fishing Frenzy, or double-clicking them with a Fishing Pole equipped, they will attempt to harvest from it in a manner similar to Fishing [[Resource Maps]]&lt;br /&gt;
* Fishing Frenzies have a limited number of harvest attempts, but players may potentially harvest one or more Freshwater Aquarium Creatures from them&lt;br /&gt;
* Harvesting animation speed is increased for Fishing Frenzies and harvest completion has a reduced wait time of 3 seconds&lt;br /&gt;
&lt;br /&gt;
[[File:fishingfrenzy1.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
===Fishing Poles Bonuses===&lt;br /&gt;
When determining chances for catching Special Fish or discovering Special Fishing Nets, players receive a bonus based on the quality and material of the fishing pole used as follows:&lt;br /&gt;
&lt;br /&gt;
Fishing Poles can be created with Tinkering in the &amp;quot;Harvesting Tools Category&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Bonus&lt;br /&gt;
! Item Uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Plain/Base&lt;br /&gt;
| -&lt;br /&gt;
| 500 base uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Exceptional&lt;br /&gt;
| +4%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_wood.jpg|link=]]&amp;lt;br /&amp;gt;Mastercrafted&lt;br /&gt;
| +8%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_dullwood.jpg|link=]]&amp;lt;br /&amp;gt;Dullwood&lt;br /&gt;
| +2%&lt;br /&gt;
| +125 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_shadowwood.jpg|link=]]&amp;lt;br /&amp;gt;Shadowwood&lt;br /&gt;
| +4%&lt;br /&gt;
| +250 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_copperwood.jpg|link=]]&amp;lt;br /&amp;gt;Copperwood&lt;br /&gt;
| +6%&lt;br /&gt;
| +375 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_bronzewood.jpg|link=]]&amp;lt;br /&amp;gt;Bronzewood&lt;br /&gt;
| +8%&lt;br /&gt;
| +500 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_goldenwood.jpg|link=]]&amp;lt;br /&amp;gt;Goldenwood&lt;br /&gt;
| +10%&lt;br /&gt;
| +625 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_rosewood.jpg|link=]]&amp;lt;br /&amp;gt;Rosewood&lt;br /&gt;
| +12%&lt;br /&gt;
| +750 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_verewood.jpg|link=]]&amp;lt;br /&amp;gt;Verewood&lt;br /&gt;
| +14%&lt;br /&gt;
| +875 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_valewood.jpg|link=]]&amp;lt;br /&amp;gt;Valewood&lt;br /&gt;
| +16%&lt;br /&gt;
| +1000 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tinkering_fishingpole_avarwood.jpg|link=]]&amp;lt;br /&amp;gt;Avarwood&lt;br /&gt;
| +18%&lt;br /&gt;
| +1125 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ship Fishing==&lt;br /&gt;
* Special Fishing Spots can be found using a [[spyglass]] while sailing the seas. At these locations, a player can use a Leather Fishing Net (crafted by a Tailor from the various leather types) for a chance to pull up aquarium fish, delectable fish, or fishing spawns.&lt;br /&gt;
* Players can also use fishing poles in open water. Using fishing poles on a ship, players will be able to harvest Raw Fish, Special Cooking Fish (such as Raw Large Fish, Raw Lobster, Raw Crab), and Special Fishing Nets, but not [[Aquarium]] Creatures&lt;br /&gt;
** Players have a (1% * (Fishing Skill / 100) * (100% + Fishing Pole Bonus) chance to find a Special Fishing Net while fishing on a ship&lt;br /&gt;
** While fishing on a ship, players will still be responsible for passing Captchas when prompted as before&lt;br /&gt;
* Increased effective Harvest/Fishing skill will improve your chances of finding special fish and fishing creatures spawn&lt;br /&gt;
* Read more about [[Ships]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing Spots===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| [[File:wiki-fishingspot-brokenbarrels.gif|200px|link=]]&amp;lt;br /&amp;gt;Barrel Wreck&lt;br /&gt;
| [[File:wiki-fishingspot-crashedship.gif|200px|link=]]&amp;lt;br /&amp;gt;Crashed Cargo Ship&lt;br /&gt;
| [[File:wiki-fishingspot-deadfisherman.gif|200px|link=]]&amp;lt;br /&amp;gt;Dead Fisherman&lt;br /&gt;
| [[File:wiki-fishingspot-marshfishing.png|200px|link=]]&amp;lt;br /&amp;gt;Marsh Fishing&lt;br /&gt;
| [[File:wiki-fishingspot-murderraft.png|200px|link=]]&amp;lt;br /&amp;gt;Murder Raft&lt;br /&gt;
| [[File:wiki-fishingspot-mushrooms.gif|200px|link=]]&amp;lt;br /&amp;gt;Mushroom Formation&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
| [[File:wiki-fishingspot-largefishnet.gif|200px|link=]]&amp;lt;br /&amp;gt;Net Fishery&lt;br /&gt;
| [[File:wiki-fishingspot-stuckrowboat2.gif|200px|link=]]&amp;lt;br /&amp;gt;Submerged Rowboat&lt;br /&gt;
| [[File:wiki-fishingspot-rattanraft.gif|200px|link=]]&amp;lt;br /&amp;gt;Thatched Raft&lt;br /&gt;
| [[File:wiki-fishingspot-overgrown.gif|200px|link=]]&amp;lt;br /&amp;gt;Vines And Strange Stone&lt;br /&gt;
| [[File:wiki-fishingspot-whalebones.gif|200px|link=]]&amp;lt;br /&amp;gt;Whalebones&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Crafted Leather Fishing Nets===&lt;br /&gt;
* Players may craft Leather Fishing Nets (using any leather material type) through Tailoring or purchase Leather Fishing Nets at Fisherman NPCs&lt;br /&gt;
* Leather Fishing Nets have a limited number of uses, which is increased based on quality and material type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafted Leather Fishing Net Bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining chances for retrieving items from Fishing Spots and SOS locations, players receive a bonus based on the quality and material of the crafted leather fishing net used as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Bonus&lt;br /&gt;
! Item uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Plain/Base&lt;br /&gt;
|&lt;br /&gt;
| 50 base uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Exceptional&lt;br /&gt;
| +4%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_leather.png|link=]]&amp;lt;br /&amp;gt;Mastercrafted&lt;br /&gt;
| +8%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_dullhide.png|link=]]&amp;lt;br /&amp;gt;Dullhide&lt;br /&gt;
| +2%&lt;br /&gt;
| +13 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_shadowhide.png|link=]]&amp;lt;br /&amp;gt;Shadowhide&lt;br /&gt;
| +4%&lt;br /&gt;
| +25 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_copperhide.png|link=]]&amp;lt;br /&amp;gt;Copperhide&lt;br /&gt;
| +6%&lt;br /&gt;
| +38 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_bronzehide.png|link=]]&amp;lt;br /&amp;gt;Bronzehide&lt;br /&gt;
| +8%&lt;br /&gt;
| +50 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_goldenhide.png|link=]]&amp;lt;br /&amp;gt;Goldenhide&lt;br /&gt;
| +10%&lt;br /&gt;
| +63 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_rosehide.png|link=]]&amp;lt;br /&amp;gt;Rosehide&lt;br /&gt;
| +12%&lt;br /&gt;
| +75 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_verehide.png|link=]]&amp;lt;br /&amp;gt;Verehide&lt;br /&gt;
| +14%&lt;br /&gt;
| +88 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_valehide.png|link=]]&amp;lt;br /&amp;gt;Valehide&lt;br /&gt;
| +16%&lt;br /&gt;
| +100 uses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailoring_fishingnet_avarhide.png|link=]]&amp;lt;br /&amp;gt;Avarhide&lt;br /&gt;
| +18%&lt;br /&gt;
| +113 uses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fishing Creatures Spawn===&lt;br /&gt;
Players have the opportunity while fishing at sea to initiate Fishing Creature Spawns. Fishing Creature Spawns can only occur when using &#039;&#039;&#039;Special Fishing Nets&#039;&#039;&#039;, while fishing at &#039;&#039;&#039;Fishing Spots&#039;&#039;&#039;, or when fishing at &#039;&#039;&#039;SOS locations&#039;&#039;&#039;. They will not occur during normal fishing with a fishing pole. Fishing Creature Spawns may result in both water-based creatures or creatures that spawn immediately on the targets ship.&lt;br /&gt;
* When a [[Sea Serpent]] appears as a creature spawn it will always have a Special Fishing Net&lt;br /&gt;
[[File:wiki-fishing-grizz-drowneddragon.gif|link=]]&lt;br /&gt;
* Players will always trigger a Creature Spawn within the first 5 fishing attempts at a Fishing Spot with a Castaway&lt;br /&gt;
&lt;br /&gt;
===Special Fishing Nets===&lt;br /&gt;
* Special Fishing Nets are single use items that may be thrown from a ship into the water&lt;br /&gt;
* Once thrown, a Special Fishing Net has a 75% chance to generate a Fishing Creature Spawn or a 25% chance for the player to catch a Special Fish&lt;br /&gt;
* If a Fishing Creature Spawn occurs, there is a 25% chance that one creature will have a Message in a Bottle on it&#039;s corpse&lt;br /&gt;
* Special Fishing Nets are stackable and come in the various random hues&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-fishing-specialfishingnet.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Messages in a Bottle/SOS===&lt;br /&gt;
* SOSes have no expiration date&lt;br /&gt;
* Double click a Message in a Bottle to receive an SOS&lt;br /&gt;
* Players use crafted Leather Fishing Nets to retrieve items from SOS locations, as long as they have the SOS in their backpack&lt;br /&gt;
* Players must be within 12 tiles of a SOS location to attempt to retrieve items from it&lt;br /&gt;
* Players may make up to 20 retrieval attempts on a SOS location&lt;br /&gt;
* Players have a (50% * (Fishing Skill / 100) * (100% + Fishing Net Bonus) * (100% + Ship Upgrades Bonuses)) chance to have a &amp;quot;successful&amp;quot; retrieval action&lt;br /&gt;
* Players are guaranteed to have at least 1 Creature Spawn occur per SOS and up to 3 maximum&lt;br /&gt;
* One creature per Creature Spawn will have either a Small, Medium, or Large Salvaged Crate on its corpse with a variety of loot items (items vary based on crate size)&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-fishing-mib1.gif|alt=Fishing Message in a Bottles|link=]]&lt;br /&gt;
&lt;br /&gt;
===SOS Case===&lt;br /&gt;
&lt;br /&gt;
* Players will now be able to craft SOS Cases using the Inscription skill under the Utility Items category&lt;br /&gt;
* SOS Cases are used to store individual SOSes&lt;br /&gt;
* In order for an SOS to be added to the SOS Case, it must have the full starting 20 Attempts Left that they begin with (i.e. no partially completed SOSes can be added)&lt;br /&gt;
* Players can Shift-Click and select the “Add All SOSes in Backpack” entry from the Context Menu entry to add all valid SOSes from their backpack into the SOS Case&lt;br /&gt;
&lt;br /&gt;
[[File:SOS1.png]]&lt;br /&gt;
&lt;br /&gt;
* If an SOS Case contains any stored SOSes, each time the player Double-Clicks the SOS Case it will remove a random SOS and place it in their backpack&lt;br /&gt;
&lt;br /&gt;
[[File:SOS3.png]]&lt;br /&gt;
&lt;br /&gt;
* Players can lock down SOS Cases in houses&lt;br /&gt;
* Access Levels for SOS Cases that are locked down in houses follow the same handling as Tome items (Mastery Chain Tomes, Aspect Item Tomes, etc) which require Co-Owner level or higher access to use them&lt;br /&gt;
&lt;br /&gt;
[[File:SOS4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aquarium Creatures==&lt;br /&gt;
* Aquarium Creatures are broken down into three Rarity levels: Common, Uncommon, and Rare&lt;br /&gt;
* Aquarium Creatures are broken down into two Water types: Freshwater and Saltwater&lt;br /&gt;
* Players can only harvest Freshwater Aquarium Creatures from Fishing Resource Maps and Fishing Frenzies&lt;br /&gt;
* Players can only harvest Saltwater Aquarium Creatures from Special Fishing Nets, Fishing Spots, and SOSes&lt;br /&gt;
* Read more about [[Aquarium#Aquarium Creatures|Aquarium Creatures]]&lt;br /&gt;
* Having a bladed weapon in your backpack and double clicking Raw Fish will cut it up into Fish Steaks&lt;br /&gt;
&lt;br /&gt;
[[File:aquariumgump.jpg|link=Aquarium#Aquarium Creatures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
Taking both skill and luck, catching a World Record fish is no easy feat. Players will be notified when they catch a unique fish as well as if it is a World Record.&lt;br /&gt;
&lt;br /&gt;
* Double-clicking on the fish will open its stats, allowing you to see who has caught the heaviest of that type of fish&lt;br /&gt;
* If you are the competitive type, there are also Fishing Record Boards that will list all the types of fish that can be caught, what the current weight record is, as well as when and who landed the fish&lt;br /&gt;
* You can find Fishing Record Boards at each city&#039;s dock near the Dockmaster&lt;br /&gt;
* [[Catch of the Week]] allows players to compete for the best catch each week for reward points.&lt;br /&gt;
&lt;br /&gt;
[[File:fishingrecordboard1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:fishingworldrecords1a.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
* Fishing has a delay of 7 seconds per use. &lt;br /&gt;
* Players can now gain Fishing Skill up to 100, and other combat skills to their normal skill limit, while using Fishing Weapons (Harpoons / Tridents) in combat&lt;br /&gt;
* Players can now gain Fishing Skill when tossing Special Fishing Nets&lt;br /&gt;
* Fishing Skill Gain for Fishing Spots / Fishing Frenzies / MIBs has been vastly increased&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Activity&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]&lt;br /&gt;
|-&lt;br /&gt;
| 50-80&lt;br /&gt;
| Shelter training dummy with a harpoon or trident.  &lt;br /&gt;
|-&lt;br /&gt;
| 80-100&lt;br /&gt;
| Use a training dummy fighting with a harpoon or trident.&lt;br /&gt;
|-&lt;br /&gt;
| 100-120&lt;br /&gt;
| Fish from a ship (will receive Captchas)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Community Videos==&lt;br /&gt;
{{#ev:youtube|https://youtu.be/lhiaExswLno}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Infamy&amp;diff=31355</id>
		<title>Infamy</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Infamy&amp;diff=31355"/>
		<updated>2026-03-24T11:34:23Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Infamy Exemptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ships]][[Category:PvP]]&lt;br /&gt;
==Summary==&lt;br /&gt;
Each player has an Infamy value tracked for them on the Ocean that applies to all characters across their OutlandsID&lt;br /&gt;
&lt;br /&gt;
Players increase their Infamy by 1 when:&lt;br /&gt;
* Killing the captain of another ship that they initiated combat with &lt;br /&gt;
* Earning any doubloons for sinking another Player Ship they initiated combat with&lt;br /&gt;
* A player who dies due to a ship sinking is considered &amp;quot;Killed&amp;quot; by the players who attacked the ship, and will be viable for Infamy handling&lt;br /&gt;
* Killing/sinking players with orange ships incur Infamy the same as any others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infamy Decay and Limit==&lt;br /&gt;
* At the start of each day players will lose 1 Infamy&lt;br /&gt;
* Players are capped at a maximum of 90 Infamy (I.e. will take 1 season to return to 0 Infamy from max)&lt;br /&gt;
* Damage entries tracking what actions will grant Infamy between players decay after 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infamy Exemptions==&lt;br /&gt;
* Killing or Sinking another player who has 30 Infamy or more (and appears Red) will not result in earning Infamy&lt;br /&gt;
* Players will not gain Infamy from sinking ships or killing captains in the same Guild, Alliance, or Party as the player, of if a Guild War exists between the players&lt;br /&gt;
* Passengers on a Player Ship will not be considered for Infamy calculations; only the Captain of the ship (who launched the ship) will be considered&lt;br /&gt;
* If an ocean player dies and grants Infamy to other players, there will be a 5 minute cooldown before that same player can grant Infamy again&lt;br /&gt;
&lt;br /&gt;
==Contested or Summoned Boss Infamy Exemptions==&lt;br /&gt;
* While a contested Ocean Boss is alive, any player ship that approaches within 150 tiles of the Ocean Boss will become flagged as Infamy Exempt for the next 5 minutes&lt;br /&gt;
* While a summoned Ocean Boss is alive, any player ship that is not in the same guild as those who summoned the boss, that approaches within 150 tiles of the Ocean Boss will become flagged as Infamy Exempt for the next 5 minutes&lt;br /&gt;
* If a player has an Infamy Exemption in place, and are sunk or killed by another player, the Infamy mechanic will be ignored (regardless of distance to the Ocean Boss)&lt;br /&gt;
* Contested or Summoned Boss Infamy Exemptions will continuously refresh while the player is within 150 tiles or if they leave/return to within 150 tiles while the boss is alive&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infamy Spyglass Mechanics==&lt;br /&gt;
* For each point of Infamy that a player has, all other players receive a flat bonus of 10 tiles to [[Spyglass]] Search Distance against them (after all bonuses/penalties/wakescalar are applied), up to maximum bonus of 300 tiles&lt;br /&gt;
* Ships captained by a player with 30 Infamy or more will display in &amp;lt;span style=&#039;color: red&#039;&amp;gt;Red&amp;lt;/span&amp;gt; in the Spyglass Search results menu&lt;br /&gt;
* Players still receive Search Radius adjustments for having less than 30 Infamy: they simply receive Red display status when they reach 30 or higher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Viewing Infamy==&lt;br /&gt;
* Players can now view their current Infamy value on the Dockmaster menu&lt;br /&gt;
&lt;br /&gt;
[[File:Infamy_E43zHJG.png]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Archery&amp;diff=31352</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Archery&amp;diff=31352"/>
		<updated>2026-03-19T22:53:32Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]]&lt;br /&gt;
==Description==&lt;br /&gt;
* The Archery skill determines the player&#039;s chance to attack or avoid attacks while using an Archery-skill weapon. Archery weapons are typically lower than average damage, but make up for it with the safety provided by range. Archery weapons require ammunition in the form of arrows or bolts to fire. The Archery weapon special attack against creatures is Hinder, which temporarily incapacitates the target.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The Archery skill allows a player to fire arrows/bolts from afar with Bows and Crossbows&lt;br /&gt;
* Archery class weapons cannot be [[Poisoning|poisoned.]]&lt;br /&gt;
* Players must remain stationary for 0.5 seconds in order to shoot (regardless of their Dexterity)&lt;br /&gt;
** Stationary delays scale in PvP based on a player&#039;s Dex, scaling from 1.0 seconds (25 Dex or lower) down to 0.5s (100 Dex or higher)&lt;br /&gt;
* Bows can fire at targets up to 10 tiles away from the archer&lt;br /&gt;
* Crossbows and great bow can fire at targets up to 8 tiles away from the archer&lt;br /&gt;
* The chance to hit with an archery class weapon is equal to (attacker&#039;s archery skill + 50) / ((defender&#039;s weapon or wrestling skill + 50) * 2) plus any relevant accuracy bonuses&lt;br /&gt;
* Increases Base Weapon Damage by (25% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvM. &lt;br /&gt;
* Increases Base Weapon Damage by (10% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvP. (PvP Melee Supplemental Damage Cap 20%)&lt;br /&gt;
* Archery weapons are considered &amp;quot;melee&amp;quot; for the purpose of many calculations, such as [[Mastery Chain]] bonuses&lt;br /&gt;
&lt;br /&gt;
==PvM Special Attack==&lt;br /&gt;
* Only works against creatures, not other players&lt;br /&gt;
* Players have a 10% chance of inflicting an Archery Weapon Special Attack against creatures&lt;br /&gt;
* This chance can be further increased via the [[Arms Lore | Arms Lore Skill]], [[Water Aspect | Water Aspect Armor]], or [[Mastery Chain | Mastery Chain Links]]&lt;br /&gt;
** Increases damage dealt by the attack that generated the special by 50% (by 100% if the target is already hindered or immune to hinder)&lt;br /&gt;
** Hinders the target (prevents all movement, casting, melee attacks) for 4-8 seconds&lt;br /&gt;
*** Hinder effect duration scales based on weapon speed (slower archery weapons have longer effect duration) and creature difficulty&lt;br /&gt;
*** Players also receive a +25% Accuracy bonus when using Archery Weapons against a creature that is hindered at the time of the attack&lt;br /&gt;
* Once a creature recovers from a Hinder effect caused by a Player Weapon, it will then become immune to further Hinder effects for a duration equal to 50% of the original Hinder duration&lt;br /&gt;
** this immunity will cause the same Damage Bonuses that normally apply to attempting to apply Hinder to Hinder-immune targets&lt;br /&gt;
** For example, a player uses Archery to deliver a 6 second Hinder effect to a creature. After the 6 second Hinder resolves, the creature now is immune to Hinder for the next 3 seconds, during this time any new Hinder effects attempting to be applied will instead result in a damage bonus&lt;br /&gt;
&lt;br /&gt;
==PvP Stationary Effects and Requirements==&lt;br /&gt;
&lt;br /&gt;
* Stationary Delays are the length of time that a player must remain on the same tile before a Ranged Weapon will fire&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Swing Delay in PvP&lt;br /&gt;
* The Stationary Delay for Archery and Arcane Weapons scales in PvP based on a player&#039;s Dex, with delays scaling from 1.0 seconds (25 Dex or lower) down to 0.5 seconds (100 Dex or higher) [previously was flat 0.5 seconds]&lt;br /&gt;
* Examples&lt;br /&gt;
** A player with 25 Dex must remain stationary for 1.0 seconds before they may fire an Archery/Arcane Weapon&lt;br /&gt;
** A player with 63 Dex must remain stationary for 0.75 seconds before they may fire an Archery/Arcane Weapon&lt;br /&gt;
** A player with 100 Dex must remain stationary for 0.5 seconds before they may fire an Archery/Arcane Weapon&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Delays in PvP&lt;br /&gt;
* When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)&lt;br /&gt;
* Examples&lt;br /&gt;
** A player with 25 Dex will have a randomized delay of 0 to 0.5 seconds for Ranged Weapon damage&lt;br /&gt;
** A player with 63 Dex will have a randomized delay of 0 to 0.25 seconds for Ranged Weapon damage&lt;br /&gt;
** A player with 100 Dex will have no delay for Ranged Weapon damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Types==&lt;br /&gt;
{{Main|Armor &amp;amp; Weapons}}&lt;br /&gt;
&lt;br /&gt;
Archery weapons are crafted with [[carpentry]], or bought from NPCs&lt;br /&gt;
&lt;br /&gt;
{{ArcheryWeaponClass}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quivers==&lt;br /&gt;
* Players can use [[Quiver|Quivers]] to reduce the Ammunition Weight and Ammunition Consumption Rate&lt;br /&gt;
&lt;br /&gt;
[[File:decorativequiver.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Codex==&lt;br /&gt;
* Archery weapons benefit from Ammo and Finishers provided by a Codex of Archery.&lt;br /&gt;
* Requires 80 Archery and 80 Tactics&lt;br /&gt;
{{Main|Weapon and Parry Codex}}&lt;br /&gt;
{{ArcheryCodex}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Skills==&lt;br /&gt;
Some of the skills below benefit Archery. &lt;br /&gt;
{{BeneficialSkillsWeapon}}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use a good [[Quiver|Quiver]] to reduce the amount of arrows and bolts consumed! Using a heavy x-bow for training will reduce the ammo need further.&lt;br /&gt;
&lt;br /&gt;
! Skill&lt;br /&gt;
! Activity&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]&lt;br /&gt;
|-&lt;br /&gt;
| 50-80&lt;br /&gt;
| Passively in Combat in the [[New Player Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 80-100&lt;br /&gt;
| Passively in Combat, in the Prevalia Zoo or at a Battletrainer.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Mace_Fighting&amp;diff=31351</id>
		<title>Mace Fighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Mace_Fighting&amp;diff=31351"/>
		<updated>2026-03-19T11:11:50Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]]&lt;br /&gt;
==Description==&lt;br /&gt;
* The Mace Fighting skill (also known as &#039;Macing&#039;) determines the player&#039;s chance to attack or avoid attacks while using a Macing-skill weapon. Macing weapons are typically slower than average but have higher than average damage. The Mace Fighting special attack against creatures is Pierce, which reduces the target’s armor temporarily. Against other players, Macing-weapon attacks will also reduce the target&#039;s Stamina.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The Mace Fighting skill allows the use of slow hitting blunt weapons.&lt;br /&gt;
* Mace class weapons cannot be [[Poisoning|Poisoned]].&lt;br /&gt;
* The chance to hit with a mace class weapon is equal to (attacker&#039;s mace fighting skill + 50) / ((defender&#039;s weapon or wrestling skill + 50) * 2) plus any relevant accuracy bonuses&lt;br /&gt;
* Increases Base Weapon Damage by (25% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvM.&lt;br /&gt;
* Increases Base Weapon Damage by (10% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvP. (PvP Melee Supplemental Damage Cap 20%)&lt;br /&gt;
&lt;br /&gt;
==PvM Special Attack==&lt;br /&gt;
* Only works against creatures, not other players&lt;br /&gt;
* Players have a 10% base chance of inflicting a Special Attack against creatures&lt;br /&gt;
** This chance can be further increased via the [[Arms Lore]], [[Water Aspect | Water Aspect Armor]], or [[Mastery Chain | Mastery Chain Links]]&lt;br /&gt;
** Increases damage dealt by the attack that generated the special by 50%&lt;br /&gt;
** Pierces the target for 8-16 seconds (reduces target&#039;s Effective Armor Value by 25)&lt;br /&gt;
** If the creature already has an Effective Armor Rating of 0, or if the creature is at their Armor Minimum, the Damage of the Weapon Special will be increased by a further 50%&lt;br /&gt;
** Effect duration scales based on weapon speed (slower macing weapons have longer effect duration) and creature difficulty&lt;br /&gt;
&lt;br /&gt;
==PvP==&lt;br /&gt;
*Hits from a Macing-skill weapon against another player have a (100% * (Damage / 50)) chance to cause the player to lose 5 Stamina&lt;br /&gt;
*The Damage value used to calculate Stamina Loss in PvP is based the Damage value of the hit after bonuses for Equipment and Skills are applied but before any reductions for Armor or Parry are resolved&lt;br /&gt;
&lt;br /&gt;
==Mace Fighting Weapons==&lt;br /&gt;
{{Main|Armor &amp;amp; Weapons}}&lt;br /&gt;
&lt;br /&gt;
Mace class weapons can be crafted with [[blacksmithy]] or [[carpentry]] depending on their material or bought from NPCs.&lt;br /&gt;
&lt;br /&gt;
{{MacingWeaponClass}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Codex==&lt;br /&gt;
* Mace fighting weapons benefit from Stances and Finishers provided by a Codex of Macing.&lt;br /&gt;
* Requires 80 Macing and 80 Tactics to use&lt;br /&gt;
{{Main|Weapon and Parry Codex}}&lt;br /&gt;
{{MacingCodex}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Skills==&lt;br /&gt;
Having these skills benefit Mace Fighting. &lt;br /&gt;
{{BeneficialSkillsWeapon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Activity&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]&lt;br /&gt;
|-&lt;br /&gt;
| 50-80&lt;br /&gt;
| Passively by Melee combat with a Mace in the [[New Player Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 80-100&lt;br /&gt;
| Passively by Melee combat with a Mace&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=War_Aspect&amp;diff=31350</id>
		<title>War Aspect</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=War_Aspect&amp;diff=31350"/>
		<updated>2026-03-18T12:20:52Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* War Aspect Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]][[Category:PvP]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* War Aspect is an Aspect that players can only unlock and gain experience for it through PvP Events, Tournaments, and Factions&lt;br /&gt;
* War Aspect functions similarly to other Aspects, however the means of unlocking and leveling the aspect are unique&lt;br /&gt;
* Players will only be able to receive War Aspect Cores and War Aspect Distillations as rewards from PvP Events, Tournaments, and Factions&lt;br /&gt;
* Players do not have to have War Aspect Gear equipped in order to gain War Aspect Experience (it will automatically be applied)&lt;br /&gt;
* Players will NOT be able to gain Experience for War Aspect from standard Creature Kills or traditional means of gaining Aspect Experience&lt;br /&gt;
&lt;br /&gt;
[[File:waraspectgump1.png|700px|link=]]&lt;br /&gt;
&lt;br /&gt;
==War Aspect Items==&lt;br /&gt;
* Players will receive a War Aspect Core placed in their Bank Box for each PvP Event or Arena Tournament they participate in where they earn 1 or more Reward Points&lt;br /&gt;
* Players will receive a War Aspect Distillation placed in their Bank Box for every two PvP Events or Arena Tournaments they participate in where they earn 1 or more Reward Points&lt;br /&gt;
* Players do not have to be wearing War Aspect Gear in order to receive War Cores or War Distillations&lt;br /&gt;
* War Aspect Cores and War Aspect Distillations will not drop as Loot from standard sources (Monster Corpses, Dungeon Chests, Ship Holds, etc)&lt;br /&gt;
&lt;br /&gt;
[[File:waraspectinbank.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Aspect Experience==&lt;br /&gt;
* If a player has Unlocked the War Aspect for their character, they will receive 250 Experience towards their War Aspect for Each Reward Point they earn from PvP Events and Tournaments&lt;br /&gt;
* Players can earn a maximum of 750 Experience from a single PvP Event&lt;br /&gt;
* Players can earn a maximum of 1500 Experience from a single Tournament&lt;br /&gt;
* Players do not have to be wearing War Aspect Gear in order to earn War Aspect Experience&lt;br /&gt;
* Players will NOT be able to gain Experience for War Aspect from standard Creature Kills or traditional means of gaining Aspect Experience, except in [[Faction Dungeons]] and [[Omni Bosses]] minion phase. &lt;br /&gt;
&lt;br /&gt;
[[File:waraspectxp1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==War Aspect Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:waraspectweapon.png|link=]]&amp;lt;br /&amp;gt;War Aspect Weapon&lt;br /&gt;
|-&lt;br /&gt;
! Melee Accuracy Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10% + 2% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Tactics Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10 + 2 per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Chance&amp;lt;br /&amp;gt;(scales with weapon speed)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 0.5% + 0.05% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Effect:&amp;lt;br /&amp;gt;War Cry&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Increases Melee and Spell Damage by (15% + (1.5% * Tier Level)) for the next 60 seconds&amp;lt;br /&amp;gt;(can stack up to two times)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Aspect Spellbook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:waraspectspellbook.png|link=]]&amp;lt;br /&amp;gt;War Aspect Spellbook&lt;br /&gt;
|-&lt;br /&gt;
! Mana Refund Chance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10% + 2% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Damage Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10% + 2% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Chance&amp;lt;br /&amp;gt;(scales with spell circle)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 4% + 0.4% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Effect:&amp;lt;br /&amp;gt;War Cry&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Increases Melee and Spell Damage by (15% + (1.5% * Tier Level)) for the next 60 seconds&amp;lt;br /&amp;gt;(can stack up to two times)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Aspect Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:waraspectarmor.png|link=]]&amp;lt;br /&amp;gt;War Aspect Armor&lt;br /&gt;
|-&lt;br /&gt;
! Armor Rating Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 20% + 5% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Chance Every Second to&amp;lt;br /&amp;gt;Gain 2 HP, 2 Stamina, 1 Mana&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 9% + 3% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Mele/Spell Damage Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 4% + 1.3% per player War Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Damage Resistance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 4% + 1.3% per player War Tier Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chance Every Sec Mechanic===&lt;br /&gt;
* Every 1 second that passes, a player in War Aspect Armor has a 9.0% + 3.0% per Tier chance they will restore 2 Hits, 2 Stam, and 1 Mana&lt;br /&gt;
* Having stats restored by War Aspect armor will not impact a player&#039;s natural regen rates for Hits, Stam, Mana&lt;br /&gt;
* Regaining mana in this manner will not trigger any Food-based chances for additional mana recovery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Aspect PvP Effects==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | War Aspect&lt;br /&gt;
|-&lt;br /&gt;
| Deactivated&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Chance on Step to Restore 2 Hits, 2 Stam, 1 Mana&lt;br /&gt;
|-&lt;br /&gt;
| Activated&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Damage Bonus of 1.0% + 0.5% Per Tier&lt;br /&gt;
|-&lt;br /&gt;
| Activated&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Damage Resistance Bonus of 5.0% + 1.5% Per Tier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All Aspect Armor Effects that are deactivated while a player is Flagged in PvP will be shown in a list under &amp;quot;PvP Deactivated Effects&amp;quot;&lt;br /&gt;
* These effects will be reactivated once the player has been out of PvP for 60 seconds&lt;br /&gt;
* Any bonuses listed under PvP Activated Effects will be a bonus applied to the Player against Creatures while they are currently Flagged in PvP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==War Aspect Cloth==&lt;br /&gt;
* Hue 2503&lt;br /&gt;
* To Craft: 120 Tailoring, 1 War Distillation and 1 Wool&lt;br /&gt;
&lt;br /&gt;
[[File:waraspectcloth2b.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTypes}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31349</id>
		<title>Experience Gain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31349"/>
		<updated>2026-03-18T11:34:51Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* If Player Has Damaged The Creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Experience]][[Category:Mechanics]][[Category:PvM]][[Category:Aspect]][[Category:Bosses]]__TOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
As of August 30, 2022 there has been an overhaul to the experience gain system, below is an outline of how the system works.&lt;br /&gt;
* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) &amp;quot;competing&amp;quot; with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict&lt;br /&gt;
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier&lt;br /&gt;
* Players who run &amp;quot;Support&amp;quot; builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled&lt;br /&gt;
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of &amp;quot;steps&amp;quot;&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Creature Death and Gold Value==&lt;br /&gt;
* A creature is &#039;&#039;&#039;killed&#039;&#039;&#039; by one or more players&lt;br /&gt;
* A &#039;&#039;&#039;Creature Gold Value&#039;&#039;&#039; is determined for the creature derived from its &#039;&#039;&#039;DifficultyValue&#039;&#039;&#039; (displayed in the &#039;&#039;&#039;Animal Lore&#039;&#039;&#039; menu for the creature)&lt;br /&gt;
* Creature&#039;s Gold Value is the &amp;quot;&#039;&#039;&#039;expected&#039;&#039;&#039;&amp;quot; amount of &#039;&#039;&#039;gold&#039;&#039;&#039; that will appear on that creature&#039;s &#039;&#039;&#039;corpse&#039;&#039;&#039; on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine Player Damage Percentages==&lt;br /&gt;
Each player will have a Player Damage Percent determined for them towards to the creature killed&lt;br /&gt;
&lt;br /&gt;
By default, for each player this will be &#039;&#039;&#039;(Damage Dealt by Player and their Followers / Creature Total Hit Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = &#039;&#039;&#039;40% Player Damage Percent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; of a player may be overridden if they are in a &#039;&#039;&#039;Party&#039;&#039;&#039; and have the &amp;quot;&#039;&#039;&#039;Share Experience&#039;&#039;&#039;&amp;quot; button toggled (see below)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Party Share Experience&amp;lt;/u&amp;gt;===&lt;br /&gt;
For each &#039;&#039;&#039;Party&#039;&#039;&#039; that has a player who damaged the creature, all members of that party who have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are &#039;&#039;&#039;within 50 tiles&#039;&#039;&#039; of the creature will &#039;&#039;&#039;combine&#039;&#039;&#039; their Damage together and then divide it equally between them to result in the same &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several players fight a creature with 5000 Hit Points&lt;br /&gt;
&lt;br /&gt;
Player A is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 0 Damage to creature (but was within 50 tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 2000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D is in party but does &#039;&#039;&#039;NOT&#039;&#039;&#039; have Share Experience toggled, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player E is &#039;&#039;&#039;NOT&#039;&#039;&#039; in the party and inflicts 1000 damage to the creature&lt;br /&gt;
&lt;br /&gt;
Because the party contains 3 members with &amp;quot;Share Experience&amp;quot; toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = &#039;&#039;&#039;20% Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
==Step 3: Determine Group Experience Multiplier==&lt;br /&gt;
* Each creature has a starting 1.0x Group Experience Multiplier&lt;br /&gt;
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature&lt;br /&gt;
* If 2 or more players deal damage of at least 5% of the creature&#039;s Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .50))&lt;br /&gt;
&lt;br /&gt;
* Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))&lt;br /&gt;
If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Group Experience Damage Percent Ceiling&#039;&#039;&#039;&amp;lt;/u&amp;gt; Per Damaging Player Total:&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Players: 70%&amp;lt;br /&amp;gt;&lt;br /&gt;
3 Players: 60%&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Players: 50%&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Players: 40%&amp;lt;br /&amp;gt;&lt;br /&gt;
6 Players: 35%&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Players: 30%&amp;lt;br /&amp;gt;&lt;br /&gt;
8 Players or More: 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Players do not have share experience enabled&amp;lt;br&amp;gt;&lt;br /&gt;
Player A inflicts 1% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B inflicts 10% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C inflicts 14% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D inflicts 75% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Player D adjusted group experience is (.75*((3-1)*.5)) == .75*1 which exceeds the group experience percent ceiling of 60% for 3 players, so PlayerD damage percent is adjusted to 60%&lt;br /&gt;
*Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .50)) = 2.0x Group Experience Multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boss Results and Party Damage Displays&amp;lt;/u&amp;gt;===&lt;br /&gt;
Even if players have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are combining + dividing damage, the &#039;&#039;&#039;Boss Results&#039;&#039;&#039; and &#039;&#039;&#039;Party Menu&#039;&#039;&#039; will still display a player&#039;s &amp;quot;&#039;&#039;&#039;actual&#039;&#039;&#039;&amp;quot; damage (since players will likely want to know how they are actually contributing)&lt;br /&gt;
&lt;br /&gt;
[[File:exp_Boss_Results.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Experience for Players==&lt;br /&gt;
Each player will receive Experience from the creature equal to &#039;&#039;&#039;(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A creature has a Creature Gold Value of 1000&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a Group Experience Multiplier of 1.50x for the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Player Damage Percent of 20% against the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player will receive (1000 * 1.50 * .20) = &#039;&#039;&#039;300 Experience&#039;&#039;&#039; from the creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5: Apply Experience to Systems==&lt;br /&gt;
===&amp;lt;u&amp;gt;Experience Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
An &#039;&#039;&#039;Experience System&#039;&#039;&#039; is any system on Outlands that a player can earn experience towards by &#039;&#039;&#039;Killing Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Aspect Gear&lt;br /&gt;
* Weapon / Parry Codex&lt;br /&gt;
* Summoner&#039;s Tome&lt;br /&gt;
* Wizardry Grimoire&lt;br /&gt;
* Bard Codex&lt;br /&gt;
* Poison Kit&lt;br /&gt;
* Taming Bestiary&lt;br /&gt;
* Mastery Chains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There are some outlier &amp;quot;Experience Systems&amp;quot; such as the &#039;&#039;&#039;Thieves Codex&#039;&#039;&#039; that are unique and &#039;&#039;&#039;do not earn Experience from creature kills&#039;&#039;&#039;, and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Applying Experience to Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
When a player receives &#039;&#039;&#039;Experience&#039;&#039;&#039;, it will apply that amount of Experience to &#039;&#039;&#039;ALL Experience Systems&#039;&#039;&#039; that the player currently qualifies for, even if technically they &#039;&#039;&#039;did not inflict any damage utilizing that system/mechanic&#039;&#039;&#039; against the creature killed&lt;br /&gt;
&lt;br /&gt;
Players &#039;&#039;&#039;MUST&#039;&#039;&#039;, however, have the &#039;&#039;&#039;Required Skills&#039;&#039;&#039;, &#039;&#039;&#039;Required Codex/Items&#039;&#039;&#039;, or &#039;&#039;&#039;Tamed/Summoned Creatures&#039;&#039;&#039; needed for that system in order to have experience applied to it&lt;br /&gt;
&lt;br /&gt;
Assumptions: For all systems &#039;&#039;&#039;except Aspect&#039;&#039;&#039; 1 gold = 1 xp, so 250 gold = 250 XP, for &amp;lt;b&amp;gt;Aspect&amp;lt;/b&amp;gt; 100 gold = 1 xp, so 250 gold = 2.5 xp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has the following character skills:&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Parrying&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Discordance&lt;br /&gt;
* 100 Healing&lt;br /&gt;
&lt;br /&gt;
Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:&lt;br /&gt;
* 250 Experience towards their Fencing Codex&lt;br /&gt;
* 250 Experience towards their Parry Codex&lt;br /&gt;
* 250 Experience towards their Bard Codex&lt;br /&gt;
* 250 Experience towards their Poison Kit&lt;br /&gt;
* 250 Experience towards their Mastery Chain&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Weapon or Spellbook&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Armor&lt;br /&gt;
&lt;br /&gt;
===Special Handling for Certain Experience Systems===&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Weapon/Parry Codexes&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)&lt;br /&gt;
&lt;br /&gt;
Parrying, however, will always receive the full Experience amount (and will not be divided)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has the following skills on their character and has all necessary Codexes for each:&lt;br /&gt;
* Macing (Codex Rank 7 [Max])&lt;br /&gt;
* Fencing (Codex Rank 6)&lt;br /&gt;
* Archery (Codex Rank 4)&lt;br /&gt;
* Parry (Codex Rank 5)&lt;br /&gt;
* Tactics&lt;br /&gt;
&lt;br /&gt;
The player will earn the following:&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Fencing Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Archery Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Parry Codex&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Summoner&#039;s Tomes&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players earn Experience towards Summoner&#039;s Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time&lt;br /&gt;
&lt;br /&gt;
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience and has the following Summons active:&lt;br /&gt;
* Fire Elemental (2 Control Slots)&lt;br /&gt;
* Earth Elemental (2 Control Slots)&lt;br /&gt;
* Summoned Grizzly Bear (1 Control Slots)&lt;br /&gt;
&lt;br /&gt;
The player will earn:&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade&lt;br /&gt;
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Aspects&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a player earns Experience, it will apply that Experience amount to &#039;&#039;&#039;both&#039;&#039;&#039; the player&#039;s &#039;&#039;&#039;Weapon/Spellbook Aspect&#039;&#039;&#039; and also to that player&#039;s &#039;&#039;&#039;Armor Aspect&#039;&#039;&#039; (if either/each exist)&lt;br /&gt;
&lt;br /&gt;
However, because a player can switch between multiple &#039;&#039;&#039;Aspects&#039;&#039;&#039; for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Damaged The Creature&amp;lt;/u&amp;gt;=====&lt;br /&gt;
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect&lt;br /&gt;
&lt;br /&gt;
However, if an Aspect&#039;s Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation&lt;br /&gt;
* Aspects that have reached maximum xp due to pending upgrade will also not receive experience. In both cases the experience that would have been applied is &amp;quot;lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Not Damaged The Creature (Party Share Experience)&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It is possible for a player to earn Experience despite inflicting &#039;&#039;&#039;no damage&#039;&#039;&#039; on the creature, due to being in a Party and earning Experience through the &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggle&lt;br /&gt;
&lt;br /&gt;
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature&#039;s death&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system&lt;br /&gt;
&lt;br /&gt;
The player is wearing an Air Aspect Weapon, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Air Aspect&amp;lt;br /&amp;gt;&lt;br /&gt;
The player is wearing a Void Aspect Armor, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Void Aspect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 250 Experience towards Air Aspect&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;Aspect Experience Display Numbers&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250&lt;br /&gt;
&lt;br /&gt;
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect&lt;br /&gt;
&lt;br /&gt;
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range&lt;br /&gt;
&lt;br /&gt;
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same &amp;quot;actual&amp;quot; rate&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31348</id>
		<title>Experience Gain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31348"/>
		<updated>2026-03-18T11:34:28Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* If Player Has Damaged The Creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Experience]][[Category:Mechanics]][[Category:PvM]][[Category:Aspect]][[Category:Bosses]]__TOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
As of August 30, 2022 there has been an overhaul to the experience gain system, below is an outline of how the system works.&lt;br /&gt;
* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) &amp;quot;competing&amp;quot; with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict&lt;br /&gt;
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier&lt;br /&gt;
* Players who run &amp;quot;Support&amp;quot; builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled&lt;br /&gt;
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of &amp;quot;steps&amp;quot;&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Creature Death and Gold Value==&lt;br /&gt;
* A creature is &#039;&#039;&#039;killed&#039;&#039;&#039; by one or more players&lt;br /&gt;
* A &#039;&#039;&#039;Creature Gold Value&#039;&#039;&#039; is determined for the creature derived from its &#039;&#039;&#039;DifficultyValue&#039;&#039;&#039; (displayed in the &#039;&#039;&#039;Animal Lore&#039;&#039;&#039; menu for the creature)&lt;br /&gt;
* Creature&#039;s Gold Value is the &amp;quot;&#039;&#039;&#039;expected&#039;&#039;&#039;&amp;quot; amount of &#039;&#039;&#039;gold&#039;&#039;&#039; that will appear on that creature&#039;s &#039;&#039;&#039;corpse&#039;&#039;&#039; on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine Player Damage Percentages==&lt;br /&gt;
Each player will have a Player Damage Percent determined for them towards to the creature killed&lt;br /&gt;
&lt;br /&gt;
By default, for each player this will be &#039;&#039;&#039;(Damage Dealt by Player and their Followers / Creature Total Hit Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = &#039;&#039;&#039;40% Player Damage Percent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; of a player may be overridden if they are in a &#039;&#039;&#039;Party&#039;&#039;&#039; and have the &amp;quot;&#039;&#039;&#039;Share Experience&#039;&#039;&#039;&amp;quot; button toggled (see below)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Party Share Experience&amp;lt;/u&amp;gt;===&lt;br /&gt;
For each &#039;&#039;&#039;Party&#039;&#039;&#039; that has a player who damaged the creature, all members of that party who have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are &#039;&#039;&#039;within 50 tiles&#039;&#039;&#039; of the creature will &#039;&#039;&#039;combine&#039;&#039;&#039; their Damage together and then divide it equally between them to result in the same &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several players fight a creature with 5000 Hit Points&lt;br /&gt;
&lt;br /&gt;
Player A is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 0 Damage to creature (but was within 50 tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 2000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D is in party but does &#039;&#039;&#039;NOT&#039;&#039;&#039; have Share Experience toggled, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player E is &#039;&#039;&#039;NOT&#039;&#039;&#039; in the party and inflicts 1000 damage to the creature&lt;br /&gt;
&lt;br /&gt;
Because the party contains 3 members with &amp;quot;Share Experience&amp;quot; toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = &#039;&#039;&#039;20% Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
==Step 3: Determine Group Experience Multiplier==&lt;br /&gt;
* Each creature has a starting 1.0x Group Experience Multiplier&lt;br /&gt;
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature&lt;br /&gt;
* If 2 or more players deal damage of at least 5% of the creature&#039;s Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .50))&lt;br /&gt;
&lt;br /&gt;
* Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))&lt;br /&gt;
If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Group Experience Damage Percent Ceiling&#039;&#039;&#039;&amp;lt;/u&amp;gt; Per Damaging Player Total:&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Players: 70%&amp;lt;br /&amp;gt;&lt;br /&gt;
3 Players: 60%&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Players: 50%&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Players: 40%&amp;lt;br /&amp;gt;&lt;br /&gt;
6 Players: 35%&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Players: 30%&amp;lt;br /&amp;gt;&lt;br /&gt;
8 Players or More: 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Players do not have share experience enabled&amp;lt;br&amp;gt;&lt;br /&gt;
Player A inflicts 1% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B inflicts 10% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C inflicts 14% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D inflicts 75% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Player D adjusted group experience is (.75*((3-1)*.5)) == .75*1 which exceeds the group experience percent ceiling of 60% for 3 players, so PlayerD damage percent is adjusted to 60%&lt;br /&gt;
*Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .50)) = 2.0x Group Experience Multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boss Results and Party Damage Displays&amp;lt;/u&amp;gt;===&lt;br /&gt;
Even if players have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are combining + dividing damage, the &#039;&#039;&#039;Boss Results&#039;&#039;&#039; and &#039;&#039;&#039;Party Menu&#039;&#039;&#039; will still display a player&#039;s &amp;quot;&#039;&#039;&#039;actual&#039;&#039;&#039;&amp;quot; damage (since players will likely want to know how they are actually contributing)&lt;br /&gt;
&lt;br /&gt;
[[File:exp_Boss_Results.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Experience for Players==&lt;br /&gt;
Each player will receive Experience from the creature equal to &#039;&#039;&#039;(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A creature has a Creature Gold Value of 1000&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a Group Experience Multiplier of 1.50x for the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Player Damage Percent of 20% against the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player will receive (1000 * 1.50 * .20) = &#039;&#039;&#039;300 Experience&#039;&#039;&#039; from the creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5: Apply Experience to Systems==&lt;br /&gt;
===&amp;lt;u&amp;gt;Experience Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
An &#039;&#039;&#039;Experience System&#039;&#039;&#039; is any system on Outlands that a player can earn experience towards by &#039;&#039;&#039;Killing Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Aspect Gear&lt;br /&gt;
* Weapon / Parry Codex&lt;br /&gt;
* Summoner&#039;s Tome&lt;br /&gt;
* Wizardry Grimoire&lt;br /&gt;
* Bard Codex&lt;br /&gt;
* Poison Kit&lt;br /&gt;
* Taming Bestiary&lt;br /&gt;
* Mastery Chains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There are some outlier &amp;quot;Experience Systems&amp;quot; such as the &#039;&#039;&#039;Thieves Codex&#039;&#039;&#039; that are unique and &#039;&#039;&#039;do not earn Experience from creature kills&#039;&#039;&#039;, and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Applying Experience to Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
When a player receives &#039;&#039;&#039;Experience&#039;&#039;&#039;, it will apply that amount of Experience to &#039;&#039;&#039;ALL Experience Systems&#039;&#039;&#039; that the player currently qualifies for, even if technically they &#039;&#039;&#039;did not inflict any damage utilizing that system/mechanic&#039;&#039;&#039; against the creature killed&lt;br /&gt;
&lt;br /&gt;
Players &#039;&#039;&#039;MUST&#039;&#039;&#039;, however, have the &#039;&#039;&#039;Required Skills&#039;&#039;&#039;, &#039;&#039;&#039;Required Codex/Items&#039;&#039;&#039;, or &#039;&#039;&#039;Tamed/Summoned Creatures&#039;&#039;&#039; needed for that system in order to have experience applied to it&lt;br /&gt;
&lt;br /&gt;
Assumptions: For all systems &#039;&#039;&#039;except Aspect&#039;&#039;&#039; 1 gold = 1 xp, so 250 gold = 250 XP, for &amp;lt;b&amp;gt;Aspect&amp;lt;/b&amp;gt; 100 gold = 1 xp, so 250 gold = 2.5 xp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has the following character skills:&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Parrying&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Discordance&lt;br /&gt;
* 100 Healing&lt;br /&gt;
&lt;br /&gt;
Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:&lt;br /&gt;
* 250 Experience towards their Fencing Codex&lt;br /&gt;
* 250 Experience towards their Parry Codex&lt;br /&gt;
* 250 Experience towards their Bard Codex&lt;br /&gt;
* 250 Experience towards their Poison Kit&lt;br /&gt;
* 250 Experience towards their Mastery Chain&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Weapon or Spellbook&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Armor&lt;br /&gt;
&lt;br /&gt;
===Special Handling for Certain Experience Systems===&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Weapon/Parry Codexes&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)&lt;br /&gt;
&lt;br /&gt;
Parrying, however, will always receive the full Experience amount (and will not be divided)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has the following skills on their character and has all necessary Codexes for each:&lt;br /&gt;
* Macing (Codex Rank 7 [Max])&lt;br /&gt;
* Fencing (Codex Rank 6)&lt;br /&gt;
* Archery (Codex Rank 4)&lt;br /&gt;
* Parry (Codex Rank 5)&lt;br /&gt;
* Tactics&lt;br /&gt;
&lt;br /&gt;
The player will earn the following:&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Fencing Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Archery Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Parry Codex&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Summoner&#039;s Tomes&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players earn Experience towards Summoner&#039;s Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time&lt;br /&gt;
&lt;br /&gt;
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience and has the following Summons active:&lt;br /&gt;
* Fire Elemental (2 Control Slots)&lt;br /&gt;
* Earth Elemental (2 Control Slots)&lt;br /&gt;
* Summoned Grizzly Bear (1 Control Slots)&lt;br /&gt;
&lt;br /&gt;
The player will earn:&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade&lt;br /&gt;
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Aspects&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a player earns Experience, it will apply that Experience amount to &#039;&#039;&#039;both&#039;&#039;&#039; the player&#039;s &#039;&#039;&#039;Weapon/Spellbook Aspect&#039;&#039;&#039; and also to that player&#039;s &#039;&#039;&#039;Armor Aspect&#039;&#039;&#039; (if either/each exist)&lt;br /&gt;
&lt;br /&gt;
However, because a player can switch between multiple &#039;&#039;&#039;Aspects&#039;&#039;&#039; for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Damaged The Creature&amp;lt;/u&amp;gt;=====&lt;br /&gt;
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect&lt;br /&gt;
&lt;br /&gt;
However, if an Aspect&#039;s Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation&lt;br /&gt;
* Adpects that have reached maximum xp due to pending upgrade will also not receive experience. In both cases the experience that would have been applied is &amp;quot;lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Not Damaged The Creature (Party Share Experience)&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It is possible for a player to earn Experience despite inflicting &#039;&#039;&#039;no damage&#039;&#039;&#039; on the creature, due to being in a Party and earning Experience through the &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggle&lt;br /&gt;
&lt;br /&gt;
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature&#039;s death&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system&lt;br /&gt;
&lt;br /&gt;
The player is wearing an Air Aspect Weapon, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Air Aspect&amp;lt;br /&amp;gt;&lt;br /&gt;
The player is wearing a Void Aspect Armor, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Void Aspect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 250 Experience towards Air Aspect&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;Aspect Experience Display Numbers&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250&lt;br /&gt;
&lt;br /&gt;
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect&lt;br /&gt;
&lt;br /&gt;
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range&lt;br /&gt;
&lt;br /&gt;
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same &amp;quot;actual&amp;quot; rate&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31347</id>
		<title>Experience Gain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31347"/>
		<updated>2026-03-18T11:09:43Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* If Player Has Not Damaged The Creature (Party Share Experience) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Experience]][[Category:Mechanics]][[Category:PvM]][[Category:Aspect]][[Category:Bosses]]__TOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
As of August 30, 2022 there has been an overhaul to the experience gain system, below is an outline of how the system works.&lt;br /&gt;
* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) &amp;quot;competing&amp;quot; with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict&lt;br /&gt;
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier&lt;br /&gt;
* Players who run &amp;quot;Support&amp;quot; builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled&lt;br /&gt;
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of &amp;quot;steps&amp;quot;&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Creature Death and Gold Value==&lt;br /&gt;
* A creature is &#039;&#039;&#039;killed&#039;&#039;&#039; by one or more players&lt;br /&gt;
* A &#039;&#039;&#039;Creature Gold Value&#039;&#039;&#039; is determined for the creature derived from its &#039;&#039;&#039;DifficultyValue&#039;&#039;&#039; (displayed in the &#039;&#039;&#039;Animal Lore&#039;&#039;&#039; menu for the creature)&lt;br /&gt;
* Creature&#039;s Gold Value is the &amp;quot;&#039;&#039;&#039;expected&#039;&#039;&#039;&amp;quot; amount of &#039;&#039;&#039;gold&#039;&#039;&#039; that will appear on that creature&#039;s &#039;&#039;&#039;corpse&#039;&#039;&#039; on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine Player Damage Percentages==&lt;br /&gt;
Each player will have a Player Damage Percent determined for them towards to the creature killed&lt;br /&gt;
&lt;br /&gt;
By default, for each player this will be &#039;&#039;&#039;(Damage Dealt by Player and their Followers / Creature Total Hit Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = &#039;&#039;&#039;40% Player Damage Percent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; of a player may be overridden if they are in a &#039;&#039;&#039;Party&#039;&#039;&#039; and have the &amp;quot;&#039;&#039;&#039;Share Experience&#039;&#039;&#039;&amp;quot; button toggled (see below)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Party Share Experience&amp;lt;/u&amp;gt;===&lt;br /&gt;
For each &#039;&#039;&#039;Party&#039;&#039;&#039; that has a player who damaged the creature, all members of that party who have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are &#039;&#039;&#039;within 50 tiles&#039;&#039;&#039; of the creature will &#039;&#039;&#039;combine&#039;&#039;&#039; their Damage together and then divide it equally between them to result in the same &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several players fight a creature with 5000 Hit Points&lt;br /&gt;
&lt;br /&gt;
Player A is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 0 Damage to creature (but was within 50 tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 2000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D is in party but does &#039;&#039;&#039;NOT&#039;&#039;&#039; have Share Experience toggled, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player E is &#039;&#039;&#039;NOT&#039;&#039;&#039; in the party and inflicts 1000 damage to the creature&lt;br /&gt;
&lt;br /&gt;
Because the party contains 3 members with &amp;quot;Share Experience&amp;quot; toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = &#039;&#039;&#039;20% Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
==Step 3: Determine Group Experience Multiplier==&lt;br /&gt;
* Each creature has a starting 1.0x Group Experience Multiplier&lt;br /&gt;
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature&lt;br /&gt;
* If 2 or more players deal damage of at least 5% of the creature&#039;s Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .50))&lt;br /&gt;
&lt;br /&gt;
* Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))&lt;br /&gt;
If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Group Experience Damage Percent Ceiling&#039;&#039;&#039;&amp;lt;/u&amp;gt; Per Damaging Player Total:&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Players: 70%&amp;lt;br /&amp;gt;&lt;br /&gt;
3 Players: 60%&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Players: 50%&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Players: 40%&amp;lt;br /&amp;gt;&lt;br /&gt;
6 Players: 35%&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Players: 30%&amp;lt;br /&amp;gt;&lt;br /&gt;
8 Players or More: 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Players do not have share experience enabled&amp;lt;br&amp;gt;&lt;br /&gt;
Player A inflicts 1% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B inflicts 10% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C inflicts 14% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D inflicts 75% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Player D adjusted group experience is (.75*((3-1)*.5)) == .75*1 which exceeds the group experience percent ceiling of 60% for 3 players, so PlayerD damage percent is adjusted to 60%&lt;br /&gt;
*Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .50)) = 2.0x Group Experience Multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boss Results and Party Damage Displays&amp;lt;/u&amp;gt;===&lt;br /&gt;
Even if players have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are combining + dividing damage, the &#039;&#039;&#039;Boss Results&#039;&#039;&#039; and &#039;&#039;&#039;Party Menu&#039;&#039;&#039; will still display a player&#039;s &amp;quot;&#039;&#039;&#039;actual&#039;&#039;&#039;&amp;quot; damage (since players will likely want to know how they are actually contributing)&lt;br /&gt;
&lt;br /&gt;
[[File:exp_Boss_Results.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Experience for Players==&lt;br /&gt;
Each player will receive Experience from the creature equal to &#039;&#039;&#039;(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A creature has a Creature Gold Value of 1000&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a Group Experience Multiplier of 1.50x for the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Player Damage Percent of 20% against the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player will receive (1000 * 1.50 * .20) = &#039;&#039;&#039;300 Experience&#039;&#039;&#039; from the creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5: Apply Experience to Systems==&lt;br /&gt;
===&amp;lt;u&amp;gt;Experience Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
An &#039;&#039;&#039;Experience System&#039;&#039;&#039; is any system on Outlands that a player can earn experience towards by &#039;&#039;&#039;Killing Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Aspect Gear&lt;br /&gt;
* Weapon / Parry Codex&lt;br /&gt;
* Summoner&#039;s Tome&lt;br /&gt;
* Wizardry Grimoire&lt;br /&gt;
* Bard Codex&lt;br /&gt;
* Poison Kit&lt;br /&gt;
* Taming Bestiary&lt;br /&gt;
* Mastery Chains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There are some outlier &amp;quot;Experience Systems&amp;quot; such as the &#039;&#039;&#039;Thieves Codex&#039;&#039;&#039; that are unique and &#039;&#039;&#039;do not earn Experience from creature kills&#039;&#039;&#039;, and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Applying Experience to Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
When a player receives &#039;&#039;&#039;Experience&#039;&#039;&#039;, it will apply that amount of Experience to &#039;&#039;&#039;ALL Experience Systems&#039;&#039;&#039; that the player currently qualifies for, even if technically they &#039;&#039;&#039;did not inflict any damage utilizing that system/mechanic&#039;&#039;&#039; against the creature killed&lt;br /&gt;
&lt;br /&gt;
Players &#039;&#039;&#039;MUST&#039;&#039;&#039;, however, have the &#039;&#039;&#039;Required Skills&#039;&#039;&#039;, &#039;&#039;&#039;Required Codex/Items&#039;&#039;&#039;, or &#039;&#039;&#039;Tamed/Summoned Creatures&#039;&#039;&#039; needed for that system in order to have experience applied to it&lt;br /&gt;
&lt;br /&gt;
Assumptions: For all systems &#039;&#039;&#039;except Aspect&#039;&#039;&#039; 1 gold = 1 xp, so 250 gold = 250 XP, for &amp;lt;b&amp;gt;Aspect&amp;lt;/b&amp;gt; 100 gold = 1 xp, so 250 gold = 2.5 xp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has the following character skills:&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Parrying&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Discordance&lt;br /&gt;
* 100 Healing&lt;br /&gt;
&lt;br /&gt;
Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:&lt;br /&gt;
* 250 Experience towards their Fencing Codex&lt;br /&gt;
* 250 Experience towards their Parry Codex&lt;br /&gt;
* 250 Experience towards their Bard Codex&lt;br /&gt;
* 250 Experience towards their Poison Kit&lt;br /&gt;
* 250 Experience towards their Mastery Chain&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Weapon or Spellbook&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Armor&lt;br /&gt;
&lt;br /&gt;
===Special Handling for Certain Experience Systems===&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Weapon/Parry Codexes&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)&lt;br /&gt;
&lt;br /&gt;
Parrying, however, will always receive the full Experience amount (and will not be divided)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has the following skills on their character and has all necessary Codexes for each:&lt;br /&gt;
* Macing (Codex Rank 7 [Max])&lt;br /&gt;
* Fencing (Codex Rank 6)&lt;br /&gt;
* Archery (Codex Rank 4)&lt;br /&gt;
* Parry (Codex Rank 5)&lt;br /&gt;
* Tactics&lt;br /&gt;
&lt;br /&gt;
The player will earn the following:&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Fencing Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Archery Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Parry Codex&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Summoner&#039;s Tomes&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players earn Experience towards Summoner&#039;s Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time&lt;br /&gt;
&lt;br /&gt;
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience and has the following Summons active:&lt;br /&gt;
* Fire Elemental (2 Control Slots)&lt;br /&gt;
* Earth Elemental (2 Control Slots)&lt;br /&gt;
* Summoned Grizzly Bear (1 Control Slots)&lt;br /&gt;
&lt;br /&gt;
The player will earn:&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade&lt;br /&gt;
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Aspects&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a player earns Experience, it will apply that Experience amount to &#039;&#039;&#039;both&#039;&#039;&#039; the player&#039;s &#039;&#039;&#039;Weapon/Spellbook Aspect&#039;&#039;&#039; and also to that player&#039;s &#039;&#039;&#039;Armor Aspect&#039;&#039;&#039; (if either/each exist)&lt;br /&gt;
&lt;br /&gt;
However, because a player can switch between multiple &#039;&#039;&#039;Aspects&#039;&#039;&#039; for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Damaged The Creature&amp;lt;/u&amp;gt;=====&lt;br /&gt;
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect&lt;br /&gt;
&lt;br /&gt;
However, if an Aspect&#039;s Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Not Damaged The Creature (Party Share Experience)&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It is possible for a player to earn Experience despite inflicting &#039;&#039;&#039;no damage&#039;&#039;&#039; on the creature, due to being in a Party and earning Experience through the &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggle&lt;br /&gt;
&lt;br /&gt;
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature&#039;s death&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system&lt;br /&gt;
&lt;br /&gt;
The player is wearing an Air Aspect Weapon, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Air Aspect&amp;lt;br /&amp;gt;&lt;br /&gt;
The player is wearing a Void Aspect Armor, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Void Aspect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 250 Experience towards Air Aspect&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;Aspect Experience Display Numbers&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250&lt;br /&gt;
&lt;br /&gt;
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect&lt;br /&gt;
&lt;br /&gt;
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range&lt;br /&gt;
&lt;br /&gt;
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same &amp;quot;actual&amp;quot; rate&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31313</id>
		<title>Experience Gain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31313"/>
		<updated>2026-03-15T19:46:15Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Experience for Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Experience]][[Category:Mechanics]][[Category:PvM]][[Category:Aspect]][[Category:Bosses]]__TOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
As of August 30, 2022 there has been an overhaul to the experience gain system, below is an outline of how the system works.&lt;br /&gt;
* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) &amp;quot;competing&amp;quot; with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict&lt;br /&gt;
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier&lt;br /&gt;
* Players who run &amp;quot;Support&amp;quot; builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled&lt;br /&gt;
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of &amp;quot;steps&amp;quot;&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Creature Death and Gold Value==&lt;br /&gt;
* A creature is &#039;&#039;&#039;killed&#039;&#039;&#039; by one or more players&lt;br /&gt;
* A &#039;&#039;&#039;Creature Gold Value&#039;&#039;&#039; is determined for the creature derived from its &#039;&#039;&#039;DifficultyValue&#039;&#039;&#039; (displayed in the &#039;&#039;&#039;Animal Lore&#039;&#039;&#039; menu for the creature)&lt;br /&gt;
* Creature&#039;s Gold Value is the &amp;quot;&#039;&#039;&#039;expected&#039;&#039;&#039;&amp;quot; amount of &#039;&#039;&#039;gold&#039;&#039;&#039; that will appear on that creature&#039;s &#039;&#039;&#039;corpse&#039;&#039;&#039; on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine Player Damage Percentages==&lt;br /&gt;
Each player will have a Player Damage Percent determined for them towards to the creature killed&lt;br /&gt;
&lt;br /&gt;
By default, for each player this will be &#039;&#039;&#039;(Damage Dealt by Player and their Followers / Creature Total Hit Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = &#039;&#039;&#039;40% Player Damage Percent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; of a player may be overridden if they are in a &#039;&#039;&#039;Party&#039;&#039;&#039; and have the &amp;quot;&#039;&#039;&#039;Share Experience&#039;&#039;&#039;&amp;quot; button toggled (see below)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Party Share Experience&amp;lt;/u&amp;gt;===&lt;br /&gt;
For each &#039;&#039;&#039;Party&#039;&#039;&#039; that has a player who damaged the creature, all members of that party who have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are &#039;&#039;&#039;within 50 tiles&#039;&#039;&#039; of the creature will &#039;&#039;&#039;combine&#039;&#039;&#039; their Damage together and then divide it equally between them to result in the same &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several players fight a creature with 5000 Hit Points&lt;br /&gt;
&lt;br /&gt;
Player A is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 0 Damage to creature (but was within 50 tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 2000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D is in party but does &#039;&#039;&#039;NOT&#039;&#039;&#039; have Share Experience toggled, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player E is &#039;&#039;&#039;NOT&#039;&#039;&#039; in the party and inflicts 1000 damage to the creature&lt;br /&gt;
&lt;br /&gt;
Because the party contains 3 members with &amp;quot;Share Experience&amp;quot; toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = &#039;&#039;&#039;20% Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
==Step 3: Determine Group Experience Multiplier==&lt;br /&gt;
* Each creature has a starting 1.0x Group Experience Multiplier&lt;br /&gt;
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature&lt;br /&gt;
* If 2 or more players deal damage of at least 5% of the creature&#039;s Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .50))&lt;br /&gt;
&lt;br /&gt;
* Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))&lt;br /&gt;
If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Group Experience Damage Percent Ceiling&#039;&#039;&#039;&amp;lt;/u&amp;gt; Per Damaging Player Total:&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Players: 70%&amp;lt;br /&amp;gt;&lt;br /&gt;
3 Players: 60%&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Players: 50%&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Players: 40%&amp;lt;br /&amp;gt;&lt;br /&gt;
6 Players: 35%&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Players: 30%&amp;lt;br /&amp;gt;&lt;br /&gt;
8 Players or More: 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Players do not have share experience enabled&amp;lt;br&amp;gt;&lt;br /&gt;
Player A inflicts 1% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B inflicts 10% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C inflicts 14% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D inflicts 75% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Player D adjusted group experience is (.75*((3-1)*.5)) == .75*1 which exceeds the group experience percent ceiling of 60% for 3 players, so PlayerD damage percent is adjusted to 60%&lt;br /&gt;
*Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .50)) = 2.0x Group Experience Multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boss Results and Party Damage Displays&amp;lt;/u&amp;gt;===&lt;br /&gt;
Even if players have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are combining + dividing damage, the &#039;&#039;&#039;Boss Results&#039;&#039;&#039; and &#039;&#039;&#039;Party Menu&#039;&#039;&#039; will still display a player&#039;s &amp;quot;&#039;&#039;&#039;actual&#039;&#039;&#039;&amp;quot; damage (since players will likely want to know how they are actually contributing)&lt;br /&gt;
&lt;br /&gt;
[[File:exp_Boss_Results.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Experience for Players==&lt;br /&gt;
Each player will receive Experience from the creature equal to &#039;&#039;&#039;(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A creature has a Creature Gold Value of 1000&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a Group Experience Multiplier of 1.50x for the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Player Damage Percent of 20% against the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player will receive (1000 * 1.50 * .20) = &#039;&#039;&#039;300 Experience&#039;&#039;&#039; from the creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5: Apply Experience to Systems==&lt;br /&gt;
===&amp;lt;u&amp;gt;Experience Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
An &#039;&#039;&#039;Experience System&#039;&#039;&#039; is any system on Outlands that a player can earn experience towards by &#039;&#039;&#039;Killing Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Aspect Gear&lt;br /&gt;
* Weapon / Parry Codex&lt;br /&gt;
* Summoner&#039;s Tome&lt;br /&gt;
* Wizardry Grimoire&lt;br /&gt;
* Bard Codex&lt;br /&gt;
* Poison Kit&lt;br /&gt;
* Taming Bestiary&lt;br /&gt;
* Mastery Chains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There are some outlier &amp;quot;Experience Systems&amp;quot; such as the &#039;&#039;&#039;Thieves Codex&#039;&#039;&#039; that are unique and &#039;&#039;&#039;do not earn Experience from creature kills&#039;&#039;&#039;, and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Applying Experience to Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
When a player receives &#039;&#039;&#039;Experience&#039;&#039;&#039;, it will apply that amount of Experience to &#039;&#039;&#039;ALL Experience Systems&#039;&#039;&#039; that the player currently qualifies for, even if technically they &#039;&#039;&#039;did not inflict any damage utilizing that system/mechanic&#039;&#039;&#039; against the creature killed&lt;br /&gt;
&lt;br /&gt;
Players &#039;&#039;&#039;MUST&#039;&#039;&#039;, however, have the &#039;&#039;&#039;Required Skills&#039;&#039;&#039;, &#039;&#039;&#039;Required Codex/Items&#039;&#039;&#039;, or &#039;&#039;&#039;Tamed/Summoned Creatures&#039;&#039;&#039; needed for that system in order to have experience applied to it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has the following character skills:&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Parrying&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Discordance&lt;br /&gt;
* 100 Healing&lt;br /&gt;
&lt;br /&gt;
Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:&lt;br /&gt;
* 250 Experience towards their Fencing Codex&lt;br /&gt;
* 250 Experience towards their Parry Codex&lt;br /&gt;
* 250 Experience towards their Bard Codex&lt;br /&gt;
* 250 Experience towards their Poison Kit&lt;br /&gt;
* 250 Experience towards their Mastery Chain&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Weapon or Spellbook&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Armor&lt;br /&gt;
&lt;br /&gt;
===Special Handling for Certain Experience Systems===&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Weapon/Parry Codexes&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)&lt;br /&gt;
&lt;br /&gt;
Parrying, however, will always receive the full Experience amount (and will not be divided)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has the following skills on their character and has all necessary Codexes for each:&lt;br /&gt;
* Macing (Codex Rank 7 [Max])&lt;br /&gt;
* Fencing (Codex Rank 6)&lt;br /&gt;
* Archery (Codex Rank 4)&lt;br /&gt;
* Parry (Codex Rank 5)&lt;br /&gt;
* Tactics&lt;br /&gt;
&lt;br /&gt;
The player will earn the following:&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Fencing Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Archery Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Parry Codex&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Summoner&#039;s Tomes&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players earn Experience towards Summoner&#039;s Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time&lt;br /&gt;
&lt;br /&gt;
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience and has the following Summons active:&lt;br /&gt;
* Fire Elemental (2 Control Slots)&lt;br /&gt;
* Earth Elemental (2 Control Slots)&lt;br /&gt;
* Summoned Grizzly Bear (1 Control Slots)&lt;br /&gt;
&lt;br /&gt;
The player will earn:&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade&lt;br /&gt;
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Aspects&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a player earns Experience, it will apply that Experience amount to &#039;&#039;&#039;both&#039;&#039;&#039; the player&#039;s &#039;&#039;&#039;Weapon/Spellbook Aspect&#039;&#039;&#039; and also to that player&#039;s &#039;&#039;&#039;Armor Aspect&#039;&#039;&#039; (if either/each exist)&lt;br /&gt;
&lt;br /&gt;
However, because a player can switch between multiple &#039;&#039;&#039;Aspects&#039;&#039;&#039; for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Damaged The Creature&amp;lt;/u&amp;gt;=====&lt;br /&gt;
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect&lt;br /&gt;
&lt;br /&gt;
However, if an Aspect&#039;s Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Not Damaged The Creature (Party Share Experience)&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It is possible for a player to earn Experience despite inflicting &#039;&#039;&#039;no damage&#039;&#039;&#039; on the creature, due to being in a Party and earning Experience through the &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggle&lt;br /&gt;
&lt;br /&gt;
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature&#039;s death&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system&lt;br /&gt;
&lt;br /&gt;
The player is wearing an Air Aspect Weapon, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Air Aspect&amp;lt;br /&amp;gt;&lt;br /&gt;
The player is wearing a Void Aspect Armor, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Void Aspect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 500 Experience towards Air Aspect&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;Aspect Experience Display Numbers&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250&lt;br /&gt;
&lt;br /&gt;
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect&lt;br /&gt;
&lt;br /&gt;
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range&lt;br /&gt;
&lt;br /&gt;
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same &amp;quot;actual&amp;quot; rate&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31312</id>
		<title>Experience Gain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31312"/>
		<updated>2026-03-15T19:43:32Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Experience for Aspects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Experience]][[Category:Mechanics]][[Category:PvM]][[Category:Aspect]][[Category:Bosses]]__TOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
As of August 30, 2022 there has been an overhaul to the experience gain system, below is an outline of how the system works.&lt;br /&gt;
* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) &amp;quot;competing&amp;quot; with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict&lt;br /&gt;
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier&lt;br /&gt;
* Players who run &amp;quot;Support&amp;quot; builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled&lt;br /&gt;
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of &amp;quot;steps&amp;quot;&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Creature Death and Gold Value==&lt;br /&gt;
* A creature is &#039;&#039;&#039;killed&#039;&#039;&#039; by one or more players&lt;br /&gt;
* A &#039;&#039;&#039;Creature Gold Value&#039;&#039;&#039; is determined for the creature derived from its &#039;&#039;&#039;DifficultyValue&#039;&#039;&#039; (displayed in the &#039;&#039;&#039;Animal Lore&#039;&#039;&#039; menu for the creature)&lt;br /&gt;
* Creature&#039;s Gold Value is the &amp;quot;&#039;&#039;&#039;expected&#039;&#039;&#039;&amp;quot; amount of &#039;&#039;&#039;gold&#039;&#039;&#039; that will appear on that creature&#039;s &#039;&#039;&#039;corpse&#039;&#039;&#039; on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine Player Damage Percentages==&lt;br /&gt;
Each player will have a Player Damage Percent determined for them towards to the creature killed&lt;br /&gt;
&lt;br /&gt;
By default, for each player this will be &#039;&#039;&#039;(Damage Dealt by Player and their Followers / Creature Total Hit Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = &#039;&#039;&#039;40% Player Damage Percent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; of a player may be overridden if they are in a &#039;&#039;&#039;Party&#039;&#039;&#039; and have the &amp;quot;&#039;&#039;&#039;Share Experience&#039;&#039;&#039;&amp;quot; button toggled (see below)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Party Share Experience&amp;lt;/u&amp;gt;===&lt;br /&gt;
For each &#039;&#039;&#039;Party&#039;&#039;&#039; that has a player who damaged the creature, all members of that party who have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are &#039;&#039;&#039;within 50 tiles&#039;&#039;&#039; of the creature will &#039;&#039;&#039;combine&#039;&#039;&#039; their Damage together and then divide it equally between them to result in the same &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several players fight a creature with 5000 Hit Points&lt;br /&gt;
&lt;br /&gt;
Player A is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 0 Damage to creature (but was within 50 tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 2000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D is in party but does &#039;&#039;&#039;NOT&#039;&#039;&#039; have Share Experience toggled, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player E is &#039;&#039;&#039;NOT&#039;&#039;&#039; in the party and inflicts 1000 damage to the creature&lt;br /&gt;
&lt;br /&gt;
Because the party contains 3 members with &amp;quot;Share Experience&amp;quot; toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = &#039;&#039;&#039;20% Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
==Step 3: Determine Group Experience Multiplier==&lt;br /&gt;
* Each creature has a starting 1.0x Group Experience Multiplier&lt;br /&gt;
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature&lt;br /&gt;
* If 2 or more players deal damage of at least 5% of the creature&#039;s Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .50))&lt;br /&gt;
&lt;br /&gt;
* Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))&lt;br /&gt;
If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Group Experience Damage Percent Ceiling&#039;&#039;&#039;&amp;lt;/u&amp;gt; Per Damaging Player Total:&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Players: 70%&amp;lt;br /&amp;gt;&lt;br /&gt;
3 Players: 60%&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Players: 50%&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Players: 40%&amp;lt;br /&amp;gt;&lt;br /&gt;
6 Players: 35%&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Players: 30%&amp;lt;br /&amp;gt;&lt;br /&gt;
8 Players or More: 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Players do not have share experience enabled&amp;lt;br&amp;gt;&lt;br /&gt;
Player A inflicts 1% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B inflicts 10% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C inflicts 14% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D inflicts 75% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Player D adjusted group experience is (.75*((3-1)*.5)) == .75*1 which exceeds the group experience percent ceiling of 60% for 3 players, so PlayerD damage percent is adjusted to 60%&lt;br /&gt;
*Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .50)) = 2.0x Group Experience Multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boss Results and Party Damage Displays&amp;lt;/u&amp;gt;===&lt;br /&gt;
Even if players have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are combining + dividing damage, the &#039;&#039;&#039;Boss Results&#039;&#039;&#039; and &#039;&#039;&#039;Party Menu&#039;&#039;&#039; will still display a player&#039;s &amp;quot;&#039;&#039;&#039;actual&#039;&#039;&#039;&amp;quot; damage (since players will likely want to know how they are actually contributing)&lt;br /&gt;
&lt;br /&gt;
[[File:exp_Boss_Results.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Experience for Players==&lt;br /&gt;
Each player will receive Experience from the creature equal to &#039;&#039;&#039;(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A creature has a Creature Gold Value of 1000&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a Group Experience Multiplier of 1.50x for the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Player Damage Percent of 20% against the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player will receive (1000 * 1.50 * .20) = &#039;&#039;&#039;300 Experience&#039;&#039;&#039; from the creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5: Apply Experience to Systems==&lt;br /&gt;
===&amp;lt;u&amp;gt;Experience Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
An &#039;&#039;&#039;Experience System&#039;&#039;&#039; is any system on Outlands that a player can earn experience towards by &#039;&#039;&#039;Killing Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Aspect Gear&lt;br /&gt;
* Weapon / Parry Codex&lt;br /&gt;
* Summoner&#039;s Tome&lt;br /&gt;
* Wizardry Grimoire&lt;br /&gt;
* Bard Codex&lt;br /&gt;
* Poison Kit&lt;br /&gt;
* Taming Bestiary&lt;br /&gt;
* Mastery Chains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There are some outlier &amp;quot;Experience Systems&amp;quot; such as the &#039;&#039;&#039;Thieves Codex&#039;&#039;&#039; that are unique and &#039;&#039;&#039;do not earn Experience from creature kills&#039;&#039;&#039;, and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Applying Experience to Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
When a player receives &#039;&#039;&#039;Experience&#039;&#039;&#039;, it will apply that amount of Experience to &#039;&#039;&#039;ALL Experience Systems&#039;&#039;&#039; that the player currently qualifies for, even if technically they &#039;&#039;&#039;did not inflict any damage utilizing that system/mechanic&#039;&#039;&#039; against the creature killed&lt;br /&gt;
&lt;br /&gt;
Players &#039;&#039;&#039;MUST&#039;&#039;&#039;, however, have the &#039;&#039;&#039;Required Skills&#039;&#039;&#039;, &#039;&#039;&#039;Required Codex/Items&#039;&#039;&#039;, or &#039;&#039;&#039;Tamed/Summoned Creatures&#039;&#039;&#039; needed for that system in order to have experience applied to it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has the following character skills:&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Parrying&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Discordance&lt;br /&gt;
* 100 Healing&lt;br /&gt;
&lt;br /&gt;
Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:&lt;br /&gt;
* 250 Experience towards their Fencing Codex&lt;br /&gt;
* 250 Experience towards their Parry Codex&lt;br /&gt;
* 250 Experience towards their Bard Codex&lt;br /&gt;
* 250 Experience towards their Poison Kit&lt;br /&gt;
* 250 Experience towards their Mastery Chain&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Weapon or Spellbook&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Armor&lt;br /&gt;
&lt;br /&gt;
===Special Handling for Certain Experience Systems===&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Weapon/Parry Codexes&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)&lt;br /&gt;
&lt;br /&gt;
Parrying, however, will always receive the full Experience amount (and will not be divided)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has the following skills on their character and has all necessary Codexes for each:&lt;br /&gt;
* Macing (Codex Rank 7 [Max])&lt;br /&gt;
* Fencing (Codex Rank 6)&lt;br /&gt;
* Archery (Codex Rank 4)&lt;br /&gt;
* Parry (Codex Rank 5)&lt;br /&gt;
* Tactics&lt;br /&gt;
&lt;br /&gt;
The player will earn the following:&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Fencing Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Archery Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Parry Codex&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Summoner&#039;s Tomes&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players earn Experience towards Summoner&#039;s Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time&lt;br /&gt;
&lt;br /&gt;
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience and has the following Summons active:&lt;br /&gt;
* Fire Elemental (2 Control Slots)&lt;br /&gt;
* Earth Elemental (2 Control Slots)&lt;br /&gt;
* Summoned Grizzly Bear (1 Control Slots)&lt;br /&gt;
&lt;br /&gt;
The player will earn:&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade&lt;br /&gt;
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Aspects&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a player earns Experience, it will apply that Experience amount to &#039;&#039;&#039;both&#039;&#039;&#039; the player&#039;s &#039;&#039;&#039;Weapon/Spellbook Aspect&#039;&#039;&#039; and also to that player&#039;s &#039;&#039;&#039;Armor Aspect&#039;&#039;&#039; (if either/each exist)&lt;br /&gt;
&lt;br /&gt;
However, because a player can switch between multiple &#039;&#039;&#039;Aspects&#039;&#039;&#039; for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary, as below:&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Damaged The Creature&amp;lt;/u&amp;gt;=====&lt;br /&gt;
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect&lt;br /&gt;
&lt;br /&gt;
However, if an Aspect&#039;s Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Not Damaged The Creature (Party Share Experience)&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It is possible for a player to earn Experience despite inflicting &#039;&#039;&#039;no damage&#039;&#039;&#039; on the creature, due to being in a Party and earning Experience through the &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggle&lt;br /&gt;
&lt;br /&gt;
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature&#039;s death&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system&lt;br /&gt;
&lt;br /&gt;
The player is wearing an Air Aspect Weapon, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Air Aspect&amp;lt;br /&amp;gt;&lt;br /&gt;
The player is wearing a Void Aspect Armor, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Void Aspect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 500 Experience towards Air Aspect&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;Aspect Experience Display Numbers&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250&lt;br /&gt;
&lt;br /&gt;
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect&lt;br /&gt;
&lt;br /&gt;
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range&lt;br /&gt;
&lt;br /&gt;
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same &amp;quot;actual&amp;quot; rate&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31311</id>
		<title>Experience Gain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Experience_Gain&amp;diff=31311"/>
		<updated>2026-03-15T18:36:43Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Experience]][[Category:Mechanics]][[Category:PvM]][[Category:Aspect]][[Category:Bosses]]__TOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
As of August 30, 2022 there has been an overhaul to the experience gain system, below is an outline of how the system works.&lt;br /&gt;
* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) &amp;quot;competing&amp;quot; with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict&lt;br /&gt;
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier&lt;br /&gt;
* Players who run &amp;quot;Support&amp;quot; builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled&lt;br /&gt;
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of &amp;quot;steps&amp;quot;&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Creature Death and Gold Value==&lt;br /&gt;
* A creature is &#039;&#039;&#039;killed&#039;&#039;&#039; by one or more players&lt;br /&gt;
* A &#039;&#039;&#039;Creature Gold Value&#039;&#039;&#039; is determined for the creature derived from its &#039;&#039;&#039;DifficultyValue&#039;&#039;&#039; (displayed in the &#039;&#039;&#039;Animal Lore&#039;&#039;&#039; menu for the creature)&lt;br /&gt;
* Creature&#039;s Gold Value is the &amp;quot;&#039;&#039;&#039;expected&#039;&#039;&#039;&amp;quot; amount of &#039;&#039;&#039;gold&#039;&#039;&#039; that will appear on that creature&#039;s &#039;&#039;&#039;corpse&#039;&#039;&#039; on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine Player Damage Percentages==&lt;br /&gt;
Each player will have a Player Damage Percent determined for them towards to the creature killed&lt;br /&gt;
&lt;br /&gt;
By default, for each player this will be &#039;&#039;&#039;(Damage Dealt by Player and their Followers / Creature Total Hit Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = &#039;&#039;&#039;40% Player Damage Percent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, the &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; of a player may be overridden if they are in a &#039;&#039;&#039;Party&#039;&#039;&#039; and have the &amp;quot;&#039;&#039;&#039;Share Experience&#039;&#039;&#039;&amp;quot; button toggled (see below)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Party Share Experience&amp;lt;/u&amp;gt;===&lt;br /&gt;
For each &#039;&#039;&#039;Party&#039;&#039;&#039; that has a player who damaged the creature, all members of that party who have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are &#039;&#039;&#039;within 50 tiles&#039;&#039;&#039; of the creature will &#039;&#039;&#039;combine&#039;&#039;&#039; their Damage together and then divide it equally between them to result in the same &#039;&#039;&#039;Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Several players fight a creature with 5000 Hit Points&lt;br /&gt;
&lt;br /&gt;
Player A is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 0 Damage to creature (but was within 50 tiles)&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C is &#039;&#039;&#039;in party and has Share Experience toggled&#039;&#039;&#039;, and inflicts 2000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D is in party but does &#039;&#039;&#039;NOT&#039;&#039;&#039; have Share Experience toggled, and inflicts 1000 Damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player E is &#039;&#039;&#039;NOT&#039;&#039;&#039; in the party and inflicts 1000 damage to the creature&lt;br /&gt;
&lt;br /&gt;
Because the party contains 3 members with &amp;quot;Share Experience&amp;quot; toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = &#039;&#039;&#039;20% Player Damage Percent&#039;&#039;&#039; for each of them&lt;br /&gt;
&lt;br /&gt;
==Step 3: Determine Group Experience Multiplier==&lt;br /&gt;
* Each creature has a starting 1.0x Group Experience Multiplier&lt;br /&gt;
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature&lt;br /&gt;
* If 2 or more players deal damage of at least 5% of the creature&#039;s Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .50))&lt;br /&gt;
&lt;br /&gt;
* Multiply the player’s Damage Dealt Percent by (1 * (Group Experience Scalar Bonus))&lt;br /&gt;
If player’s newly adjusted Damage Dealt Percent exceeds the listed Group Experience Damage Percent Ceiling for their Group Size, it becomes capped at that ceiling percent (can’t go above it)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Group Experience Damage Percent Ceiling&#039;&#039;&#039;&amp;lt;/u&amp;gt; Per Damaging Player Total:&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Players: 70%&amp;lt;br /&amp;gt;&lt;br /&gt;
3 Players: 60%&amp;lt;br /&amp;gt;&lt;br /&gt;
4 Players: 50%&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Players: 40%&amp;lt;br /&amp;gt;&lt;br /&gt;
6 Players: 35%&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Players: 30%&amp;lt;br /&amp;gt;&lt;br /&gt;
8 Players or More: 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Players do not have share experience enabled&amp;lt;br&amp;gt;&lt;br /&gt;
Player A inflicts 1% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player B inflicts 10% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player C inflicts 14% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Player D inflicts 75% damage to creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Player D adjusted group experience is (.75*((3-1)*.5)) == .75*1 which exceeds the group experience percent ceiling of 60% for 3 players, so PlayerD damage percent is adjusted to 60%&lt;br /&gt;
*Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .50)) = 2.0x Group Experience Multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Boss Results and Party Damage Displays&amp;lt;/u&amp;gt;===&lt;br /&gt;
Even if players have &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggled and are combining + dividing damage, the &#039;&#039;&#039;Boss Results&#039;&#039;&#039; and &#039;&#039;&#039;Party Menu&#039;&#039;&#039; will still display a player&#039;s &amp;quot;&#039;&#039;&#039;actual&#039;&#039;&#039;&amp;quot; damage (since players will likely want to know how they are actually contributing)&lt;br /&gt;
&lt;br /&gt;
[[File:exp_Boss_Results.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Experience for Players==&lt;br /&gt;
Each player will receive Experience from the creature equal to &#039;&#039;&#039;(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A creature has a Creature Gold Value of 1000&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a Group Experience Multiplier of 1.50x for the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Player Damage Percent of 20% against the creature&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player will receive (1000 * 1.50 * .20) = &#039;&#039;&#039;300 Experience&#039;&#039;&#039; from the creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5: Apply Experience to Systems==&lt;br /&gt;
===&amp;lt;u&amp;gt;Experience Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
An &#039;&#039;&#039;Experience System&#039;&#039;&#039; is any system on Outlands that a player can earn experience towards by &#039;&#039;&#039;Killing Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Aspect Gear&lt;br /&gt;
* Weapon / Parry Codex&lt;br /&gt;
* Summoner&#039;s Tome&lt;br /&gt;
* Wizardry Grimoire&lt;br /&gt;
* Bard Codex&lt;br /&gt;
* Poison Kit&lt;br /&gt;
* Taming Bestiary&lt;br /&gt;
* Mastery Chains&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There are some outlier &amp;quot;Experience Systems&amp;quot; such as the &#039;&#039;&#039;Thieves Codex&#039;&#039;&#039; that are unique and &#039;&#039;&#039;do not earn Experience from creature kills&#039;&#039;&#039;, and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Applying Experience to Systems&amp;lt;/u&amp;gt;===&lt;br /&gt;
When a player receives &#039;&#039;&#039;Experience&#039;&#039;&#039;, it will apply that amount of Experience to &#039;&#039;&#039;ALL Experience Systems&#039;&#039;&#039; that the player currently qualifies for, even if technically they &#039;&#039;&#039;did not inflict any damage utilizing that system/mechanic&#039;&#039;&#039; against the creature killed&lt;br /&gt;
&lt;br /&gt;
Players &#039;&#039;&#039;MUST&#039;&#039;&#039;, however, have the &#039;&#039;&#039;Required Skills&#039;&#039;&#039;, &#039;&#039;&#039;Required Codex/Items&#039;&#039;&#039;, or &#039;&#039;&#039;Tamed/Summoned Creatures&#039;&#039;&#039; needed for that system in order to have experience applied to it&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player has the following character skills:&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Parrying&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Discordance&lt;br /&gt;
* 100 Healing&lt;br /&gt;
&lt;br /&gt;
Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:&lt;br /&gt;
* 250 Experience towards their Fencing Codex&lt;br /&gt;
* 250 Experience towards their Parry Codex&lt;br /&gt;
* 250 Experience towards their Bard Codex&lt;br /&gt;
* 250 Experience towards their Poison Kit&lt;br /&gt;
* 250 Experience towards their Mastery Chain&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Weapon or Spellbook&lt;br /&gt;
* 2.5 Aspect xp is awarded to equipped Aspected Armor&lt;br /&gt;
&lt;br /&gt;
===Special Handling for Certain Experience Systems===&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Weapon/Parry Codexes&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)&lt;br /&gt;
&lt;br /&gt;
Parrying, however, will always receive the full Experience amount (and will not be divided)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience&lt;br /&gt;
&lt;br /&gt;
The player has the following skills on their character and has all necessary Codexes for each:&lt;br /&gt;
* Macing (Codex Rank 7 [Max])&lt;br /&gt;
* Fencing (Codex Rank 6)&lt;br /&gt;
* Archery (Codex Rank 4)&lt;br /&gt;
* Parry (Codex Rank 5)&lt;br /&gt;
* Tactics&lt;br /&gt;
&lt;br /&gt;
The player will earn the following:&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Fencing Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Archery Codex&lt;br /&gt;
* &#039;&#039;&#039;250 Experience&#039;&#039;&#039; towards their Parry Codex&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Summoner&#039;s Tomes&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players earn Experience towards Summoner&#039;s Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time&lt;br /&gt;
&lt;br /&gt;
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns 250 Experience and has the following Summons active:&lt;br /&gt;
* Fire Elemental (2 Control Slots)&lt;br /&gt;
* Earth Elemental (2 Control Slots)&lt;br /&gt;
* Summoned Grizzly Bear (1 Control Slots)&lt;br /&gt;
&lt;br /&gt;
The player will earn:&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade&lt;br /&gt;
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Experience for Aspects&amp;lt;/u&amp;gt;====&lt;br /&gt;
If a player earns Experience, it will apply that Experience amount to &#039;&#039;&#039;both&#039;&#039;&#039; the player&#039;s &#039;&#039;&#039;Weapon/Spellbook Aspect&#039;&#039;&#039; and also to that player&#039;s &#039;&#039;&#039;Armor Aspect&#039;&#039;&#039; (if either/each exist)&lt;br /&gt;
&lt;br /&gt;
However, because a player can switch between multiple &#039;&#039;&#039;Aspects&#039;&#039;&#039; for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary, as below:&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Damaged The Creature&amp;lt;/u&amp;gt;=====&lt;br /&gt;
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect&lt;br /&gt;
&lt;br /&gt;
However, if an Aspect&#039;s Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons/Spellbooks&#039;&#039;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* The player inflicted 3000 Damage while equipped with an Air Aspect Weapon (Tier 14 [Max])&amp;lt;br /&amp;gt;&lt;br /&gt;
* The player inflicted 2000 Damage while equipped with an Blood Aspect Weapon (Tier 10)&amp;lt;br /&amp;gt;&lt;br /&gt;
* The player inflicted 1000 Damage while equipped with a Earth Aspect Weapon (Tier 5)&amp;lt;br /&amp;gt;&lt;br /&gt;
* (2000 + 1000) = 3000 total Damage was inflicted by the player while wearing Weapons/Spellbooks of Aspects that can earn Experience&lt;br /&gt;
&lt;br /&gt;
The player would earn (250 * (2000 / 3000)) = &#039;&#039;&#039;166.67 Experience&#039;&#039;&#039; Towards Blood Aspect from their Weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
The player would earn (250 * (1000 / 3000)) = &#039;&#039;&#039;83.33 Experience&#039;&#039;&#039; Towards Earth Aspect from their Weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* The player inflicted 2500 Damage while equipped with an Air Aspect Armor (Tier 14 [Max])&amp;lt;br /&amp;gt;&lt;br /&gt;
* The player inflicted 500 Damage while equipped with a Earth Aspect Armor (Tier 5)&amp;lt;br /&amp;gt;&lt;br /&gt;
* The player inflicted 3500 Damage while equipped with a Fortune Aspect Armor (Tier 8)&amp;lt;br /&amp;gt;&lt;br /&gt;
* (500 + 3500) = 4000 Total Damage was inflicted by the player while wearing Armor of Aspects that can earn Experience&lt;br /&gt;
&lt;br /&gt;
The player would earn (250 * (500 / 4000)) = &#039;&#039;&#039;31.25 Experience&#039;&#039;&#039; Towards Earth Aspect from their Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
The player would earn (250 * (3500 / 4000)) = &#039;&#039;&#039;218.75 Experience&#039;&#039;&#039; Towards Fortune Aspect from their Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combined between Weapons/Spellbooks and Armor, the player would earn the following Aspect Experience:&lt;br /&gt;
&lt;br /&gt;
Air Experience: 0 (already at max Tier)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blood Experience: 166.67 Total&amp;lt;br /&amp;gt;&lt;br /&gt;
Earth Experience: (83.33 + 31.25) = 114.58 Total&amp;lt;br /&amp;gt;&lt;br /&gt;
Fortune Experience: 218.75 Total&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;If Player Has Not Damaged The Creature (Party Share Experience)&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It is possible for a player to earn Experience despite inflicting &#039;&#039;&#039;no damage&#039;&#039;&#039; on the creature, due to being in a Party and earning Experience through the &#039;&#039;&#039;Share Experience&#039;&#039;&#039; toggle&lt;br /&gt;
&lt;br /&gt;
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature&#039;s death&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Example&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A player earns &#039;&#039;&#039;250 Experience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system&lt;br /&gt;
&lt;br /&gt;
The player is wearing an Air Aspect Weapon, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Air Aspect&amp;lt;br /&amp;gt;&lt;br /&gt;
The player is wearing a Void Aspect Armor, and earns &#039;&#039;&#039;125 Experience&#039;&#039;&#039; towards Void Aspect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 500 Experience towards Air Aspect&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;u&amp;gt;Aspect Experience Display Numbers&amp;lt;/u&amp;gt;=====&lt;br /&gt;
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250&lt;br /&gt;
&lt;br /&gt;
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect&lt;br /&gt;
&lt;br /&gt;
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range&lt;br /&gt;
&lt;br /&gt;
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same &amp;quot;actual&amp;quot; rate&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31292</id>
		<title>Mastery Chain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31292"/>
		<updated>2026-03-08T17:42:01Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* PvP Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Mastery Chain system is an end game PvM system providing players many options to further progress their characters&lt;br /&gt;
* Mastery Chains are Blessed, wearable items that occupy the Talisman slot on a character. &lt;br /&gt;
* Mastery Chains must be bound to your character by double clicking the mastery chain, in order to use them. &lt;br /&gt;
** once bound you can activate your chain by double clicking it, or wearing it.  A chain will remain active until you activate a different one.&lt;br /&gt;
* Players can craft Mastery Chains with 120 [[Tinkering]], and can add links to their chain providing PvM bonuses once they&#039;ve gained the required XP to unlock a link slot.&lt;br /&gt;
* A Mastery Chain is not required to start accumulating XP, but is necessary to be able to see the XP accumulated.&lt;br /&gt;
* Players can view their mastery chain&#039;s gump by using the &amp;quot;[MasteryChain&amp;quot; [[Commands|command]], double-clicking their mastery chain or through the &amp;quot;Mastery Chain&amp;quot; option in their character&#039;s context menu.&lt;br /&gt;
* Mastery Chain XP is shared to accross all characters on a player&#039;s account, each character must have their own mastery chain to receive any benefits&lt;br /&gt;
* Similarly to Aspects, players can only change their Mastery Chain at most once every 30 seconds (players will not be prevented from equipping their Mastery Chain; however, bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds)&lt;br /&gt;
&lt;br /&gt;
==Chain Appearance==&lt;br /&gt;
The visual style does not affect its mechanics, simply how it looks. The eleven craftable visual styles of Mastery Chain are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychainexquisite2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Exquisite&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychainfashionable2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fashionable&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychaingilded2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gilded&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychaintwinloop2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twin Loop&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:briolettechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Briolette&#039;&#039;&#039;&lt;br /&gt;
| [[File:cabochonchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cabochon&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:chandelierchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Chandelier&#039;&#039;&#039;&lt;br /&gt;
| [[File:graduatedbeadchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Graduated Beed&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:hornpendantchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Horn Pendant&#039;&#039;&#039;&lt;br /&gt;
| [[File:layeredchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Layered&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:twistedcablechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twisted Cable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Restyle Deeds===&lt;br /&gt;
Mastery chains can be restyled into unique variants with often limited time restyle deeds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:toothchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tooth Necklace&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Mastery Chains==&lt;br /&gt;
* Mastery Chains must be permanently bound to that player in order for them to receive bonuses from it&lt;br /&gt;
* Players can have multiple Mastery Chains bound to themselves.&lt;br /&gt;
* Players may choose to simply keep their Mastery Chain in their backpack, rather than wear it (since it takes up a Talisman slot on their character), however they must equip it at least once in order to set that Mastery Chain as their &amp;quot;active&amp;quot; chain to receive it&#039;s bonuses&lt;br /&gt;
* Single-clicking a bound mastery chain will display the character who it&#039;s bound to&lt;br /&gt;
* Players can single-click their Mastery Chains to see how long until their bonuses will activate after they switch their current Mastery Chain&lt;br /&gt;
* Players can freely equip Mastery Chains as often as they like (won&#039;t be prevented from equipping them), however bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds&lt;br /&gt;
* Players can only remove Mastery Chain Links from a Mastery Chain Link that they are the owner of (Mastery chain&#039;s are bound to their owners)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychaingumpaddalllinks.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* The Mastery Chain menu features an &amp;quot;Install All Links in Backpack&amp;quot; button that players can click to search their backpack and simultaneously install all valid Mastery Chain Links found&lt;br /&gt;
* Installing links in this manner follows the same rules for normal link installation (max cap on Duplicate effects, restrictions on Corrupted Links, Arcane Essence install costs per link, etc)&lt;br /&gt;
* Players will receive a notification of how many links were found and successfully installed&lt;br /&gt;
* Players will receive a notification if they were unable to install any links due to lack of Arcane Essence available&lt;br /&gt;
* Players will not receive specific notifications if restrictions are hit for Duplicate Effects: they will simply be told how many valid links were installed (meaning any uninstalled links found had some form of restriction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Liftlock==&lt;br /&gt;
* Mastery Chains now have a &amp;quot;Liftlock&amp;quot; mechanic that players can toggle to prevent them from being Lifted while inside their Backpack or while Equipped&lt;br /&gt;
* Players can shift-click the Mastery Chain (while inside their Backpack or Equipped) and select &amp;quot;Enable Liftlock&amp;quot; to enable the feature or select &amp;quot;Disable Liftlock&amp;quot; to disable it&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* While Enabled, if a player tries to Lift the item from their Backpack or Paperdoll, they will be prevented from doing so and receive a system message informing them as such&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Mastery Chain Links==&lt;br /&gt;
[[File:howdoigetmasterychains.png]]&lt;br /&gt;
* Completing a [[Lore System#Lore Books|Lore Book]]&lt;br /&gt;
* Completing a [[Tome of Heroism]]&lt;br /&gt;
* Slaying an [[Omni Bosses|Omni Boss]]&lt;br /&gt;
* Players can also purchase Mastery Chain Links with reward points from:&lt;br /&gt;
** [[Arena &amp;amp; Duels|Arenas]]&lt;br /&gt;
** [[Factions]]&lt;br /&gt;
** [[Achievements]]&lt;br /&gt;
** [[Societies]]&lt;br /&gt;
** [[Strangelands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience==&lt;br /&gt;
===Experience Formula (Explanation)===&lt;br /&gt;
* When killing a creature, each player typically earns Experience towards various systems by calculating their Damage Dealt % to the Creature and multiplying it by the Gold Value of the creature&lt;br /&gt;
* So a player who deals 33% of the total damage on a creature worth 1000 gold, would earn 333 Experience towards systems like Mastery Chains, Weapon Codexes, Wizard&#039;s Grimoires, etc&lt;br /&gt;
* Players will receive a [[Experience_Gain#Step_2:_Determine_Group_Experience_Multiplier|Group Experience Multiplier]] when killing creatures when multiple party members damage the creature&lt;br /&gt;
* For the full explanation on gaining experience see [[Experience Gain]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Mastery Chains==&lt;br /&gt;
* Mastery Chains by themselves will provide no benefit to the player until they add Mastery Chain Links to the chain&lt;br /&gt;
* Players are allowed to add up to 30 Mastery Chain Links to a Mastery Chain, however they must first Unlock Links in them by earning XP&lt;br /&gt;
* Players earn XP by performing actions that earn gold (killing monsters / unlocking dungeon chests / etc)&lt;br /&gt;
* When players earn enough XP to Unlock a new Link, they will receive a notification that their Mastery Chain has Unlocked a new link&lt;br /&gt;
* If players have any available Unlocked links in their Mastery Chain, they will see one or more Green colored links in the chain graphic&lt;br /&gt;
* Installing a new Link requires consuming 10 [[Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Types==&lt;br /&gt;
* Mastery Chain Links are very rare loot items that are only available through a few specific game mechanics (e.g. [[Omni Bosses]], [[Treasure Hunting]]), or alternatively, purchasable by using a very large number of reward points from certain systems (e.g. [[Societies]])&lt;br /&gt;
* Mastery Chain Links come in 4 different material types: Bronze, Silver, Gold, and [[Corrupted Mastery Chain Links|Corrupted]]&lt;br /&gt;
** See [[Corrupted Mastery Chain Links]] for full description, limitations and decay timers for Corrupted Links&lt;br /&gt;
* Each Link has a specific effect or bonus it adds to a player when installed into a Mastery Chain, with that effect/bonus amount increasing based on the material type&lt;br /&gt;
** Silver Links are even more rare than Bronze, and typically will have 25% higher bonus amounts than Bronze Links&lt;br /&gt;
** Gold Links are ultra rare and typically have 50% higher bonus amounts than Bronze Links&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Link Bonus Values===&lt;br /&gt;
Current values for potential Mastery Chain Links are listed below:&lt;br /&gt;
* Note that &amp;quot;Effective&amp;quot; skill gain bonus for Mastery Chain Links only boosts the bonuses you get from those skills in combat&lt;br /&gt;
* It does not increase your skill value for crafting&lt;br /&gt;
* Elective Upgrades means that you can convert the link on the left, to the one in the Elective Upgrades column by double clicking on the link. This cannot be reversed without using a reforging tool.&lt;br /&gt;
&lt;br /&gt;
==PvP Restrictions==&lt;br /&gt;
* By default, PvM Bonuses that &amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;ONLY&amp;lt;/span&amp;gt; affect monsters will remain in place while a player is Flagged in PvP. Some examples of links that remain in effect while PvP flagged:&lt;br /&gt;
** Damage resistance&lt;br /&gt;
** Defense&lt;br /&gt;
* Effects that by their nature have an inherent chance to affect PvP will ALWAYS be disabled when a player Flagged in PvP. Some examples of links that are disabled in PvP:&lt;br /&gt;
**Mana Regen/Restoration, Mana Refund&lt;br /&gt;
**Health Regen/Restoration&lt;br /&gt;
**Healing Dealt/Received&lt;br /&gt;
**Effective Skill&lt;br /&gt;
* PvM Bonuses are always disabled in the Arena, Stygian Rifts, or during special PvP events such as Stalag Grotto Battle&lt;br /&gt;
{{Expand|Missing detail for all individual link&#039;s effects in PvP}}&lt;br /&gt;
&lt;br /&gt;
===Other Restrictions===&lt;br /&gt;
* Damage to Poisoned Creatures links will only apply if the target is affected with Greater Poison or above&lt;br /&gt;
&lt;br /&gt;
{{MasteryChainLinks}}&lt;br /&gt;
&lt;br /&gt;
==Installing Mastery Chain Links==&lt;br /&gt;
* If a player has an available unlocked link in their Mastery Chain (displayed in Green at the top chain graphic) players can click the Install Link button in the Mastery Chain gump window to target and add a Chain Link in their backpack to their Mastery Chain&lt;br /&gt;
* Players are allowed to install up to 10 Chain Links of the same bonus effect into a single Mastery Chain (which can be further increased up to 15 Chain Links with redline upgrade), and the cumulative total bonus for each effect is displayed in the Mastery Chain window&lt;br /&gt;
* (The only exception to this rule is &amp;quot;Special / Rare Drop Chances&amp;quot; which players are allowed to have 20 links)&lt;br /&gt;
* Players can remove Links by clicking the Remove Links button in the bottom right corner of the window&lt;br /&gt;
&lt;br /&gt;
==Removing Mastery Chain Links==&lt;br /&gt;
* When Removing Links from a mastery chain, players can click the Left/Right arrows to navigate through their currently installed links, with the selected link denoted with a Green pointer and the individual Link bonus displayed in the bottom panel&lt;br /&gt;
* Clicking the Remove Link red button will remove the highlighted link from the chain and place it back in the player&#039;s backpack&lt;br /&gt;
* Players will not receive the 10 Arcane Essence back when removing links, but they will be able to place a new link back into the chain in place of the removed one&lt;br /&gt;
* When a player is done removing links, they can click the Done button in the lower right corner to return to the main page&lt;br /&gt;
* Players can now click the Remove Row button to remove all Links in the currently selected row (requires double-click confirmation)&lt;br /&gt;
* Players can now click the Remove All button to remove all Links currently installed (requires triple confirmation)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinkremoval.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Reforging Tools==&lt;br /&gt;
* There are Bronze, Silver, Gold and Corrupted Reforging Tools available, and players must use a Reforging Tool of the same material type as the Mastery Chain Link they wish to alter (i.e. Bronze Reforging Tool on a Bronze Mastery Chain Link)&lt;br /&gt;
* Players can double-click the Reforging Tool in their backpack, and then target the specific Mastery Chain Link they wish to alter&lt;br /&gt;
* In the resulting menu, players can use the left/right arrows to rotate through the different bonus effects available that they may to change the Link to&lt;br /&gt;
* When the player is satisfied with their selection, they can click the Reforge Link button to change the bonus on the Link (this will consume the Reforging Tool)&lt;br /&gt;
* Players can acquire Reforging Tools by spending Reward Points from Arena, Achievement, Faction, and Society Reward systems&lt;br /&gt;
* Players can also acquire Reforging Tools by spending gold at the Prevalia Market&lt;br /&gt;
* The Mastery Chain Link Reforge Tool shows multiple bonus types at once, and are displayed in alphabetical order for bonus type&lt;br /&gt;
* Using a new Reforge Tool will remember the last bonus type and display page selected by the player with their previous Reforge Tool, in order to make Reforging multiple links in a row much quicker&lt;br /&gt;
&lt;br /&gt;
[[File:linkreforgeagain.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Tome==&lt;br /&gt;
Players may purchase Mastery Chain Link Tomes from the Prevalia Market Merchant as a way to store various Mastery Chain Links they acquire.&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinktome.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Vendor is no longer available, so section is hidden. Saving for future use. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Mastery Chain Replacement==&lt;br /&gt;
&#039;&#039;&#039;This NPC is no longer available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have created a new Mastery Chain Technician NPC that will allows players to perform a one-time replacement on certain Mastery Chain Links. Access to the Mastery Chain Technician will be available for a limited duration (likely several weeks), and will typically be made after we have implemented major gameplay changes that impact the value of individual Mastery Chain Links (this gives players an opportunity to switch to different links if they no longer want them after the mechanics change). Players can find Mastery Chain Technicians, when they are available, at the Prevalia Exchange Office and Corpse Creek Bank areas&lt;br /&gt;
&lt;br /&gt;
We are initially introducing this NPC with the ability to replace ONLY the following links:&lt;br /&gt;
* Melee Weapon Aspect Chance&lt;br /&gt;
* Melee Weapon Aspect Effect&lt;br /&gt;
* Spell Aspect Chance&lt;br /&gt;
* Spell Aspect Effect&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* To begin replacement of Mastery Chain Links, say &amp;quot;Mastery&amp;quot; or &amp;quot;Chain&amp;quot; out loud near any Mastery Chain Technician in Prevalia or Corpse Creek&lt;br /&gt;
* Players must then target a Mastery Chain that is bound to them in their backpack or currently equipped&lt;br /&gt;
* If a player targets a Mastery Chain that has any of those valid Links installed, they will be shown a replacement window&lt;br /&gt;
* At the top of the menu, players will be able to select which link they wish to replace, and can use the Left/Right arrows to rotate between valid links installed&lt;br /&gt;
* At the bottom of the menu players can use the Left/Right arrows to select the new Link type they want to convert the existing link into (this will maintain the same Bronze/Silver/Gold material type)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Once a player is confident in their selection, they can click the &amp;quot;Replace Selected Link With New Link&amp;quot; button three times in a row to replace that individual link (players must do this multiple times if they have multiple links of the same type)&lt;br /&gt;
* This replacement is PERMANENT, and once a player has replaced a link with a new type, they will NOT be able to immediately revert it using this system&lt;br /&gt;
* If a player no longer has any replaceable type links in their Mastery Chain, the replacement menu will automatically close&lt;br /&gt;
* Note: If players have their Mastery Chain window open, they will need to double-click it to refresh any changes made to it via the Replacement system menu&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MasteryChainXP}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31291</id>
		<title>Mastery Chain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31291"/>
		<updated>2026-03-08T12:46:12Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* PvP Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Mastery Chain system is an end game PvM system providing players many options to further progress their characters&lt;br /&gt;
* Mastery Chains are Blessed, wearable items that occupy the Talisman slot on a character. &lt;br /&gt;
* Mastery Chains must be bound to your character by double clicking the mastery chain, in order to use them. &lt;br /&gt;
** once bound you can activate your chain by double clicking it, or wearing it.  A chain will remain active until you activate a different one.&lt;br /&gt;
* Players can craft Mastery Chains with 120 [[Tinkering]], and can add links to their chain providing PvM bonuses once they&#039;ve gained the required XP to unlock a link slot.&lt;br /&gt;
* A Mastery Chain is not required to start accumulating XP, but is necessary to be able to see the XP accumulated.&lt;br /&gt;
* Players can view their mastery chain&#039;s gump by using the &amp;quot;[MasteryChain&amp;quot; [[Commands|command]], double-clicking their mastery chain or through the &amp;quot;Mastery Chain&amp;quot; option in their character&#039;s context menu.&lt;br /&gt;
* Mastery Chain XP is shared to accross all characters on a player&#039;s account, each character must have their own mastery chain to receive any benefits&lt;br /&gt;
* Similarly to Aspects, players can only change their Mastery Chain at most once every 30 seconds (players will not be prevented from equipping their Mastery Chain; however, bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds)&lt;br /&gt;
&lt;br /&gt;
==Chain Appearance==&lt;br /&gt;
The visual style does not affect its mechanics, simply how it looks. The eleven craftable visual styles of Mastery Chain are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychainexquisite2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Exquisite&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychainfashionable2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fashionable&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychaingilded2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gilded&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychaintwinloop2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twin Loop&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:briolettechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Briolette&#039;&#039;&#039;&lt;br /&gt;
| [[File:cabochonchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cabochon&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:chandelierchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Chandelier&#039;&#039;&#039;&lt;br /&gt;
| [[File:graduatedbeadchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Graduated Beed&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:hornpendantchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Horn Pendant&#039;&#039;&#039;&lt;br /&gt;
| [[File:layeredchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Layered&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:twistedcablechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twisted Cable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Restyle Deeds===&lt;br /&gt;
Mastery chains can be restyled into unique variants with often limited time restyle deeds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:toothchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tooth Necklace&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Mastery Chains==&lt;br /&gt;
* Mastery Chains must be permanently bound to that player in order for them to receive bonuses from it&lt;br /&gt;
* Players can have multiple Mastery Chains bound to themselves.&lt;br /&gt;
* Players may choose to simply keep their Mastery Chain in their backpack, rather than wear it (since it takes up a Talisman slot on their character), however they must equip it at least once in order to set that Mastery Chain as their &amp;quot;active&amp;quot; chain to receive it&#039;s bonuses&lt;br /&gt;
* Single-clicking a bound mastery chain will display the character who it&#039;s bound to&lt;br /&gt;
* Players can single-click their Mastery Chains to see how long until their bonuses will activate after they switch their current Mastery Chain&lt;br /&gt;
* Players can freely equip Mastery Chains as often as they like (won&#039;t be prevented from equipping them), however bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds&lt;br /&gt;
* Players can only remove Mastery Chain Links from a Mastery Chain Link that they are the owner of (Mastery chain&#039;s are bound to their owners)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychaingumpaddalllinks.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* The Mastery Chain menu features an &amp;quot;Install All Links in Backpack&amp;quot; button that players can click to search their backpack and simultaneously install all valid Mastery Chain Links found&lt;br /&gt;
* Installing links in this manner follows the same rules for normal link installation (max cap on Duplicate effects, restrictions on Corrupted Links, Arcane Essence install costs per link, etc)&lt;br /&gt;
* Players will receive a notification of how many links were found and successfully installed&lt;br /&gt;
* Players will receive a notification if they were unable to install any links due to lack of Arcane Essence available&lt;br /&gt;
* Players will not receive specific notifications if restrictions are hit for Duplicate Effects: they will simply be told how many valid links were installed (meaning any uninstalled links found had some form of restriction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Liftlock==&lt;br /&gt;
* Mastery Chains now have a &amp;quot;Liftlock&amp;quot; mechanic that players can toggle to prevent them from being Lifted while inside their Backpack or while Equipped&lt;br /&gt;
* Players can shift-click the Mastery Chain (while inside their Backpack or Equipped) and select &amp;quot;Enable Liftlock&amp;quot; to enable the feature or select &amp;quot;Disable Liftlock&amp;quot; to disable it&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* While Enabled, if a player tries to Lift the item from their Backpack or Paperdoll, they will be prevented from doing so and receive a system message informing them as such&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Mastery Chain Links==&lt;br /&gt;
[[File:howdoigetmasterychains.png]]&lt;br /&gt;
* Completing a [[Lore System#Lore Books|Lore Book]]&lt;br /&gt;
* Completing a [[Tome of Heroism]]&lt;br /&gt;
* Slaying an [[Omni Bosses|Omni Boss]]&lt;br /&gt;
* Players can also purchase Mastery Chain Links with reward points from:&lt;br /&gt;
** [[Arena &amp;amp; Duels|Arenas]]&lt;br /&gt;
** [[Factions]]&lt;br /&gt;
** [[Achievements]]&lt;br /&gt;
** [[Societies]]&lt;br /&gt;
** [[Strangelands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience==&lt;br /&gt;
===Experience Formula (Explanation)===&lt;br /&gt;
* When killing a creature, each player typically earns Experience towards various systems by calculating their Damage Dealt % to the Creature and multiplying it by the Gold Value of the creature&lt;br /&gt;
* So a player who deals 33% of the total damage on a creature worth 1000 gold, would earn 333 Experience towards systems like Mastery Chains, Weapon Codexes, Wizard&#039;s Grimoires, etc&lt;br /&gt;
* Players will receive a [[Experience_Gain#Step_2:_Determine_Group_Experience_Multiplier|Group Experience Multiplier]] when killing creatures when multiple party members damage the creature&lt;br /&gt;
* For the full explanation on gaining experience see [[Experience Gain]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Mastery Chains==&lt;br /&gt;
* Mastery Chains by themselves will provide no benefit to the player until they add Mastery Chain Links to the chain&lt;br /&gt;
* Players are allowed to add up to 30 Mastery Chain Links to a Mastery Chain, however they must first Unlock Links in them by earning XP&lt;br /&gt;
* Players earn XP by performing actions that earn gold (killing monsters / unlocking dungeon chests / etc)&lt;br /&gt;
* When players earn enough XP to Unlock a new Link, they will receive a notification that their Mastery Chain has Unlocked a new link&lt;br /&gt;
* If players have any available Unlocked links in their Mastery Chain, they will see one or more Green colored links in the chain graphic&lt;br /&gt;
* Installing a new Link requires consuming 10 [[Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Types==&lt;br /&gt;
* Mastery Chain Links are very rare loot items that are only available through a few specific game mechanics (e.g. [[Omni Bosses]], [[Treasure Hunting]]), or alternatively, purchasable by using a very large number of reward points from certain systems (e.g. [[Societies]])&lt;br /&gt;
* Mastery Chain Links come in 4 different material types: Bronze, Silver, Gold, and [[Corrupted Mastery Chain Links|Corrupted]]&lt;br /&gt;
** See [[Corrupted Mastery Chain Links]] for full description, limitations and decay timers for Corrupted Links&lt;br /&gt;
* Each Link has a specific effect or bonus it adds to a player when installed into a Mastery Chain, with that effect/bonus amount increasing based on the material type&lt;br /&gt;
** Silver Links are even more rare than Bronze, and typically will have 25% higher bonus amounts than Bronze Links&lt;br /&gt;
** Gold Links are ultra rare and typically have 50% higher bonus amounts than Bronze Links&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Link Bonus Values===&lt;br /&gt;
Current values for potential Mastery Chain Links are listed below:&lt;br /&gt;
* Note that &amp;quot;Effective&amp;quot; skill gain bonus for Mastery Chain Links only boosts the bonuses you get from those skills in combat&lt;br /&gt;
* It does not increase your skill value for crafting&lt;br /&gt;
* Elective Upgrades means that you can convert the link on the left, to the one in the Elective Upgrades column by double clicking on the link. This cannot be reversed without using a reforging tool.&lt;br /&gt;
&lt;br /&gt;
==PvP Restrictions==&lt;br /&gt;
* By default, PvM Bonuses that &amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;ONLY&amp;lt;/span&amp;gt; affect monsters will remain in place while a player is Flagged in PvP. Some examples of links that remain in effect while PvP flagged:&lt;br /&gt;
** Damage resistance&lt;br /&gt;
** Defense&lt;br /&gt;
* Effects that by their nature have an inherent chance to affect PvP, and therefore these effects will ALWAYS be disabled when a player Flagged in PvP. Some examples of links that are disabled in PvP:&lt;br /&gt;
**Mana Regen/Restoration, Mana Refund&lt;br /&gt;
**Health Regen/Restoration&lt;br /&gt;
**Healing Dealt/Received&lt;br /&gt;
**Effective Skill&lt;br /&gt;
* PvM Bonuses are always disabled in the Arena, Stygian Rifts, or during special PvP events such as Stalag Grotto Battle&lt;br /&gt;
{{Expand|Missing detail for all individual link&#039;s effects in PvP}}&lt;br /&gt;
&lt;br /&gt;
===Other Restrictions===&lt;br /&gt;
* Damage to Poisoned Creatures links will only apply if the target is affected with Greater Poison or above&lt;br /&gt;
&lt;br /&gt;
{{MasteryChainLinks}}&lt;br /&gt;
&lt;br /&gt;
==Installing Mastery Chain Links==&lt;br /&gt;
* If a player has an available unlocked link in their Mastery Chain (displayed in Green at the top chain graphic) players can click the Install Link button in the Mastery Chain gump window to target and add a Chain Link in their backpack to their Mastery Chain&lt;br /&gt;
* Players are allowed to install up to 10 Chain Links of the same bonus effect into a single Mastery Chain (which can be further increased up to 15 Chain Links with redline upgrade), and the cumulative total bonus for each effect is displayed in the Mastery Chain window&lt;br /&gt;
* (The only exception to this rule is &amp;quot;Special / Rare Drop Chances&amp;quot; which players are allowed to have 20 links)&lt;br /&gt;
* Players can remove Links by clicking the Remove Links button in the bottom right corner of the window&lt;br /&gt;
&lt;br /&gt;
==Removing Mastery Chain Links==&lt;br /&gt;
* When Removing Links from a mastery chain, players can click the Left/Right arrows to navigate through their currently installed links, with the selected link denoted with a Green pointer and the individual Link bonus displayed in the bottom panel&lt;br /&gt;
* Clicking the Remove Link red button will remove the highlighted link from the chain and place it back in the player&#039;s backpack&lt;br /&gt;
* Players will not receive the 10 Arcane Essence back when removing links, but they will be able to place a new link back into the chain in place of the removed one&lt;br /&gt;
* When a player is done removing links, they can click the Done button in the lower right corner to return to the main page&lt;br /&gt;
* Players can now click the Remove Row button to remove all Links in the currently selected row (requires double-click confirmation)&lt;br /&gt;
* Players can now click the Remove All button to remove all Links currently installed (requires triple confirmation)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinkremoval.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Reforging Tools==&lt;br /&gt;
* There are Bronze, Silver, Gold and Corrupted Reforging Tools available, and players must use a Reforging Tool of the same material type as the Mastery Chain Link they wish to alter (i.e. Bronze Reforging Tool on a Bronze Mastery Chain Link)&lt;br /&gt;
* Players can double-click the Reforging Tool in their backpack, and then target the specific Mastery Chain Link they wish to alter&lt;br /&gt;
* In the resulting menu, players can use the left/right arrows to rotate through the different bonus effects available that they may to change the Link to&lt;br /&gt;
* When the player is satisfied with their selection, they can click the Reforge Link button to change the bonus on the Link (this will consume the Reforging Tool)&lt;br /&gt;
* Players can acquire Reforging Tools by spending Reward Points from Arena, Achievement, Faction, and Society Reward systems&lt;br /&gt;
* Players can also acquire Reforging Tools by spending gold at the Prevalia Market&lt;br /&gt;
* The Mastery Chain Link Reforge Tool shows multiple bonus types at once, and are displayed in alphabetical order for bonus type&lt;br /&gt;
* Using a new Reforge Tool will remember the last bonus type and display page selected by the player with their previous Reforge Tool, in order to make Reforging multiple links in a row much quicker&lt;br /&gt;
&lt;br /&gt;
[[File:linkreforgeagain.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Tome==&lt;br /&gt;
Players may purchase Mastery Chain Link Tomes from the Prevalia Market Merchant as a way to store various Mastery Chain Links they acquire.&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinktome.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Vendor is no longer available, so section is hidden. Saving for future use. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Mastery Chain Replacement==&lt;br /&gt;
&#039;&#039;&#039;This NPC is no longer available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have created a new Mastery Chain Technician NPC that will allows players to perform a one-time replacement on certain Mastery Chain Links. Access to the Mastery Chain Technician will be available for a limited duration (likely several weeks), and will typically be made after we have implemented major gameplay changes that impact the value of individual Mastery Chain Links (this gives players an opportunity to switch to different links if they no longer want them after the mechanics change). Players can find Mastery Chain Technicians, when they are available, at the Prevalia Exchange Office and Corpse Creek Bank areas&lt;br /&gt;
&lt;br /&gt;
We are initially introducing this NPC with the ability to replace ONLY the following links:&lt;br /&gt;
* Melee Weapon Aspect Chance&lt;br /&gt;
* Melee Weapon Aspect Effect&lt;br /&gt;
* Spell Aspect Chance&lt;br /&gt;
* Spell Aspect Effect&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* To begin replacement of Mastery Chain Links, say &amp;quot;Mastery&amp;quot; or &amp;quot;Chain&amp;quot; out loud near any Mastery Chain Technician in Prevalia or Corpse Creek&lt;br /&gt;
* Players must then target a Mastery Chain that is bound to them in their backpack or currently equipped&lt;br /&gt;
* If a player targets a Mastery Chain that has any of those valid Links installed, they will be shown a replacement window&lt;br /&gt;
* At the top of the menu, players will be able to select which link they wish to replace, and can use the Left/Right arrows to rotate between valid links installed&lt;br /&gt;
* At the bottom of the menu players can use the Left/Right arrows to select the new Link type they want to convert the existing link into (this will maintain the same Bronze/Silver/Gold material type)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Once a player is confident in their selection, they can click the &amp;quot;Replace Selected Link With New Link&amp;quot; button three times in a row to replace that individual link (players must do this multiple times if they have multiple links of the same type)&lt;br /&gt;
* This replacement is PERMANENT, and once a player has replaced a link with a new type, they will NOT be able to immediately revert it using this system&lt;br /&gt;
* If a player no longer has any replaceable type links in their Mastery Chain, the replacement menu will automatically close&lt;br /&gt;
* Note: If players have their Mastery Chain window open, they will need to double-click it to refresh any changes made to it via the Replacement system menu&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MasteryChainXP}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31290</id>
		<title>Mastery Chain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31290"/>
		<updated>2026-03-08T12:45:34Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* PvP Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Mastery Chain system is an end game PvM system providing players many options to further progress their characters&lt;br /&gt;
* Mastery Chains are Blessed, wearable items that occupy the Talisman slot on a character. &lt;br /&gt;
* Mastery Chains must be bound to your character by double clicking the mastery chain, in order to use them. &lt;br /&gt;
** once bound you can activate your chain by double clicking it, or wearing it.  A chain will remain active until you activate a different one.&lt;br /&gt;
* Players can craft Mastery Chains with 120 [[Tinkering]], and can add links to their chain providing PvM bonuses once they&#039;ve gained the required XP to unlock a link slot.&lt;br /&gt;
* A Mastery Chain is not required to start accumulating XP, but is necessary to be able to see the XP accumulated.&lt;br /&gt;
* Players can view their mastery chain&#039;s gump by using the &amp;quot;[MasteryChain&amp;quot; [[Commands|command]], double-clicking their mastery chain or through the &amp;quot;Mastery Chain&amp;quot; option in their character&#039;s context menu.&lt;br /&gt;
* Mastery Chain XP is shared to accross all characters on a player&#039;s account, each character must have their own mastery chain to receive any benefits&lt;br /&gt;
* Similarly to Aspects, players can only change their Mastery Chain at most once every 30 seconds (players will not be prevented from equipping their Mastery Chain; however, bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds)&lt;br /&gt;
&lt;br /&gt;
==Chain Appearance==&lt;br /&gt;
The visual style does not affect its mechanics, simply how it looks. The eleven craftable visual styles of Mastery Chain are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychainexquisite2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Exquisite&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychainfashionable2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fashionable&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychaingilded2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gilded&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychaintwinloop2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twin Loop&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:briolettechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Briolette&#039;&#039;&#039;&lt;br /&gt;
| [[File:cabochonchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cabochon&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:chandelierchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Chandelier&#039;&#039;&#039;&lt;br /&gt;
| [[File:graduatedbeadchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Graduated Beed&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:hornpendantchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Horn Pendant&#039;&#039;&#039;&lt;br /&gt;
| [[File:layeredchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Layered&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:twistedcablechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twisted Cable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Restyle Deeds===&lt;br /&gt;
Mastery chains can be restyled into unique variants with often limited time restyle deeds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:toothchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tooth Necklace&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Mastery Chains==&lt;br /&gt;
* Mastery Chains must be permanently bound to that player in order for them to receive bonuses from it&lt;br /&gt;
* Players can have multiple Mastery Chains bound to themselves.&lt;br /&gt;
* Players may choose to simply keep their Mastery Chain in their backpack, rather than wear it (since it takes up a Talisman slot on their character), however they must equip it at least once in order to set that Mastery Chain as their &amp;quot;active&amp;quot; chain to receive it&#039;s bonuses&lt;br /&gt;
* Single-clicking a bound mastery chain will display the character who it&#039;s bound to&lt;br /&gt;
* Players can single-click their Mastery Chains to see how long until their bonuses will activate after they switch their current Mastery Chain&lt;br /&gt;
* Players can freely equip Mastery Chains as often as they like (won&#039;t be prevented from equipping them), however bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds&lt;br /&gt;
* Players can only remove Mastery Chain Links from a Mastery Chain Link that they are the owner of (Mastery chain&#039;s are bound to their owners)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychaingumpaddalllinks.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* The Mastery Chain menu features an &amp;quot;Install All Links in Backpack&amp;quot; button that players can click to search their backpack and simultaneously install all valid Mastery Chain Links found&lt;br /&gt;
* Installing links in this manner follows the same rules for normal link installation (max cap on Duplicate effects, restrictions on Corrupted Links, Arcane Essence install costs per link, etc)&lt;br /&gt;
* Players will receive a notification of how many links were found and successfully installed&lt;br /&gt;
* Players will receive a notification if they were unable to install any links due to lack of Arcane Essence available&lt;br /&gt;
* Players will not receive specific notifications if restrictions are hit for Duplicate Effects: they will simply be told how many valid links were installed (meaning any uninstalled links found had some form of restriction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Liftlock==&lt;br /&gt;
* Mastery Chains now have a &amp;quot;Liftlock&amp;quot; mechanic that players can toggle to prevent them from being Lifted while inside their Backpack or while Equipped&lt;br /&gt;
* Players can shift-click the Mastery Chain (while inside their Backpack or Equipped) and select &amp;quot;Enable Liftlock&amp;quot; to enable the feature or select &amp;quot;Disable Liftlock&amp;quot; to disable it&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* While Enabled, if a player tries to Lift the item from their Backpack or Paperdoll, they will be prevented from doing so and receive a system message informing them as such&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Mastery Chain Links==&lt;br /&gt;
[[File:howdoigetmasterychains.png]]&lt;br /&gt;
* Completing a [[Lore System#Lore Books|Lore Book]]&lt;br /&gt;
* Completing a [[Tome of Heroism]]&lt;br /&gt;
* Slaying an [[Omni Bosses|Omni Boss]]&lt;br /&gt;
* Players can also purchase Mastery Chain Links with reward points from:&lt;br /&gt;
** [[Arena &amp;amp; Duels|Arenas]]&lt;br /&gt;
** [[Factions]]&lt;br /&gt;
** [[Achievements]]&lt;br /&gt;
** [[Societies]]&lt;br /&gt;
** [[Strangelands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience==&lt;br /&gt;
===Experience Formula (Explanation)===&lt;br /&gt;
* When killing a creature, each player typically earns Experience towards various systems by calculating their Damage Dealt % to the Creature and multiplying it by the Gold Value of the creature&lt;br /&gt;
* So a player who deals 33% of the total damage on a creature worth 1000 gold, would earn 333 Experience towards systems like Mastery Chains, Weapon Codexes, Wizard&#039;s Grimoires, etc&lt;br /&gt;
* Players will receive a [[Experience_Gain#Step_2:_Determine_Group_Experience_Multiplier|Group Experience Multiplier]] when killing creatures when multiple party members damage the creature&lt;br /&gt;
* For the full explanation on gaining experience see [[Experience Gain]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Mastery Chains==&lt;br /&gt;
* Mastery Chains by themselves will provide no benefit to the player until they add Mastery Chain Links to the chain&lt;br /&gt;
* Players are allowed to add up to 30 Mastery Chain Links to a Mastery Chain, however they must first Unlock Links in them by earning XP&lt;br /&gt;
* Players earn XP by performing actions that earn gold (killing monsters / unlocking dungeon chests / etc)&lt;br /&gt;
* When players earn enough XP to Unlock a new Link, they will receive a notification that their Mastery Chain has Unlocked a new link&lt;br /&gt;
* If players have any available Unlocked links in their Mastery Chain, they will see one or more Green colored links in the chain graphic&lt;br /&gt;
* Installing a new Link requires consuming 10 [[Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Types==&lt;br /&gt;
* Mastery Chain Links are very rare loot items that are only available through a few specific game mechanics (e.g. [[Omni Bosses]], [[Treasure Hunting]]), or alternatively, purchasable by using a very large number of reward points from certain systems (e.g. [[Societies]])&lt;br /&gt;
* Mastery Chain Links come in 4 different material types: Bronze, Silver, Gold, and [[Corrupted Mastery Chain Links|Corrupted]]&lt;br /&gt;
** See [[Corrupted Mastery Chain Links]] for full description, limitations and decay timers for Corrupted Links&lt;br /&gt;
* Each Link has a specific effect or bonus it adds to a player when installed into a Mastery Chain, with that effect/bonus amount increasing based on the material type&lt;br /&gt;
** Silver Links are even more rare than Bronze, and typically will have 25% higher bonus amounts than Bronze Links&lt;br /&gt;
** Gold Links are ultra rare and typically have 50% higher bonus amounts than Bronze Links&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Link Bonus Values===&lt;br /&gt;
Current values for potential Mastery Chain Links are listed below:&lt;br /&gt;
* Note that &amp;quot;Effective&amp;quot; skill gain bonus for Mastery Chain Links only boosts the bonuses you get from those skills in combat&lt;br /&gt;
* It does not increase your skill value for crafting&lt;br /&gt;
* Elective Upgrades means that you can convert the link on the left, to the one in the Elective Upgrades column by double clicking on the link. This cannot be reversed without using a reforging tool.&lt;br /&gt;
&lt;br /&gt;
==PvP Restrictions==&lt;br /&gt;
* By default, PvM Bonuses that &amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;ONLY&amp;lt;/span&amp;gt; affect monsters will remain in place while a player is Flagged in PvP. Some examples of links that remain include:&lt;br /&gt;
** Damage resistance&lt;br /&gt;
** Defense&lt;br /&gt;
* Effects that by their nature have an inherent chance to affect PvP, and therefore these effects will ALWAYS be disabled when a player Flagged in PvP. Some examples of links that are disabled in PvP:&lt;br /&gt;
**Mana Regen/Restoration, Mana Refund&lt;br /&gt;
**Health Regen/Restoration&lt;br /&gt;
**Healing Dealt/Received&lt;br /&gt;
**Effective Skill&lt;br /&gt;
* PvM Bonuses are always disabled in the Arena, Stygian Rifts, or during special PvP events such as Stalag Grotto Battle&lt;br /&gt;
{{Expand|Missing detail for all individual link&#039;s effects in PvP}}&lt;br /&gt;
&lt;br /&gt;
===Other Restrictions===&lt;br /&gt;
* Damage to Poisoned Creatures links will only apply if the target is affected with Greater Poison or above&lt;br /&gt;
&lt;br /&gt;
{{MasteryChainLinks}}&lt;br /&gt;
&lt;br /&gt;
==Installing Mastery Chain Links==&lt;br /&gt;
* If a player has an available unlocked link in their Mastery Chain (displayed in Green at the top chain graphic) players can click the Install Link button in the Mastery Chain gump window to target and add a Chain Link in their backpack to their Mastery Chain&lt;br /&gt;
* Players are allowed to install up to 10 Chain Links of the same bonus effect into a single Mastery Chain (which can be further increased up to 15 Chain Links with redline upgrade), and the cumulative total bonus for each effect is displayed in the Mastery Chain window&lt;br /&gt;
* (The only exception to this rule is &amp;quot;Special / Rare Drop Chances&amp;quot; which players are allowed to have 20 links)&lt;br /&gt;
* Players can remove Links by clicking the Remove Links button in the bottom right corner of the window&lt;br /&gt;
&lt;br /&gt;
==Removing Mastery Chain Links==&lt;br /&gt;
* When Removing Links from a mastery chain, players can click the Left/Right arrows to navigate through their currently installed links, with the selected link denoted with a Green pointer and the individual Link bonus displayed in the bottom panel&lt;br /&gt;
* Clicking the Remove Link red button will remove the highlighted link from the chain and place it back in the player&#039;s backpack&lt;br /&gt;
* Players will not receive the 10 Arcane Essence back when removing links, but they will be able to place a new link back into the chain in place of the removed one&lt;br /&gt;
* When a player is done removing links, they can click the Done button in the lower right corner to return to the main page&lt;br /&gt;
* Players can now click the Remove Row button to remove all Links in the currently selected row (requires double-click confirmation)&lt;br /&gt;
* Players can now click the Remove All button to remove all Links currently installed (requires triple confirmation)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinkremoval.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Reforging Tools==&lt;br /&gt;
* There are Bronze, Silver, Gold and Corrupted Reforging Tools available, and players must use a Reforging Tool of the same material type as the Mastery Chain Link they wish to alter (i.e. Bronze Reforging Tool on a Bronze Mastery Chain Link)&lt;br /&gt;
* Players can double-click the Reforging Tool in their backpack, and then target the specific Mastery Chain Link they wish to alter&lt;br /&gt;
* In the resulting menu, players can use the left/right arrows to rotate through the different bonus effects available that they may to change the Link to&lt;br /&gt;
* When the player is satisfied with their selection, they can click the Reforge Link button to change the bonus on the Link (this will consume the Reforging Tool)&lt;br /&gt;
* Players can acquire Reforging Tools by spending Reward Points from Arena, Achievement, Faction, and Society Reward systems&lt;br /&gt;
* Players can also acquire Reforging Tools by spending gold at the Prevalia Market&lt;br /&gt;
* The Mastery Chain Link Reforge Tool shows multiple bonus types at once, and are displayed in alphabetical order for bonus type&lt;br /&gt;
* Using a new Reforge Tool will remember the last bonus type and display page selected by the player with their previous Reforge Tool, in order to make Reforging multiple links in a row much quicker&lt;br /&gt;
&lt;br /&gt;
[[File:linkreforgeagain.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Tome==&lt;br /&gt;
Players may purchase Mastery Chain Link Tomes from the Prevalia Market Merchant as a way to store various Mastery Chain Links they acquire.&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinktome.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Vendor is no longer available, so section is hidden. Saving for future use. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Mastery Chain Replacement==&lt;br /&gt;
&#039;&#039;&#039;This NPC is no longer available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have created a new Mastery Chain Technician NPC that will allows players to perform a one-time replacement on certain Mastery Chain Links. Access to the Mastery Chain Technician will be available for a limited duration (likely several weeks), and will typically be made after we have implemented major gameplay changes that impact the value of individual Mastery Chain Links (this gives players an opportunity to switch to different links if they no longer want them after the mechanics change). Players can find Mastery Chain Technicians, when they are available, at the Prevalia Exchange Office and Corpse Creek Bank areas&lt;br /&gt;
&lt;br /&gt;
We are initially introducing this NPC with the ability to replace ONLY the following links:&lt;br /&gt;
* Melee Weapon Aspect Chance&lt;br /&gt;
* Melee Weapon Aspect Effect&lt;br /&gt;
* Spell Aspect Chance&lt;br /&gt;
* Spell Aspect Effect&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* To begin replacement of Mastery Chain Links, say &amp;quot;Mastery&amp;quot; or &amp;quot;Chain&amp;quot; out loud near any Mastery Chain Technician in Prevalia or Corpse Creek&lt;br /&gt;
* Players must then target a Mastery Chain that is bound to them in their backpack or currently equipped&lt;br /&gt;
* If a player targets a Mastery Chain that has any of those valid Links installed, they will be shown a replacement window&lt;br /&gt;
* At the top of the menu, players will be able to select which link they wish to replace, and can use the Left/Right arrows to rotate between valid links installed&lt;br /&gt;
* At the bottom of the menu players can use the Left/Right arrows to select the new Link type they want to convert the existing link into (this will maintain the same Bronze/Silver/Gold material type)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Once a player is confident in their selection, they can click the &amp;quot;Replace Selected Link With New Link&amp;quot; button three times in a row to replace that individual link (players must do this multiple times if they have multiple links of the same type)&lt;br /&gt;
* This replacement is PERMANENT, and once a player has replaced a link with a new type, they will NOT be able to immediately revert it using this system&lt;br /&gt;
* If a player no longer has any replaceable type links in their Mastery Chain, the replacement menu will automatically close&lt;br /&gt;
* Note: If players have their Mastery Chain window open, they will need to double-click it to refresh any changes made to it via the Replacement system menu&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MasteryChainXP}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31289</id>
		<title>Mastery Chain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31289"/>
		<updated>2026-03-08T12:41:22Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* PvP Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Mastery Chain system is an end game PvM system providing players many options to further progress their characters&lt;br /&gt;
* Mastery Chains are Blessed, wearable items that occupy the Talisman slot on a character. &lt;br /&gt;
* Mastery Chains must be bound to your character by double clicking the mastery chain, in order to use them. &lt;br /&gt;
** once bound you can activate your chain by double clicking it, or wearing it.  A chain will remain active until you activate a different one.&lt;br /&gt;
* Players can craft Mastery Chains with 120 [[Tinkering]], and can add links to their chain providing PvM bonuses once they&#039;ve gained the required XP to unlock a link slot.&lt;br /&gt;
* A Mastery Chain is not required to start accumulating XP, but is necessary to be able to see the XP accumulated.&lt;br /&gt;
* Players can view their mastery chain&#039;s gump by using the &amp;quot;[MasteryChain&amp;quot; [[Commands|command]], double-clicking their mastery chain or through the &amp;quot;Mastery Chain&amp;quot; option in their character&#039;s context menu.&lt;br /&gt;
* Mastery Chain XP is shared to accross all characters on a player&#039;s account, each character must have their own mastery chain to receive any benefits&lt;br /&gt;
* Similarly to Aspects, players can only change their Mastery Chain at most once every 30 seconds (players will not be prevented from equipping their Mastery Chain; however, bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds)&lt;br /&gt;
&lt;br /&gt;
==Chain Appearance==&lt;br /&gt;
The visual style does not affect its mechanics, simply how it looks. The eleven craftable visual styles of Mastery Chain are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychainexquisite2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Exquisite&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychainfashionable2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fashionable&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychaingilded2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gilded&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychaintwinloop2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twin Loop&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:briolettechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Briolette&#039;&#039;&#039;&lt;br /&gt;
| [[File:cabochonchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cabochon&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:chandelierchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Chandelier&#039;&#039;&#039;&lt;br /&gt;
| [[File:graduatedbeadchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Graduated Beed&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:hornpendantchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Horn Pendant&#039;&#039;&#039;&lt;br /&gt;
| [[File:layeredchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Layered&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:twistedcablechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twisted Cable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Restyle Deeds===&lt;br /&gt;
Mastery chains can be restyled into unique variants with often limited time restyle deeds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:toothchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tooth Necklace&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Mastery Chains==&lt;br /&gt;
* Mastery Chains must be permanently bound to that player in order for them to receive bonuses from it&lt;br /&gt;
* Players can have multiple Mastery Chains bound to themselves.&lt;br /&gt;
* Players may choose to simply keep their Mastery Chain in their backpack, rather than wear it (since it takes up a Talisman slot on their character), however they must equip it at least once in order to set that Mastery Chain as their &amp;quot;active&amp;quot; chain to receive it&#039;s bonuses&lt;br /&gt;
* Single-clicking a bound mastery chain will display the character who it&#039;s bound to&lt;br /&gt;
* Players can single-click their Mastery Chains to see how long until their bonuses will activate after they switch their current Mastery Chain&lt;br /&gt;
* Players can freely equip Mastery Chains as often as they like (won&#039;t be prevented from equipping them), however bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds&lt;br /&gt;
* Players can only remove Mastery Chain Links from a Mastery Chain Link that they are the owner of (Mastery chain&#039;s are bound to their owners)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychaingumpaddalllinks.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* The Mastery Chain menu features an &amp;quot;Install All Links in Backpack&amp;quot; button that players can click to search their backpack and simultaneously install all valid Mastery Chain Links found&lt;br /&gt;
* Installing links in this manner follows the same rules for normal link installation (max cap on Duplicate effects, restrictions on Corrupted Links, Arcane Essence install costs per link, etc)&lt;br /&gt;
* Players will receive a notification of how many links were found and successfully installed&lt;br /&gt;
* Players will receive a notification if they were unable to install any links due to lack of Arcane Essence available&lt;br /&gt;
* Players will not receive specific notifications if restrictions are hit for Duplicate Effects: they will simply be told how many valid links were installed (meaning any uninstalled links found had some form of restriction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Liftlock==&lt;br /&gt;
* Mastery Chains now have a &amp;quot;Liftlock&amp;quot; mechanic that players can toggle to prevent them from being Lifted while inside their Backpack or while Equipped&lt;br /&gt;
* Players can shift-click the Mastery Chain (while inside their Backpack or Equipped) and select &amp;quot;Enable Liftlock&amp;quot; to enable the feature or select &amp;quot;Disable Liftlock&amp;quot; to disable it&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* While Enabled, if a player tries to Lift the item from their Backpack or Paperdoll, they will be prevented from doing so and receive a system message informing them as such&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Mastery Chain Links==&lt;br /&gt;
[[File:howdoigetmasterychains.png]]&lt;br /&gt;
* Completing a [[Lore System#Lore Books|Lore Book]]&lt;br /&gt;
* Completing a [[Tome of Heroism]]&lt;br /&gt;
* Slaying an [[Omni Bosses|Omni Boss]]&lt;br /&gt;
* Players can also purchase Mastery Chain Links with reward points from:&lt;br /&gt;
** [[Arena &amp;amp; Duels|Arenas]]&lt;br /&gt;
** [[Factions]]&lt;br /&gt;
** [[Achievements]]&lt;br /&gt;
** [[Societies]]&lt;br /&gt;
** [[Strangelands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience==&lt;br /&gt;
===Experience Formula (Explanation)===&lt;br /&gt;
* When killing a creature, each player typically earns Experience towards various systems by calculating their Damage Dealt % to the Creature and multiplying it by the Gold Value of the creature&lt;br /&gt;
* So a player who deals 33% of the total damage on a creature worth 1000 gold, would earn 333 Experience towards systems like Mastery Chains, Weapon Codexes, Wizard&#039;s Grimoires, etc&lt;br /&gt;
* Players will receive a [[Experience_Gain#Step_2:_Determine_Group_Experience_Multiplier|Group Experience Multiplier]] when killing creatures when multiple party members damage the creature&lt;br /&gt;
* For the full explanation on gaining experience see [[Experience Gain]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Mastery Chains==&lt;br /&gt;
* Mastery Chains by themselves will provide no benefit to the player until they add Mastery Chain Links to the chain&lt;br /&gt;
* Players are allowed to add up to 30 Mastery Chain Links to a Mastery Chain, however they must first Unlock Links in them by earning XP&lt;br /&gt;
* Players earn XP by performing actions that earn gold (killing monsters / unlocking dungeon chests / etc)&lt;br /&gt;
* When players earn enough XP to Unlock a new Link, they will receive a notification that their Mastery Chain has Unlocked a new link&lt;br /&gt;
* If players have any available Unlocked links in their Mastery Chain, they will see one or more Green colored links in the chain graphic&lt;br /&gt;
* Installing a new Link requires consuming 10 [[Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Types==&lt;br /&gt;
* Mastery Chain Links are very rare loot items that are only available through a few specific game mechanics (e.g. [[Omni Bosses]], [[Treasure Hunting]]), or alternatively, purchasable by using a very large number of reward points from certain systems (e.g. [[Societies]])&lt;br /&gt;
* Mastery Chain Links come in 4 different material types: Bronze, Silver, Gold, and [[Corrupted Mastery Chain Links|Corrupted]]&lt;br /&gt;
** See [[Corrupted Mastery Chain Links]] for full description, limitations and decay timers for Corrupted Links&lt;br /&gt;
* Each Link has a specific effect or bonus it adds to a player when installed into a Mastery Chain, with that effect/bonus amount increasing based on the material type&lt;br /&gt;
** Silver Links are even more rare than Bronze, and typically will have 25% higher bonus amounts than Bronze Links&lt;br /&gt;
** Gold Links are ultra rare and typically have 50% higher bonus amounts than Bronze Links&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Link Bonus Values===&lt;br /&gt;
Current values for potential Mastery Chain Links are listed below:&lt;br /&gt;
* Note that &amp;quot;Effective&amp;quot; skill gain bonus for Mastery Chain Links only boosts the bonuses you get from those skills in combat&lt;br /&gt;
* It does not increase your skill value for crafting&lt;br /&gt;
* Elective Upgrades means that you can convert the link on the left, to the one in the Elective Upgrades column by double clicking on the link. This cannot be reversed without using a reforging tool.&lt;br /&gt;
&lt;br /&gt;
==PvP Restrictions==&lt;br /&gt;
* By default, PvM Bonuses that &amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;ONLY&amp;lt;/span&amp;gt; affect monsters will remain in place while a player is Flagged in PvP&lt;br /&gt;
* Effects that by their nature have an inherent chance to affect PvP, and therefore these effects will ALWAYS be disabled when a player Flagged in PvP. Some examples of links that are disabled in PvP:&lt;br /&gt;
**Mana Regen/Restoration, Mana Refund&lt;br /&gt;
**Health Regen/Restoration&lt;br /&gt;
**Healing Dealt/Received&lt;br /&gt;
**Effective Skill&lt;br /&gt;
**Stealth Steps&lt;br /&gt;
* PvM Bonuses are always disabled in the Arena, Stygian Rifts, or during special PvP events such as Stalag Grotto Battle&lt;br /&gt;
{{Expand|Missing detail for all individual link&#039;s effects in PvP}}&lt;br /&gt;
&lt;br /&gt;
===Other Restrictions===&lt;br /&gt;
* Damage to Poisoned Creatures links will only apply if the target is affected with Greater Poison or above&lt;br /&gt;
&lt;br /&gt;
{{MasteryChainLinks}}&lt;br /&gt;
&lt;br /&gt;
==Installing Mastery Chain Links==&lt;br /&gt;
* If a player has an available unlocked link in their Mastery Chain (displayed in Green at the top chain graphic) players can click the Install Link button in the Mastery Chain gump window to target and add a Chain Link in their backpack to their Mastery Chain&lt;br /&gt;
* Players are allowed to install up to 10 Chain Links of the same bonus effect into a single Mastery Chain (which can be further increased up to 15 Chain Links with redline upgrade), and the cumulative total bonus for each effect is displayed in the Mastery Chain window&lt;br /&gt;
* (The only exception to this rule is &amp;quot;Special / Rare Drop Chances&amp;quot; which players are allowed to have 20 links)&lt;br /&gt;
* Players can remove Links by clicking the Remove Links button in the bottom right corner of the window&lt;br /&gt;
&lt;br /&gt;
==Removing Mastery Chain Links==&lt;br /&gt;
* When Removing Links from a mastery chain, players can click the Left/Right arrows to navigate through their currently installed links, with the selected link denoted with a Green pointer and the individual Link bonus displayed in the bottom panel&lt;br /&gt;
* Clicking the Remove Link red button will remove the highlighted link from the chain and place it back in the player&#039;s backpack&lt;br /&gt;
* Players will not receive the 10 Arcane Essence back when removing links, but they will be able to place a new link back into the chain in place of the removed one&lt;br /&gt;
* When a player is done removing links, they can click the Done button in the lower right corner to return to the main page&lt;br /&gt;
* Players can now click the Remove Row button to remove all Links in the currently selected row (requires double-click confirmation)&lt;br /&gt;
* Players can now click the Remove All button to remove all Links currently installed (requires triple confirmation)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinkremoval.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Reforging Tools==&lt;br /&gt;
* There are Bronze, Silver, Gold and Corrupted Reforging Tools available, and players must use a Reforging Tool of the same material type as the Mastery Chain Link they wish to alter (i.e. Bronze Reforging Tool on a Bronze Mastery Chain Link)&lt;br /&gt;
* Players can double-click the Reforging Tool in their backpack, and then target the specific Mastery Chain Link they wish to alter&lt;br /&gt;
* In the resulting menu, players can use the left/right arrows to rotate through the different bonus effects available that they may to change the Link to&lt;br /&gt;
* When the player is satisfied with their selection, they can click the Reforge Link button to change the bonus on the Link (this will consume the Reforging Tool)&lt;br /&gt;
* Players can acquire Reforging Tools by spending Reward Points from Arena, Achievement, Faction, and Society Reward systems&lt;br /&gt;
* Players can also acquire Reforging Tools by spending gold at the Prevalia Market&lt;br /&gt;
* The Mastery Chain Link Reforge Tool shows multiple bonus types at once, and are displayed in alphabetical order for bonus type&lt;br /&gt;
* Using a new Reforge Tool will remember the last bonus type and display page selected by the player with their previous Reforge Tool, in order to make Reforging multiple links in a row much quicker&lt;br /&gt;
&lt;br /&gt;
[[File:linkreforgeagain.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Tome==&lt;br /&gt;
Players may purchase Mastery Chain Link Tomes from the Prevalia Market Merchant as a way to store various Mastery Chain Links they acquire.&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinktome.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Vendor is no longer available, so section is hidden. Saving for future use. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Mastery Chain Replacement==&lt;br /&gt;
&#039;&#039;&#039;This NPC is no longer available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have created a new Mastery Chain Technician NPC that will allows players to perform a one-time replacement on certain Mastery Chain Links. Access to the Mastery Chain Technician will be available for a limited duration (likely several weeks), and will typically be made after we have implemented major gameplay changes that impact the value of individual Mastery Chain Links (this gives players an opportunity to switch to different links if they no longer want them after the mechanics change). Players can find Mastery Chain Technicians, when they are available, at the Prevalia Exchange Office and Corpse Creek Bank areas&lt;br /&gt;
&lt;br /&gt;
We are initially introducing this NPC with the ability to replace ONLY the following links:&lt;br /&gt;
* Melee Weapon Aspect Chance&lt;br /&gt;
* Melee Weapon Aspect Effect&lt;br /&gt;
* Spell Aspect Chance&lt;br /&gt;
* Spell Aspect Effect&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* To begin replacement of Mastery Chain Links, say &amp;quot;Mastery&amp;quot; or &amp;quot;Chain&amp;quot; out loud near any Mastery Chain Technician in Prevalia or Corpse Creek&lt;br /&gt;
* Players must then target a Mastery Chain that is bound to them in their backpack or currently equipped&lt;br /&gt;
* If a player targets a Mastery Chain that has any of those valid Links installed, they will be shown a replacement window&lt;br /&gt;
* At the top of the menu, players will be able to select which link they wish to replace, and can use the Left/Right arrows to rotate between valid links installed&lt;br /&gt;
* At the bottom of the menu players can use the Left/Right arrows to select the new Link type they want to convert the existing link into (this will maintain the same Bronze/Silver/Gold material type)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Once a player is confident in their selection, they can click the &amp;quot;Replace Selected Link With New Link&amp;quot; button three times in a row to replace that individual link (players must do this multiple times if they have multiple links of the same type)&lt;br /&gt;
* This replacement is PERMANENT, and once a player has replaced a link with a new type, they will NOT be able to immediately revert it using this system&lt;br /&gt;
* If a player no longer has any replaceable type links in their Mastery Chain, the replacement menu will automatically close&lt;br /&gt;
* Note: If players have their Mastery Chain window open, they will need to double-click it to refresh any changes made to it via the Replacement system menu&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MasteryChainXP}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31288</id>
		<title>Mastery Chain</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Mastery_Chain&amp;diff=31288"/>
		<updated>2026-03-08T12:37:36Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Mastery Chain system is an end game PvM system providing players many options to further progress their characters&lt;br /&gt;
* Mastery Chains are Blessed, wearable items that occupy the Talisman slot on a character. &lt;br /&gt;
* Mastery Chains must be bound to your character by double clicking the mastery chain, in order to use them. &lt;br /&gt;
** once bound you can activate your chain by double clicking it, or wearing it.  A chain will remain active until you activate a different one.&lt;br /&gt;
* Players can craft Mastery Chains with 120 [[Tinkering]], and can add links to their chain providing PvM bonuses once they&#039;ve gained the required XP to unlock a link slot.&lt;br /&gt;
* A Mastery Chain is not required to start accumulating XP, but is necessary to be able to see the XP accumulated.&lt;br /&gt;
* Players can view their mastery chain&#039;s gump by using the &amp;quot;[MasteryChain&amp;quot; [[Commands|command]], double-clicking their mastery chain or through the &amp;quot;Mastery Chain&amp;quot; option in their character&#039;s context menu.&lt;br /&gt;
* Mastery Chain XP is shared to accross all characters on a player&#039;s account, each character must have their own mastery chain to receive any benefits&lt;br /&gt;
* Similarly to Aspects, players can only change their Mastery Chain at most once every 30 seconds (players will not be prevented from equipping their Mastery Chain; however, bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds)&lt;br /&gt;
&lt;br /&gt;
==Chain Appearance==&lt;br /&gt;
The visual style does not affect its mechanics, simply how it looks. The eleven craftable visual styles of Mastery Chain are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychainexquisite2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Exquisite&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychainfashionable2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fashionable&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:masterychaingilded2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gilded&#039;&#039;&#039;&lt;br /&gt;
| [[File:masterychaintwinloop2.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twin Loop&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:briolettechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Briolette&#039;&#039;&#039;&lt;br /&gt;
| [[File:cabochonchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cabochon&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:chandelierchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Chandelier&#039;&#039;&#039;&lt;br /&gt;
| [[File:graduatedbeadchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Graduated Beed&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:hornpendantchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Horn Pendant&#039;&#039;&#039;&lt;br /&gt;
| [[File:layeredchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Layered&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:twistedcablechain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Twisted Cable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Restyle Deeds===&lt;br /&gt;
Mastery chains can be restyled into unique variants with often limited time restyle deeds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:toothchain.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tooth Necklace&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Mastery Chains==&lt;br /&gt;
* Mastery Chains must be permanently bound to that player in order for them to receive bonuses from it&lt;br /&gt;
* Players can have multiple Mastery Chains bound to themselves.&lt;br /&gt;
* Players may choose to simply keep their Mastery Chain in their backpack, rather than wear it (since it takes up a Talisman slot on their character), however they must equip it at least once in order to set that Mastery Chain as their &amp;quot;active&amp;quot; chain to receive it&#039;s bonuses&lt;br /&gt;
* Single-clicking a bound mastery chain will display the character who it&#039;s bound to&lt;br /&gt;
* Players can single-click their Mastery Chains to see how long until their bonuses will activate after they switch their current Mastery Chain&lt;br /&gt;
* Players can freely equip Mastery Chains as often as they like (won&#039;t be prevented from equipping them), however bonuses for a newly equipped Mastery Chain will not kick in for 30 seconds&lt;br /&gt;
* Players can only remove Mastery Chain Links from a Mastery Chain Link that they are the owner of (Mastery chain&#039;s are bound to their owners)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychaingumpaddalllinks.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* The Mastery Chain menu features an &amp;quot;Install All Links in Backpack&amp;quot; button that players can click to search their backpack and simultaneously install all valid Mastery Chain Links found&lt;br /&gt;
* Installing links in this manner follows the same rules for normal link installation (max cap on Duplicate effects, restrictions on Corrupted Links, Arcane Essence install costs per link, etc)&lt;br /&gt;
* Players will receive a notification of how many links were found and successfully installed&lt;br /&gt;
* Players will receive a notification if they were unable to install any links due to lack of Arcane Essence available&lt;br /&gt;
* Players will not receive specific notifications if restrictions are hit for Duplicate Effects: they will simply be told how many valid links were installed (meaning any uninstalled links found had some form of restriction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Liftlock==&lt;br /&gt;
* Mastery Chains now have a &amp;quot;Liftlock&amp;quot; mechanic that players can toggle to prevent them from being Lifted while inside their Backpack or while Equipped&lt;br /&gt;
* Players can shift-click the Mastery Chain (while inside their Backpack or Equipped) and select &amp;quot;Enable Liftlock&amp;quot; to enable the feature or select &amp;quot;Disable Liftlock&amp;quot; to disable it&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* While Enabled, if a player tries to Lift the item from their Backpack or Paperdoll, they will be prevented from doing so and receive a system message informing them as such&lt;br /&gt;
&lt;br /&gt;
[[File:masterychain-liftlock2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Mastery Chain Links==&lt;br /&gt;
[[File:howdoigetmasterychains.png]]&lt;br /&gt;
* Completing a [[Lore System#Lore Books|Lore Book]]&lt;br /&gt;
* Completing a [[Tome of Heroism]]&lt;br /&gt;
* Slaying an [[Omni Bosses|Omni Boss]]&lt;br /&gt;
* Players can also purchase Mastery Chain Links with reward points from:&lt;br /&gt;
** [[Arena &amp;amp; Duels|Arenas]]&lt;br /&gt;
** [[Factions]]&lt;br /&gt;
** [[Achievements]]&lt;br /&gt;
** [[Societies]]&lt;br /&gt;
** [[Strangelands]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience==&lt;br /&gt;
===Experience Formula (Explanation)===&lt;br /&gt;
* When killing a creature, each player typically earns Experience towards various systems by calculating their Damage Dealt % to the Creature and multiplying it by the Gold Value of the creature&lt;br /&gt;
* So a player who deals 33% of the total damage on a creature worth 1000 gold, would earn 333 Experience towards systems like Mastery Chains, Weapon Codexes, Wizard&#039;s Grimoires, etc&lt;br /&gt;
* Players will receive a [[Experience_Gain#Step_2:_Determine_Group_Experience_Multiplier|Group Experience Multiplier]] when killing creatures when multiple party members damage the creature&lt;br /&gt;
* For the full explanation on gaining experience see [[Experience Gain]]&lt;br /&gt;
&lt;br /&gt;
==Upgrading Mastery Chains==&lt;br /&gt;
* Mastery Chains by themselves will provide no benefit to the player until they add Mastery Chain Links to the chain&lt;br /&gt;
* Players are allowed to add up to 30 Mastery Chain Links to a Mastery Chain, however they must first Unlock Links in them by earning XP&lt;br /&gt;
* Players earn XP by performing actions that earn gold (killing monsters / unlocking dungeon chests / etc)&lt;br /&gt;
* When players earn enough XP to Unlock a new Link, they will receive a notification that their Mastery Chain has Unlocked a new link&lt;br /&gt;
* If players have any available Unlocked links in their Mastery Chain, they will see one or more Green colored links in the chain graphic&lt;br /&gt;
* Installing a new Link requires consuming 10 [[Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Types==&lt;br /&gt;
* Mastery Chain Links are very rare loot items that are only available through a few specific game mechanics (e.g. [[Omni Bosses]], [[Treasure Hunting]]), or alternatively, purchasable by using a very large number of reward points from certain systems (e.g. [[Societies]])&lt;br /&gt;
* Mastery Chain Links come in 4 different material types: Bronze, Silver, Gold, and [[Corrupted Mastery Chain Links|Corrupted]]&lt;br /&gt;
** See [[Corrupted Mastery Chain Links]] for full description, limitations and decay timers for Corrupted Links&lt;br /&gt;
* Each Link has a specific effect or bonus it adds to a player when installed into a Mastery Chain, with that effect/bonus amount increasing based on the material type&lt;br /&gt;
** Silver Links are even more rare than Bronze, and typically will have 25% higher bonus amounts than Bronze Links&lt;br /&gt;
** Gold Links are ultra rare and typically have 50% higher bonus amounts than Bronze Links&lt;br /&gt;
&lt;br /&gt;
===Mastery Chain Link Bonus Values===&lt;br /&gt;
Current values for potential Mastery Chain Links are listed below:&lt;br /&gt;
* Note that &amp;quot;Effective&amp;quot; skill gain bonus for Mastery Chain Links only boosts the bonuses you get from those skills in combat&lt;br /&gt;
* It does not increase your skill value for crafting&lt;br /&gt;
* Elective Upgrades means that you can convert the link on the left, to the one in the Elective Upgrades column by double clicking on the link. This cannot be reversed without using a reforging tool.&lt;br /&gt;
&lt;br /&gt;
==PvP Restrictions==&lt;br /&gt;
* By default, PvM Bonuses that &amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;ONLY&amp;lt;/span&amp;gt; affect monsters will remain in place while a player is Flagged in PvP&lt;br /&gt;
* Effects that by their nature have an inherent chance to affect PvP, and therefore these effects will ALWAYS be disabled when a player Flagged in PvP. Some examples of links that are disabled in PvP:&lt;br /&gt;
**Mana Regen/Restoration, Mana Refund&lt;br /&gt;
**Health Regen/Restoration&lt;br /&gt;
**Healing Dealt Received&lt;br /&gt;
**Effective Skill&lt;br /&gt;
**Stealth Steps&lt;br /&gt;
* PvM Bonuses are always disabled in the Arena, Stygian Rifts, or during special PvP events such as Stalag Grotto Battle&lt;br /&gt;
{{Expand|Missing detail for all individual link&#039;s effects in PvP}}&lt;br /&gt;
&lt;br /&gt;
===Other Restrictions===&lt;br /&gt;
* Damage to Poisoned Creatures links will only apply if the target is affected with Greater Poison or above&lt;br /&gt;
&lt;br /&gt;
{{MasteryChainLinks}}&lt;br /&gt;
&lt;br /&gt;
==Installing Mastery Chain Links==&lt;br /&gt;
* If a player has an available unlocked link in their Mastery Chain (displayed in Green at the top chain graphic) players can click the Install Link button in the Mastery Chain gump window to target and add a Chain Link in their backpack to their Mastery Chain&lt;br /&gt;
* Players are allowed to install up to 10 Chain Links of the same bonus effect into a single Mastery Chain (which can be further increased up to 15 Chain Links with redline upgrade), and the cumulative total bonus for each effect is displayed in the Mastery Chain window&lt;br /&gt;
* (The only exception to this rule is &amp;quot;Special / Rare Drop Chances&amp;quot; which players are allowed to have 20 links)&lt;br /&gt;
* Players can remove Links by clicking the Remove Links button in the bottom right corner of the window&lt;br /&gt;
&lt;br /&gt;
==Removing Mastery Chain Links==&lt;br /&gt;
* When Removing Links from a mastery chain, players can click the Left/Right arrows to navigate through their currently installed links, with the selected link denoted with a Green pointer and the individual Link bonus displayed in the bottom panel&lt;br /&gt;
* Clicking the Remove Link red button will remove the highlighted link from the chain and place it back in the player&#039;s backpack&lt;br /&gt;
* Players will not receive the 10 Arcane Essence back when removing links, but they will be able to place a new link back into the chain in place of the removed one&lt;br /&gt;
* When a player is done removing links, they can click the Done button in the lower right corner to return to the main page&lt;br /&gt;
* Players can now click the Remove Row button to remove all Links in the currently selected row (requires double-click confirmation)&lt;br /&gt;
* Players can now click the Remove All button to remove all Links currently installed (requires triple confirmation)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinkremoval.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Reforging Tools==&lt;br /&gt;
* There are Bronze, Silver, Gold and Corrupted Reforging Tools available, and players must use a Reforging Tool of the same material type as the Mastery Chain Link they wish to alter (i.e. Bronze Reforging Tool on a Bronze Mastery Chain Link)&lt;br /&gt;
* Players can double-click the Reforging Tool in their backpack, and then target the specific Mastery Chain Link they wish to alter&lt;br /&gt;
* In the resulting menu, players can use the left/right arrows to rotate through the different bonus effects available that they may to change the Link to&lt;br /&gt;
* When the player is satisfied with their selection, they can click the Reforge Link button to change the bonus on the Link (this will consume the Reforging Tool)&lt;br /&gt;
* Players can acquire Reforging Tools by spending Reward Points from Arena, Achievement, Faction, and Society Reward systems&lt;br /&gt;
* Players can also acquire Reforging Tools by spending gold at the Prevalia Market&lt;br /&gt;
* The Mastery Chain Link Reforge Tool shows multiple bonus types at once, and are displayed in alphabetical order for bonus type&lt;br /&gt;
* Using a new Reforge Tool will remember the last bonus type and display page selected by the player with their previous Reforge Tool, in order to make Reforging multiple links in a row much quicker&lt;br /&gt;
&lt;br /&gt;
[[File:linkreforgeagain.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mastery Chain Link Tome==&lt;br /&gt;
Players may purchase Mastery Chain Link Tomes from the Prevalia Market Merchant as a way to store various Mastery Chain Links they acquire.&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainlinktome.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Vendor is no longer available, so section is hidden. Saving for future use. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Mastery Chain Replacement==&lt;br /&gt;
&#039;&#039;&#039;This NPC is no longer available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have created a new Mastery Chain Technician NPC that will allows players to perform a one-time replacement on certain Mastery Chain Links. Access to the Mastery Chain Technician will be available for a limited duration (likely several weeks), and will typically be made after we have implemented major gameplay changes that impact the value of individual Mastery Chain Links (this gives players an opportunity to switch to different links if they no longer want them after the mechanics change). Players can find Mastery Chain Technicians, when they are available, at the Prevalia Exchange Office and Corpse Creek Bank areas&lt;br /&gt;
&lt;br /&gt;
We are initially introducing this NPC with the ability to replace ONLY the following links:&lt;br /&gt;
* Melee Weapon Aspect Chance&lt;br /&gt;
* Melee Weapon Aspect Effect&lt;br /&gt;
* Spell Aspect Chance&lt;br /&gt;
* Spell Aspect Effect&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* To begin replacement of Mastery Chain Links, say &amp;quot;Mastery&amp;quot; or &amp;quot;Chain&amp;quot; out loud near any Mastery Chain Technician in Prevalia or Corpse Creek&lt;br /&gt;
* Players must then target a Mastery Chain that is bound to them in their backpack or currently equipped&lt;br /&gt;
* If a player targets a Mastery Chain that has any of those valid Links installed, they will be shown a replacement window&lt;br /&gt;
* At the top of the menu, players will be able to select which link they wish to replace, and can use the Left/Right arrows to rotate between valid links installed&lt;br /&gt;
* At the bottom of the menu players can use the Left/Right arrows to select the new Link type they want to convert the existing link into (this will maintain the same Bronze/Silver/Gold material type)&lt;br /&gt;
&lt;br /&gt;
[[File:masterychainreplacement2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Once a player is confident in their selection, they can click the &amp;quot;Replace Selected Link With New Link&amp;quot; button three times in a row to replace that individual link (players must do this multiple times if they have multiple links of the same type)&lt;br /&gt;
* This replacement is PERMANENT, and once a player has replaced a link with a new type, they will NOT be able to immediately revert it using this system&lt;br /&gt;
* If a player no longer has any replaceable type links in their Mastery Chain, the replacement menu will automatically close&lt;br /&gt;
* Note: If players have their Mastery Chain window open, they will need to double-click it to refresh any changes made to it via the Replacement system menu&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MasteryChainXP}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Battle_Hamstring&amp;diff=31287</id>
		<title>Battle Hamstring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Battle_Hamstring&amp;diff=31287"/>
		<updated>2026-03-07T19:16:08Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]]&lt;br /&gt;
==Battle Hamstring==&lt;br /&gt;
* When attackers inflict [[Hamstring]] on another player during an Organized PvP Activity, if the attacking player has 80 or more Raw Dexterity, they can apply a more powerful version of hamstring called Battle Hamstring&lt;br /&gt;
* Additionally, if the attacker is outnumbered in combat, they can further upgrade the Battle Hamstring to become a &amp;quot;Greater Battle Hamstring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Qualifying PvP Activities===&lt;br /&gt;
The following activities are considered Organized PvP Activities for the purpose of Hamstring:&lt;br /&gt;
* [[Town Struggles]]&lt;br /&gt;
* [[Corpse Creek Contest]]&lt;br /&gt;
* [[Dungeon Flashpoints]]&lt;br /&gt;
* [[Stygian Rifts]]&lt;br /&gt;
* [[Factions]] (Valid Locations)&lt;br /&gt;
* [[Proving Grounds]]&lt;br /&gt;
&lt;br /&gt;
===Applying Battle Hamstring===&lt;br /&gt;
* When an attacker applies Hamstring during an Organized PvP Activity, and has 80 or more Raw Dexterity (before factoring in Potions or Spell effects), they will instead inflict Battle Hamstring (or potentially Greater Battle Hamstring)&lt;br /&gt;
* Battle Hamstring and Greater Battle Hamstring count as &amp;quot;normal&amp;quot; Hamstring for the purposes of a player&#039;s cooldowns for having a Hamstring effect inflicted on them&lt;br /&gt;
&lt;br /&gt;
===Effects of Battle Hamstring===&lt;br /&gt;
* Duration of 4 seconds (instead of normal 3 seconds)&lt;br /&gt;
* While Battle Hamstring is in effect, victim takes 1-2 Unpreventable Health Loss for each movement step taken while above 2 Hit Points (i.e. they cannot die from the effect directly)&lt;br /&gt;
[[File:battlehamstring.gif]]&lt;br /&gt;
&lt;br /&gt;
===Greater Battle Hamstring===&lt;br /&gt;
* If an attacker lands a Battle Hamstring on a target, and the attacker has more Enemy (orange) players than Friendly (green) players within 24 tiles of them, they will upgrade the Battle Hamstring to a Greater Battle Hamstring&lt;br /&gt;
* Greater Battle Hamstring has a Duration of 5 seconds&lt;br /&gt;
* While Greater Battle Hamstring is in effect, victim instead takes 2-3 Unpreventable Health Loss for each movement step taken while above 3 Hit Points (i.e. they cannot die from the effect directly)&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31286</id>
		<title>Template:RentalRooms</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31286"/>
		<updated>2026-03-07T19:05:05Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align: top; text-align: center;&amp;quot;&lt;br /&gt;
| [[File:rentalterran.png|center|link=]]&lt;br /&gt;
Terran&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalcorpsecreek.png|center|link=]]&lt;br /&gt;
Corpse Creek&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalhsb.png|center|link=]]&lt;br /&gt;
Horseshoe Bay/Anchors Rest&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalcambria.png|center|link=]]&lt;br /&gt;
Cambria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalandaria.png|center|link=]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Andaria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentaloutpost.png|center|link=]]&lt;br /&gt;
Outpost&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalprevalia.png|center|link=]]&lt;br /&gt;
Prevalia/Shelter Island/Sanctuary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:totemInn.png|283px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Totem&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31285</id>
		<title>Template:RentalRooms</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31285"/>
		<updated>2026-03-07T18:35:30Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align: top; text-align: center;&amp;quot;&lt;br /&gt;
| [[File:rentalterran.png|center|link=]]&lt;br /&gt;
Terran&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalcorpsecreek.png|center|link=]]&lt;br /&gt;
Corpse Creek&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalhsb.png|center|link=]]&lt;br /&gt;
Horseshoe Bay&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalcambria.png|center|link=]]&lt;br /&gt;
Cambria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalandaria.png|center|link=]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Andaria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentaloutpost.png|center|link=]]&lt;br /&gt;
Outpost&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalprevalia.png|center|link=]]&lt;br /&gt;
Prevalia/Shelter Island/Sanctuary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:totemInn.png|283px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Totem&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31284</id>
		<title>Template:RentalRooms</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31284"/>
		<updated>2026-03-07T18:26:35Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align: top; text-align: center;&amp;quot;&lt;br /&gt;
| [[File:rentalterran.png|center|link=]]&lt;br /&gt;
Terran&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalcorpsecreek.png|center|link=]]&lt;br /&gt;
Corpse Creek&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalhsb.png|center|link=]]&lt;br /&gt;
Horseshoe Bay&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalcambria.png|center|link=]]&lt;br /&gt;
Cambria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalandaria.png|center|link=]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Andaria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentaloutpost.png|center|link=]]&lt;br /&gt;
Outpost&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalprevalia.png|center|link=]]&lt;br /&gt;
Prevalia/Shelter Island/Sanctuary&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:horshoeBayInn.png|283px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Horseshoe Bay&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:totemInn.png|283px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Totem&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Rental_Room_System&amp;diff=31283</id>
		<title>Rental Room System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Rental_Room_System&amp;diff=31283"/>
		<updated>2026-03-07T18:25:12Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Housing]][[Category:New Player]][[Category:World]][[Category:Mechanics]][[Category:QoL]][[Category:Customization]]&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players now have the ability to Rent a Rental Room from Innkeepers in any town (including Corpse Creek, Shelter Island, and Sanctuary)&lt;br /&gt;
* Players may only utilize the Rental Room system if they do not currently have a House on their account&lt;br /&gt;
* Players can rent a room by saying &amp;quot;Rent&amp;quot;, &amp;quot;Room&amp;quot;, or &amp;quot;House&amp;quot; to any Innkeeper in any town or to a House Steward in a player house.&lt;br /&gt;
* Players can say &amp;quot;Innkeep&amp;quot; or &amp;quot;Innkeeper&amp;quot; to any NPC human in any town and they will now receive a pointer arrow on their screen that directs them to the nearest Innkeeper (if one exists in town)&lt;br /&gt;
* Players now have the option to Expand their Rental Rooms to add additional Secure Containers and Lockdowns&lt;br /&gt;
** Players can click the Expand button on the Rental Room Page to open the Expand Rental Room menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/4ciEX2dSuqI}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rental Rooms are similar to normal houses, with a few differences/restrictions:&lt;br /&gt;
* Rental rooms have a variable amount of lockdowns / secures depending on the size of the rental room, and Secure Container and Lockdown expansions.&lt;br /&gt;
* Players cannot recall/gate/hike to a rental room but they can recall/gate/hike out of it.&lt;br /&gt;
* The owner may friend or co-own other players to let them access the rental room.&lt;br /&gt;
* Players cannot place Rental Vendors inside a rental room (but they can place Stablemasters, Dockmasters, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroom.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rental Room Options and Layouts==&lt;br /&gt;
There are a number of different sizes of rental rooms with different layouts, prices per week, secures and lockdowns. The style will change depending on what town the player rents from.&lt;br /&gt;
&lt;br /&gt;
{{RentalRoomSize}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Town Rental Room Styles==&lt;br /&gt;
The visual style of each player&#039;s Rental Room is determined by the town where they rent the room from (this style will NOT change if they become a murderer after renting and their Rental Town switches to Corpse Creek)&lt;br /&gt;
&lt;br /&gt;
{{RentalRooms}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secure Container and Lockdown Expansions==&lt;br /&gt;
* Players can click the Expand button on the Rental Room page to open the Expand Rental Room menu&lt;br /&gt;
* Expanding a Rental Room will add 1 Additional Secure Container and add 175 Additional Lockdowns&lt;br /&gt;
* Expanding a Rental Room will also increase the Rental Period Cost by 2500 Gold (starting next period)&lt;br /&gt;
* Players can only expand their Rental Rooms a number of times equal to the starting Secure Containers offered by that room layout (i.e. players may double the starting number of Lockdowns and Secures through expansion)&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroomexpansion.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If players have expanded a Rental Room at least once or more, the Locked Down Items and Secure Containers text will display in Green&lt;br /&gt;
* The Expand button will display in Grey text if a player cannot expand their Rental Room any further&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroomexpansion2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Player Rental Room Credit Deeds==&lt;br /&gt;
* Players who rent a room in Shelter Island while still Young will not lose their Young status when entering their Inn Room&lt;br /&gt;
* The first character a player makes on an account will receive a Rental Room Credit Deed&lt;br /&gt;
* Rental Room Credit Deeds are bound to a player and will automatically be used to pay any Rental Room Contract&lt;br /&gt;
* Fees when initially purchasing or renewing a room contract will be collected automatically so long as they are in the renter&#039;s bank box or backpack&lt;br /&gt;
* Rental Room Credit Deeds begin with 10,000 gold value which is enough to pay for 2 weeks of a Rental Room of a small room.&lt;br /&gt;
&lt;br /&gt;
[[File:rentroomcreditdeed01.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players can single-click the Rental Room Credits Deed to see how much credit remains and who the deed is bound to&lt;br /&gt;
* Double-clicking the Rental Room Credits Deed will explain how its used (it is automatically used if in the player&#039;s bank or backpack)&lt;br /&gt;
&lt;br /&gt;
[[File:rentroomcreditdeed02.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
==Renting a Room==&lt;br /&gt;
* By saying &amp;quot;Rent&amp;quot;, &amp;quot;Room&amp;quot;, or &amp;quot;House&amp;quot; to an Innkeeper, the player will be prompted with the Rental Room Menu&lt;br /&gt;
* Innkeepers have a context menu entry for &amp;quot;Rent&amp;quot; which will allow players access the Rental Room menu&lt;br /&gt;
* Players can click the &amp;quot;Rent Room&amp;quot; button three times in a row to begin renting&lt;br /&gt;
* Renting a room costs gold per week depending on the size of the room, with the first week&#039;s amount due immediately (money is always withdrawn from the characters Bank Box)&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroomgump.png|link=]]&lt;br /&gt;
&lt;br /&gt;
If a player chooses to rent a room, the Rental Room Menu will now display information about their Rental Agreement including:&lt;br /&gt;
&lt;br /&gt;
* Time until next automatic payment&lt;br /&gt;
* Cost of next payment&lt;br /&gt;
* Current number of Locked Down items in their Rental Room&lt;br /&gt;
* Current number of Secure Containers in their Rental Room&lt;br /&gt;
* A button to End Rental Period Early&lt;br /&gt;
* Enter Room button, which lets you enter your room bringing any followers with you.&lt;br /&gt;
* Invite Player button that will open another screen where players can choose to Add Friend or Add Co-Owner as well as remove Friends or Co-Owners.&lt;br /&gt;
* Visit Other Rooms, which will let the player visit other rooms that they are friended or co-owned to.&lt;br /&gt;
&lt;br /&gt;
===Accessing Your Room===&lt;br /&gt;
* Once a player rents a room, they can visit it by saying &amp;quot;Room&amp;quot;, &amp;quot;Rent&amp;quot;, or &amp;quot;House&amp;quot; at any Innkeeper anywhere and any House Steward.&lt;br /&gt;
* A player can enter their room from any town, but will always exit to the town from which they originally rented.&lt;br /&gt;
* If a player becomes a Murderer while they have a room rented, their Rental Town will be automatically switched to Corpse Creek&lt;br /&gt;
* Players will not be able to access their Rental Room if they have been in PvP within the last 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Granting Other Players Access===&lt;br /&gt;
* Players can click the &amp;quot;Invite Player&amp;quot; button in their Rental Room menu to add Friends/Co-Owners to their Rental Room&lt;br /&gt;
* Friends of a room are allowed to visit the room but can NOT access any containers nor add/remove locked down items&lt;br /&gt;
* Co-Owners of a room can visit it and CAN access any container as well as add/remove locked down items (players are warned of this when adding a Co-Owner to a rental room)&lt;br /&gt;
&lt;br /&gt;
===Removing Other Player Access===&lt;br /&gt;
* Players can remove other players from the Friend or Co-Owner list by clicking the Invite Player menu and clicking on the blue gem next to the Friend or Co-Owner&#039;s name.&lt;br /&gt;
* If a player is no longer in either of the Friends and Co-Owner&#039;s list for a room, they will be immediately ejected from the room if currently in it or will be ejected if they log into that room later on (i.e. players must be always be in one of those lists to be able to access the room)&lt;br /&gt;
&lt;br /&gt;
===Visit Other Rooms===&lt;br /&gt;
* Players can visit other player&#039;s Rental Rooms they have been given access to by opening the Innkeeper Rental Room menu (via either the Innkeeper context menu &amp;quot;Room/Rent&amp;quot; entries or by saying &amp;quot;Room&amp;quot; or &amp;quot;Rent&amp;quot; near the Innkeeper) and clicking the Visit Other Rooms button.&lt;br /&gt;
* If a player has been given access to a rental room by a room owner, they will see the name of the rental room&#039;s owner and the access level they were granted in a list&lt;br /&gt;
* Clicking the player&#039;s name in the list will teleport the player into that other player&#039;s room (the player must be within 12 tiles of the Innkeeper and not recently been in combat)&lt;br /&gt;
* Visitors to a room will see details of the room in the &amp;quot;Door Menu&amp;quot; but will only have the ability to &amp;quot;Exit to Town&amp;quot; from it&lt;br /&gt;
&lt;br /&gt;
===Leaving a Rental Room===&lt;br /&gt;
* If a player double-clicks the Front Door of a rental room, it will bring up the Rental Room menu&lt;br /&gt;
* Players can click the Exit to Town to teleport themselves and their pets to the Inn where they rented the room (with players who become Murderers having their Rental Room automatically switched to Corpse Creek)&lt;br /&gt;
* Exiting a Rental Room will teleport the player and their pets to a random room at that town&#039;s Inn&lt;br /&gt;
* If a player do not wish their pets to follow them, they may order their pets to All Stop before entering or leaving the room.&lt;br /&gt;
* Players can leave a Rental Rooms by Recall, Hiking, or Gate Travel Moongates (but may not enter them this way).&lt;br /&gt;
&lt;br /&gt;
==Moving Crates==&lt;br /&gt;
* Players in Rental Rooms can now retrieve any Moving Crates available on their Account from the Rental Room Menu similar to standard houses&lt;br /&gt;
&lt;br /&gt;
[[File:rentalmovingcrates1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
===Ending Rental Contracts and Moving Crates===&lt;br /&gt;
* When players elect to &amp;quot;End Rental Period Early&amp;quot; for Rental Rooms, they will now receive a Confirmation Window they will have to confirm&lt;br /&gt;
* Players will now have the option to use Moving Crates when ending Rental Contracts early, similar to Demolishing a House&lt;br /&gt;
* If a player does not use Moving Crates, all items in the Rental Room will be sent to the player&#039;s Bank box as normal&lt;br /&gt;
&lt;br /&gt;
[[File:rentalmovingcrates2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using a Rental Room==&lt;br /&gt;
The inside of a Rental Room functions largely similarly to normal houses: players can use the same commands for Locking Down / Releasing / Securing Items as well as placing Trash Barrels.&lt;br /&gt;
&lt;br /&gt;
===Locked Down Items===&lt;br /&gt;
* Items placed on the ground of a House or Rental Room will decay and be deleted after an hour unless they are either Locked Down or placed inside a Secure Container&lt;br /&gt;
* If a player wishes to place an item on the ground of their room and have it not decay, they must have it Locked Down&lt;br /&gt;
* To lock an item down, a player must say &amp;quot;I wish to lock this down&amp;quot; and target the item with the resulting cursor&lt;br /&gt;
** If the Lock Down action is successful, the item will say &amp;quot;[locked down]&amp;quot; above it and players will receive a message notifying them how many Lockdown slots they have remaining&lt;br /&gt;
** Players can see if an item is Locked Down by single clicking it or dragging it (if the words &amp;quot;Locked Down&amp;quot; display OR the item cannot be dragged, it is Locked Down)&lt;br /&gt;
* If a player no longer wishes for an item to be Locked Down, they must say &amp;quot;I wish to release this&amp;quot; and then target the item with the resulting cursor&lt;br /&gt;
** If successful, they will see &amp;quot;[no longer locked down]&amp;quot; appear above the item and a messaging notifying the player how many Lockdowns slots they have remaining&lt;br /&gt;
** As a reminder, any items sitting on the floor of a house or rental room that are NOT Locked Down will decay after a duration&lt;br /&gt;
* Players can have up to 350 Locked Down items in a Rental Room, although this number will decrease if they have any Secure Containers (explained below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroomlockdownrelease.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secure Containers===&lt;br /&gt;
* Any items placed inside of a Secure Container will not decay&lt;br /&gt;
* In order to create a Secure Container, the player must have 125 Lockdown Slots available and at least 1 Secure Container slot available&lt;br /&gt;
* Players can create a Secure Container by placing a normal container (such as a Wooden Chest, Backpack, Bag, etc) on the ground in their Rental Room and typing &amp;quot;I wish to secure this&amp;quot; and targeting it with the resulting cursor&lt;br /&gt;
** If successful, the words &amp;quot;[secured]&amp;quot; will appear over the container and a message will notify them how many Secure Container slots they have remaining&lt;br /&gt;
** Upon securing the container, the House or Rental Room&#039;s Lockdown slots will be reduced by 125 (this is because all containers can hold up to 125 items, and each item inside of a Secure Container is automatically considered to be &amp;quot;Locked Down&amp;quot;)&lt;br /&gt;
** Players can see if an container is Secured by single clicking it or dragging it (if the words &amp;quot;Secured&amp;quot; display OR the container cannot be dragged, it is Secured)&lt;br /&gt;
* If you want to have a container no longer be Secured, you may say &amp;quot;I wish to release this&amp;quot; and then target the container with the resulting cursor&lt;br /&gt;
** The words &amp;quot;[no longer secure]&amp;quot; should display above the container if it is released&lt;br /&gt;
** As a reminder if a container is not secure, ALL items inside of it will decay after a duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroomsecures.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rental Periods==&lt;br /&gt;
* When a player initially rents a room, the Automatically Make Payment button is by default toggled on in the Rental Room menu&lt;br /&gt;
* If Automatically Make Payments is enabled, whenever the next Rental Payment is due for the player, it will automatically be paid from their bank box and their Rental Agreement will be extended for another 7 days (and will continue to do so as long as that option is toggled on)&lt;br /&gt;
* If a player does not have enough gold in their bankbox to pay the full amount of the rental renewal, it will pull gold from other characters bank boxes on their account to make the payment&lt;br /&gt;
* However, if a player wishes to immediately end their Rental Period, they can click the &amp;quot;End Rental Period Early&amp;quot; button three times in a row to instantly end it&lt;br /&gt;
* Players will not be refunded any of the money they paid if they elect to end their agreement early&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroom210430_B.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ending Rental Agreements===&lt;br /&gt;
A player&#039;s Rental Room Agreement will end if any of the following occurs:&lt;br /&gt;
* Their current 7 day rental period ends and Automatically Make Payments is untoggled in the Rental Room Menu for the player&lt;br /&gt;
* Their current 7 day rental period ends and they have do not have enough gold in their bank box to pay the weekly fee.&lt;br /&gt;
* The player clicks the End Rental Period Early button three times in a row in the Rental Room Menu&lt;br /&gt;
&lt;br /&gt;
Whenever a Rental Room agreement ends, the player and/or any pets inside the room will be teleported to the town&#039;s inn&lt;br /&gt;
* Additionally, ALL items in the player&#039;s room are immediately deposited into their Bank Box&lt;br /&gt;
* If a player&#039;s Bank Box does not have room for some of the items in the room, those items will be &amp;quot;Queued&amp;quot; for the player&#039;s Bank Box&lt;br /&gt;
* Items that are Queued for a player&#039;s Bank Box will drop into the bank box the next time the player opens their Bank Box and room is now available (i.e. players will need to keep pulling items out of their bank box to make room for new items, and then reopen their bank box to let the queued items &amp;quot;fall&amp;quot; into it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rental Room Upgrading==&lt;br /&gt;
* Players can place House Deeds, Purchase Houses from House Signs, or have houses Transferred to them while they currently have a Rental Room Contract in place&lt;br /&gt;
* If a player acquires a house while they have an existing Rental Room contract in place, it will immediately end the Rental Room Contract and place the items currently in their Rental Room into their bank box (adding any items that do not fit into the Bank Queue system which adds those items to their bank as soon as space becomes available when opening their bank)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:rentalcontractendupgradetohouse.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Stewards==&lt;br /&gt;
* Players can purchase House Steward Deeds from the Prevalia Marketplace under the Deeds category (can only be purchased by spending 4,000,000 gold)&lt;br /&gt;
* Players can double-click a House Steward Deed within a house to place a House Steward NPC at that location (similar to placing Stablemasters, Battle Trainers, etc)&lt;br /&gt;
* Once placed, players can use House Stewards in the same manner as Innkeepers for the purpose of visiting their Rental Rooms (but will NOT be able to start a new Rental Room contract from them)&lt;br /&gt;
* Players can access the Rental Room menu from a House Steward by saying &amp;quot;Rent&amp;quot; or &amp;quot;Room&amp;quot; out loud near it, or using the &amp;quot;Room&amp;quot; context menu entry&lt;br /&gt;
* Players must be within the house itself and must be a Friend, Co-Owner, or Owner of the house in order to be able to use a House Steward&lt;br /&gt;
* Players may NOT place a House Steward inside of a rental room itself&lt;br /&gt;
* Players who do not have Rental Rooms of their own can still access Rental Rooms that other players have given them Friend or Co-Owner access to through House Stewards via the &amp;quot;Visit Other Rooms&amp;quot; button in the rental room menu&lt;br /&gt;
* If a player visits a Rental Room through a House Steward, they will have the option to &amp;quot;Exit to House Steward&amp;quot; in their rental room menu&lt;br /&gt;
* Using the &amp;quot;Exit to House Steward&amp;quot; button will teleport the player to the ban location of the House Steward&#039;s house&lt;br /&gt;
&lt;br /&gt;
[[File:rentalroom210430_C.png|link=]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31282</id>
		<title>Template:RentalRooms</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:RentalRooms&amp;diff=31282"/>
		<updated>2026-03-07T18:23:21Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;vertical-align: top; text-align: center;&amp;quot;&lt;br /&gt;
| [[File:rentalterran.png|center|link=]]&lt;br /&gt;
Terran&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalcorpsecreek.png|center|link=]]&lt;br /&gt;
Corpse Creek&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalhsb.png|center|link=]]&lt;br /&gt;
Horseshoe Bay&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalcambria.png|center|link=]]&lt;br /&gt;
Cambria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentalandaria.png|center|link=]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Andaria&lt;br /&gt;
&lt;br /&gt;
| [[File:rentaloutpost.png|center|link=]]&lt;br /&gt;
Outpost&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[File:rentalprevalia.png|center|link=]]&lt;br /&gt;
Prevalia/Shelter Island/Sanctuary&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:horshoeBayInn.png|283px]]&lt;br /&gt;
Horseshoe Bay&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
[[File:totemInn.png|283px]]&lt;br /&gt;
Totem&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:horshoeBayInn.png&amp;diff=31281</id>
		<title>File:horshoeBayInn.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:horshoeBayInn.png&amp;diff=31281"/>
		<updated>2026-03-07T18:14:03Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:totemInn.png&amp;diff=31280</id>
		<title>File:totemInn.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:totemInn.png&amp;diff=31280"/>
		<updated>2026-03-07T18:13:16Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Faction_VIPs&amp;diff=31226</id>
		<title>Faction VIPs</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Faction_VIPs&amp;diff=31226"/>
		<updated>2026-02-27T12:19:37Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]][[Category:Factions]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* At a random time each hour, a Faction VIP (very imporant person) belonging to a randomized Faction will spawn&lt;br /&gt;
* Members of that Faction will earn Faction Score for Defending their castle and the Faction VIP&lt;br /&gt;
Opposing Factions will earn Faction Score for Attacking the Faction VIP&lt;br /&gt;
&lt;br /&gt;
[[File:factionVIP2.png]]&lt;br /&gt;
&lt;br /&gt;
==Notifications and Indications==&lt;br /&gt;
* A system message will appear and sound will play when a Faction VIP spawns&lt;br /&gt;
* If a Faction VIP is currently active, a Faction VIP Icon will appear in multiple locations in the Faction Pages of the Guild Menu as well as appearing at the bottom of the Faction Hotbar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==When the Faction VIP Spawns==&lt;br /&gt;
* The Faction VIP will appear outside that Faction&#039;s Castle Flag Room&lt;br /&gt;
* All Walls of the Faction VIP&#039;s Castle will immediately be repaired fully&lt;br /&gt;
* All Opposing Faction Players will be ejected from that Faction&#039;s Castle (if currently inside)&lt;br /&gt;
&lt;br /&gt;
==VIP Mechanics==&lt;br /&gt;
The Faction VIP will exist in the Castle Flag Room for 10 minutes&lt;br /&gt;
Opposing Factions can attack the Faction VIP&lt;br /&gt;
The Defending Faction cannot harm the Faction VIP&lt;br /&gt;
Most PvM bonuses (including Weapon Specials, Finishers, Aspect Specials, etc) will not apply or trigger against the Faction VIP&lt;br /&gt;
The Faction VIP will automatically cure itself of any debuffs or timed-based effects or damage such as Poison, Disease, or Bleed&lt;br /&gt;
Damaging the Faction VIP will apply a 30 second Heat of Battle effect to the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{FactionsIndex}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Hamstring&amp;diff=31224</id>
		<title>Hamstring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Hamstring&amp;diff=31224"/>
		<updated>2026-02-27T03:35:13Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: /* PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:PvP]][[Category:Mechanics]]&lt;br /&gt;
==Summary==&lt;br /&gt;
Players can make Hamstring attempts while attacking with Fencing, Macing, Sword, or Wrestling weapons as well as when using Wrestling without weapons (but not with Archery weapons)&lt;br /&gt;
&lt;br /&gt;
===Hamstring Skills===&lt;br /&gt;
Players can make Hamstring attempts if they have at least 2 skills above 80 from the following skills:&lt;br /&gt;
&lt;br /&gt;
* [[Anatomy]]&lt;br /&gt;
* [[Arms Lore]]&lt;br /&gt;
* [[Chivalry]]&lt;br /&gt;
* [[Forensic Evaluation]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Wrestling]]&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapon Skills===&lt;br /&gt;
* If players have multiple valid Weapon Skills on their character, they can qualify for Damage Bonuses and potentially unlock the Hamstring ability&lt;br /&gt;
&lt;br /&gt;
====PvM Bonuses====&lt;br /&gt;
* Valid Weapon skills include Archery, Fencing, Fishing, Macing, Swords, and Wrestling&lt;br /&gt;
* If a player has 2 or more Valid Weapon skills of 80 value or higher, they can make Hamstring attempts against creatures&lt;br /&gt;
&lt;br /&gt;
====PvP Bonuses====&lt;br /&gt;
* Valid Weapon skills include Archery, Fencing, Macing, and Swords&lt;br /&gt;
* If a player has 2 or more Valid Weapon skills of 80 value or higher, they can make Hamstring attempts against other players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accessing Hamstring==&lt;br /&gt;
* Hamstring is an independent effect and does &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; automatically occur on Disarm attempts&lt;br /&gt;
* Hamstring can be used via the client&#039;s &amp;quot;Stun&amp;quot; hotkey, or toggled by using [Hamstring&lt;br /&gt;
* Handling for Hamstring can also be configured in the Paperdoll -&amp;gt; Help -&amp;gt; [[Commands]] -&amp;gt; Mechanics tab&lt;br /&gt;
* Use [HamstringUntoggleMode in order to decide how the automatic toggle works&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attempts==&lt;br /&gt;
* Similar to [[Disarm]] attempts, if Hamstring is toggled for a player, on a missed attack they will not be able to make another Hamstring attempt for 15 seconds&lt;br /&gt;
* [[Disarm]] and Hamstring are independent effects and can both be placed onto the same target at the same time (and have both independent cooldowns)&lt;br /&gt;
* On a successful hit when Hamstring is toggled, a player will have a cooldown of 30-53 seconds (100-25 dex) before they may make another Hamstring attempt to any target&lt;br /&gt;
* Once hamstrung, a player or creature cannot be affected by another hamstring effect for another 30 seconds&lt;br /&gt;
&lt;br /&gt;
===PvM===&lt;br /&gt;
* When a creature is hit by a Hamstring effect, they will be Entangled for 6 seconds (cannot move, but may still do melee attacks, spells, and abilities)&lt;br /&gt;
* Hamstring effects applied to players from creatures has a 2 second duration&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
* When a player is hit by a Hamstring effect, they will be reduced to 0 Stamina for 3 seconds (forcing them to walk), after which their stamina will return to its previous amount&lt;br /&gt;
* When an attacker applies Hamstring during an Organized PvP Activity, and has 80 or more Raw Dexterity (before factoring in Potions or Spell effects), they will instead inflict &amp;lt;span style=&#039;font-weight:bold;font-style:italic;&#039;&amp;gt;Battle Hamstring&amp;lt;/span&amp;gt; (or potentially Greater Battle Hamstring)&lt;br /&gt;
**Battle Hamstring has Duration of 4 seconds (instead of normal 3 seconds)&lt;br /&gt;
**While Battle Hamstring is in effect, victim takes 1-2 Unpreventable Health Loss for each movement step taken while above 2 Hit Points (i.e. they cannot die from the effect directly)&lt;br /&gt;
* If an attacker lands a Battle Hamstring on a target, and the attacker has more Enemy (orange) players than Friendly (green) players within 24 tiles of them, they will upgrade the Battle Hamstring to a Greater Battle Hamstring&lt;br /&gt;
**Greater Battle Hamstring has a Duration of 5 seconds&lt;br /&gt;
**While Greater Battle Hamstring is in effect, victim instead takes 2-3 Unpreventable Health Loss for each movement step taken while above 3 Hit Points (i.e. they cannot die from the effect directly)&lt;br /&gt;
*Battle Hamstring and Greater Battle Hamstring count as &amp;quot;normal&amp;quot; Hamstring for the purposes of a player&#039;s cooldowns for having a Hamstring effect inflicted on them&lt;br /&gt;
* The following events count as organized PvP for Battle Hamstring: [[Town Struggles]], [[Corpse Creek Contest]], [[Dungeon Flashpoints]], [[Stygian Rifts]], [[Factions]] (Valid Locations), [[Proving Grounds]]&lt;br /&gt;
[[File:battle hamstring.gif]]&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Aspect_Triumph&amp;diff=31219</id>
		<title>Aspect Triumph</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Aspect_Triumph&amp;diff=31219"/>
		<updated>2026-02-27T00:13:43Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]][[Category:Aspect]][[Category:PvP]][[Category:PvM]]&lt;br /&gt;
==Summary==&lt;br /&gt;
Aspect Triumphs are an endgame item which &#039;&#039;&#039;unlocks [[Aspect Mastery|Aspect]] Tier 15&#039;&#039;&#039; as well used in some crafting recipes.&lt;br /&gt;
&lt;br /&gt;
[[File:aspecttriumphgump.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Earning Aspect Triumphs==&lt;br /&gt;
* For every cumulative &#039;&#039;&#039;40,000&#039;&#039;&#039; [[Faction Silver]] that a player earns, they will receive &#039;&#039;&#039;1 Aspect Triumph&#039;&#039;&#039;&lt;br /&gt;
* Players will see a &amp;quot;Progress Meter&amp;quot; on Page 4 of Faction Menu showing their current progress towards earning Aspect Triumphs&lt;br /&gt;
* Players are allowed to earn multiple Aspect Triumphs over time, with each new one requiring 40,000 Faction Silver to be earned&lt;br /&gt;
* Available/Lifetime Faction Silver and Aspect Triumph Progress from a player&#039;s accounts are combined together onto their OutlandsID and can be accessed by any character on their account who can access the Factions menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Claiming Aspect Triumphs==&lt;br /&gt;
* Aspect Triumphs earned during Tabula Rasa are banked on a player&#039;s OutlandsID and can be claimed at any point&lt;br /&gt;
* To claim an Aspect Triumph, players can to click the &amp;quot;Claim&amp;quot; button from the Faction Menu to receive them, which will be placed into their Bank Box&lt;br /&gt;
&lt;br /&gt;
[[File:aspecttriumphclaim.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Aspect Triumph Fragment==&lt;br /&gt;
[[File:aspectTriumphFragment.png]]&lt;br /&gt;
*Players can double-click a stack of 10 Aspect Triumph Fragments to consume them and create 1 Aspect Triumph&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Warfare==&lt;br /&gt;
{{FactionsIndex}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:aspectTriumphFragment.png&amp;diff=31218</id>
		<title>File:aspectTriumphFragment.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:aspectTriumphFragment.png&amp;diff=31218"/>
		<updated>2026-02-27T00:13:21Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Faction_Bosses&amp;diff=31217</id>
		<title>Faction Bosses</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Faction_Bosses&amp;diff=31217"/>
		<updated>2026-02-27T00:11:41Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]][[Category:PvP]][[Category:PvM]][[Category:Bosses]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* [[Faction VIPs]] or [[Faction Caravans]] occur as Random [[Factions]] Events throughout the day, appearing at random intervals&lt;br /&gt;
* Every 5th Random Faction Event that occurs will now instead be a Faction Boss that will spawn in a random location within the 1st level of the current week&#039;s Faction Dungeon&lt;br /&gt;
&lt;br /&gt;
[[File:factionBoss.png]]&lt;br /&gt;
&lt;br /&gt;
==Faction Boss Spawns==&lt;br /&gt;
* Players will receive an announcement 2 minutes prior to the Faction Boss spawning, which will indicate the current week&#039;s Faction Dungeon&lt;br /&gt;
&lt;br /&gt;
* A Faction Boss icon will appear in the Faction Hotbar and Faction Guild Menu if a Faction Boss is set to spawn shortly or has already spawned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Boss Mechanics==&lt;br /&gt;
* Faction Bosses are considered a Boss for any PvM mechanics that apply to Bosses&lt;br /&gt;
* Faction Bosses will automatically despawn after 15 minutes, if not killed by players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Boss Scaling==&lt;br /&gt;
* Faction Bosses will *Increase in size* similar to normal bosses when damaged by players, albeit at a different scaling for Hit Points, Damage Increases, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Boss Resolution==&lt;br /&gt;
* When the Faction Boss is either killed or despawns, a number of players will receive an [[Aspect Triumphs|Aspect Triumph Fragment]] (sent to their bank box), based on the number of *Increases in Sizes* that occured (with a max cap for total players set)&lt;br /&gt;
* The chance for a player to receive an Aspect Triumph Fragment is scaled based on their damage dealt to the Faction Boss, ignoring all &amp;quot;Group Bonus Scalars&amp;quot; or &amp;quot;Party XP Sharing&amp;quot; mechanics (i.e. only considers &amp;quot;true&amp;quot; damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Score==&lt;br /&gt;
* Players will also earn 150 Faction Score for every 1% of the damage dealt to the Faction Boss that comes from their character, up to a maximum of 750 Faction Score (similar to Contested Bosses)&lt;br /&gt;
&lt;br /&gt;
{{FactionsIndex}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=File:factionBoss.png&amp;diff=31216</id>
		<title>File:factionBoss.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=File:factionBoss.png&amp;diff=31216"/>
		<updated>2026-02-27T00:08:16Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Faction_Caravans&amp;diff=31215</id>
		<title>Faction Caravans</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Faction_Caravans&amp;diff=31215"/>
		<updated>2026-02-27T00:03:17Z</updated>

		<summary type="html">&lt;p&gt;Agoodeffort: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]][[Category:Factions]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* At a random time each hour, a Faction Caravan will initiate for a randomized Faction, assembling at the Trade Caravan location for that town&lt;br /&gt;
* Faction players will earn Faction Score for escorting the caravan, with Faction Score amounts increased if their faction is the sole faction present&lt;br /&gt;
&lt;br /&gt;
[[File:factionCaravan3.png]]&lt;br /&gt;
&lt;br /&gt;
==Routes==&lt;br /&gt;
Possible routes for Faction Caravans are as follows:&lt;br /&gt;
* Andaria to Prevalia&lt;br /&gt;
* Cambria to Horseshoe Bay&lt;br /&gt;
* Prevalia to Horseshoe Bay&lt;br /&gt;
* Terran to Prevalia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notifications and Indications==&lt;br /&gt;
A system message will appear and sound will play when a Faction Caravan starts&lt;br /&gt;
&lt;br /&gt;
* If a Faction Caravan is in progress, a Caravan Icon will appear in multiple locations in the Faction Pages of the Guild Menu as well as appearing at the bottom of the Faction Hotbar&lt;br /&gt;
* Players can click the small Orb button next to the Caravan Icon to see a map of the caravan&#039;s current location and begin a tracking arrow that will follow the caravan as it moves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Caravan Mechanics==&lt;br /&gt;
* Faction Caravans differ from Trade Caravans in several ways&lt;br /&gt;
* Faction Caravans will always keep moving, regardless if they are being Escorted or not&lt;br /&gt;
* Movement speed of Faction Caravans is somewhat slower than Trade Caravans&lt;br /&gt;
* Faction Caravans do not experience Creature Encounters&lt;br /&gt;
* Faction Caravans cannot be directly attacked by other players&lt;br /&gt;
* Faction Caravans do not contain items, and instead players will earn Faction Score from escorting/raiding them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Escorting and Raiding Faction Caravans==&lt;br /&gt;
* Once a Faction Caravan is underway, a Control Tick will occur every 30 seconds&lt;br /&gt;
* During a Control Tick, all non-hidden participating Faction Players (of any faction) within 24 tiles of the Faction Caravan will earn 15 Faction Score&lt;br /&gt;
* If during a Control Tick all players within 24 tiles of the caravan are of the same Faction, they will each earn an additional 15 Faction Score (for a total of 30)&lt;br /&gt;
* Players will have a continuous Heat of Battle effect of 30 seconds in place while within 24 tiles of a Faction Caravan&lt;br /&gt;
* Faction Kills that occur within 100 tiles of the Faction Caravan are considered Upgraded Kills (worth 200 Faction Score)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{FactionsIndex}}&lt;/div&gt;</summary>
		<author><name>Agoodeffort</name></author>
	</entry>
</feed>