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		<title>Templates</title>
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		<updated>2022-03-24T21:00:56Z</updated>

		<summary type="html">&lt;p&gt;Aphix: Added PvP Hamstring Tank Mage template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]][[Category:PvM]][[Category:PvP]]&lt;br /&gt;
==Starter Builds==&lt;br /&gt;
These are temporary, true newbie builds that can take advantage of the accelerated skill gain in newbie dungeon to get a quick start for players who don&#039;t want to macro endlessly.  Get to 700 points quickly, then switch certain skills to down arrows as desired to continue advancement into a more advanced template)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
===Starter Dexxer Tamer (700 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 70 [[Fencing]]  (fencing special raises hit chance, pets benefit)&lt;br /&gt;
* 70 [[Tactics]]  (boosts base weap damage by 35%)&lt;br /&gt;
* 70 [[Tracking]] (PK visibility, +17.5% base weap dmg)&lt;br /&gt;
* 70 [[Camping]]  (+140 stones backpack, basic travel, +17.5% base weap dmg)&lt;br /&gt;
* 70 [[Forensic Evaluation]]  (extra hides/meat for $$, +17.5% base weap dmg)&lt;br /&gt;
* 70 [[Arms Lore]]  (boosts fencing special chance to 17%)&lt;br /&gt;
* 70 [[Animal Taming]]  &lt;br /&gt;
* 70 [[Animal Lore]]  &lt;br /&gt;
* 70 [[Veterinary]]  &lt;br /&gt;
* 70 [[Magery]] Utility and emergency heals/cures&lt;br /&gt;
&lt;br /&gt;
Starters (advanced): 50 Magery, 49 Fencing, 1 Meditation&amp;lt;br /&amp;gt;&lt;br /&gt;
Training cert: 50 Animal Taming, 50 Animal Lore (Stablemaster)&amp;lt;br /&amp;gt;&lt;br /&gt;
Starter pets: Colossal Frog tank and 3 monitor lizards (New Player Dungeon)&amp;lt;br /&amp;gt;&lt;br /&gt;
Later pets: Scarab tank (Ossuary) and 3 searing lizards (Inferno)&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended Weapon: Kryss or War Fork&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended Armor: Leather or Studded&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Starter Dexxer (700 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 70 [[Mace Fighting]]  (Best personal DPS due to armor crush)&lt;br /&gt;
* 70 [[Tactics]]  (boosts base weapon damage by 35%)&lt;br /&gt;
* 70 [[Tracking]] (PK visibility, +17.5% base weapon dmg)&lt;br /&gt;
* 70 [[Camping]]  (+140 stones backpack, basic travel, +17.5% base weapon dmg)&lt;br /&gt;
* 70 [[Forensic Evaluation]]  (extra hides/meat for $$, +17.5% base weapon dmg)&lt;br /&gt;
* 70 [[Anatomy]] (unlocks bandage curing, +28% base weapon dmg)&lt;br /&gt;
* 70 [[Healing]] (Self heals and cures) &lt;br /&gt;
* 70 [[Arms Lore]]  (boosts armor pierce chance to 17%)&lt;br /&gt;
* 70 [[Parrying]]  (Mitigation for physical and magical attacks)&lt;br /&gt;
* 70 [[Resisting Spells]]  (Mitigation for magical attacks)&lt;br /&gt;
&lt;br /&gt;
Starters (advanced): 50 Healing, 49 Mace Fighting, 1 Veterinary&amp;lt;br /&amp;gt;&lt;br /&gt;
Training Cert: 50 Resisting Spells (Mage), 50 Forensic Eval (Tanner)&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended Weapon: Mace, War Mace, or Maul&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended Armor: Platemail &amp;amp; Shield&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Baby Mage (700 skill points)===&lt;br /&gt;
* 100 Str / 100 Int / 25 Dex&lt;br /&gt;
&lt;br /&gt;
* 70 [[Magery]]  &lt;br /&gt;
* 70 [[Meditation]]  (mana regen)&lt;br /&gt;
* 70 [[Evaluating Intelligence]]  (+35% base spell dmg)&lt;br /&gt;
* 70 [[Spirit Speaking]] (7% charged spell chance)&lt;br /&gt;
* 70 [[Tracking]]  (PK visibility, +17.5% base spell dmg)&lt;br /&gt;
* 70 [[Camping]]  (+140 stones backpack, basic travel, +17.5% base spell dmg)&lt;br /&gt;
* 70 [[Forensic Evaluation]]  (extra hides/meat for $$, +17.5% base spell dmg)&lt;br /&gt;
* 70 [[Taste Identification]]  (Mana regen, poison/bleed resist)&lt;br /&gt;
* 35 [[Inscription]]  (4.5 min spell buffs)&lt;br /&gt;
* 35 [[Alchemy]]  (4.5 min potion buffs)&lt;br /&gt;
&lt;br /&gt;
Starters (advanced): 50 Magery, 49 Spirit Speaking, 1 Meditation&amp;lt;br /&amp;gt;&lt;br /&gt;
Training Cert: 35 Inscription, 35 Alchemy (alchemist), 30 Taste ID (cook)&amp;lt;br /&amp;gt;&lt;br /&gt;
Preferred pets: Summoned Creatures (2 or 3 up at a time is fine) or Blade Spirits&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Starter Bard (700 skill points)===&lt;br /&gt;
&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 70 [[Mace Fighting]]  (highest solo DPS due to armor pierce)&lt;br /&gt;
* 70 [[Tactics]]  (boosts base weapon damage by 50%)&lt;br /&gt;
* 70 [[Musicianship]]  (pre-requisite for bard skills)&lt;br /&gt;
* 70 [[Peacemaking]]  (stuns monsters so they don&#039;t fight back)&lt;br /&gt;
* 70 [[Discordance]]  (gives 25% damage bonus, and 50% damage bonus when mobs are also peaced)&lt;br /&gt;
* 70 [[Tracking]]  (PK vis, +7 bard skill, +17.5% base weapon dmg)&lt;br /&gt;
* 70 [[Forensic Evaluation]]  (+7 bard skill, +17.5% base weapon dmg)&lt;br /&gt;
* 70 [[Arms Lore]]  (boosts chance to pierce armor to 17%)&lt;br /&gt;
* 70 [[Camping]] (+140 stones backpack, basic travel)&lt;br /&gt;
* 70 [[Magery]]  (Utility &amp;amp; emergency heals/cures))&lt;br /&gt;
&lt;br /&gt;
Starters (Advanced): 50 Magery, 49 Musicianship, 1 Mace Fighting&amp;lt;br /&amp;gt;&lt;br /&gt;
Training cert: 50 Peacemaking (Bard), 50 Forensic Eval (Tanner)&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended weapon: Mace, War Mace, or Maul&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended armor: Bone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==PvM Farming Templates for New Players==&lt;br /&gt;
These are very effective, low gold cost templates which can be used to farm up the money needed to pursue other careers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
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===Peace-Discordance Dexxer (700 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
* 100 [[Mace Fighting]]  (highest solo DPS due to armor pierce)&lt;br /&gt;
* 100 [[Tactics]]  (boosts base weapon damage by 100%)&lt;br /&gt;
* 100 [[Musicianship]]  (pre-requisite for bard skills)&lt;br /&gt;
* 100 [[Peacemaking]]  (stuns monsters so they don&#039;t fight back)&lt;br /&gt;
* 100 [[Discordance]]  (gives 25% damage bonus, and 50% damage bonus when mobs are also peaced)&lt;br /&gt;
* 100 [[Tracking]]  (PK visibility and +10 effective barding skill)&lt;br /&gt;
* 80  [[Arms Lore]]  (Unlocks disarm and boosts chance to pierce armor)&lt;br /&gt;
* 20  [[Forensic Evaluation]]  (+2 effective barding skill)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Carry a few greater heal and cure potions for emergencies.  Can use healing skill while you have extra skill points for it&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Husk Crab Dexxer Tamer (700 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Fencing]]  (Special hits boost hit chance by 10% (including crabs))&lt;br /&gt;
* 100 [[Herding]]  (25% damage bonus for your crabs)&lt;br /&gt;
* 100 [[Veterinary]]  (good rez chance and good heal amounts)&lt;br /&gt;
* 90 [[Animal Taming]]  (minimum taming needed to use husk crabs)&lt;br /&gt;
* 90 [[Animal Lore]]  (minimum lore needed to use husk crabs)&lt;br /&gt;
* 80 [[Arms Lore]]  (disarm and improved chance to score fencing special hits)&lt;br /&gt;
* 70 [[Magery]]  (utility and emergency self healing)&lt;br /&gt;
* 40 [[Alchemy]]  (5 minute buff potions (str/magic resist)&lt;br /&gt;
* 30 [[Camping]]  (can carry 60 more stones of items)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Recommended aspect: Water (cheap, increased fencing specials &amp;amp; heals)&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended weapon: War Fork or Kryss (fast specials &amp;amp; free hand for potions)&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended armor: Leather or Studded (decent mana regen, crabs will tank)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Cheapie Bard Tamer (700 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
* 100 [[Musicianship]]  (pre-requisite for bard skills)&lt;br /&gt;
* 100 [[Peacemaking]] or [[Provocation]] (keeps mobs off you) &lt;br /&gt;
* 100 [[Discordance]]  (gives 25% damage bonus, and 50% damage bonus when mobs are also peaced/provo&#039;d)&lt;br /&gt;
* 100 [[Forensic Evaluation]]  (Leather, and +10 effective barding skill)&lt;br /&gt;
* 90 [[Tracking]]  (PK visibility, and +10 effective barding skill)&lt;br /&gt;
* 70  [[Animal Taming]]  (70 min for 5 x minion from Pulma 1)&lt;br /&gt;
* 70  [[Animal Lore]]  (70 min for 5 x minion from Pulma 1)&lt;br /&gt;
* 70  [[Magery]] or [[Veterinary]]&lt;br /&gt;
&lt;br /&gt;
70 taming / magery is quick in newbie dungeon.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dexxer Templates==&lt;br /&gt;
These are playtested dexxer templates which can perform well, especially once aspect is leveled to a higher tier.  Posted by Dysharmony and Ramza.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
===PvM Archer Bare Bones===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
* 100 [[Archery]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 280 Points left to spend as you like&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Example PvM Archer===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
* 100 [[Archery]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 120 [[Camping]]&lt;br /&gt;
* 100 [[Tracking]]&lt;br /&gt;
* 100 [[Arms Lore]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 40 [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
===PvM Melee Dexxer Bare Bones===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
* 100 Weapon Skill  ([[Fencing]], [[Swordsmanship]], [[Mace Fighting]])&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Parrying]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 200 Points left to spend as you like&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===PVM Parry Dexxer (720 points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
* 100 Weapon Skill ([[Archery]], [[Fencing]], [[Swordsmanship]], [[Mace Fighting]])&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Camping]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Parrying]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 60 [[Anatomy]]&lt;br /&gt;
* 40 [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Example Fire Swords (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Swordsmanship]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 120 [[Arms Lore]]&lt;br /&gt;
* 120 [[Camping]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Parrying]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 40 [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspect:&#039;&#039;&#039; Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Weapon Aspect:&#039;&#039;&#039; Fire, Blood&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Armor type:&#039;&#039;&#039; Platemail&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapon type:&#039;&#039;&#039; Longsword, Broadsword, or Viking Sword&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Shield type:&#039;&#039;&#039; Order / Chaos&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Example Earth Maces (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Mace Fighting]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Resisting Spells]]&lt;br /&gt;
* 90 [[Healing]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Parrying]]&lt;br /&gt;
* 80 [[Anatomy]]&lt;br /&gt;
* 60 [[Camping]]&lt;br /&gt;
* 30 [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspect:&#039;&#039;&#039; Earth&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Weapon Aspect:&#039;&#039;&#039; Earth, Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Armor type:&#039;&#039;&#039; Platemail&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapon type:&#039;&#039;&#039; Mace, Maul, or War Mace&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Shield type:&#039;&#039;&#039; Order / Chaos&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Example Air Monkey (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Wrestling]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Chivalry]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Parrying]]&lt;br /&gt;
* 80 [[Anatomy]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 20 [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspect:&#039;&#039;&#039; Air&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Weapon Aspect:&#039;&#039;&#039; Artisan, Discipline, Any&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Armor type:&#039;&#039;&#039; Platemail, Invuln Chain&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Wrestling Stance:&#039;&#039;&#039; Monkey&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Can replace Wrestling with any weapon skill for a well rounded template&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magery Templates==&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
===Necro-Poison-Mage===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 120 [[Taste Identification]]&lt;br /&gt;
* 120 [[Poisoning]]&lt;br /&gt;
* 120 [[Necromancy]]&lt;br /&gt;
* 60 [[Spirit Speaking]]&lt;br /&gt;
* 1 Packhorse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===PvM Summoner===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 120 [[Taste Identification]]&lt;br /&gt;
* 120 [[Inscription]] or [[Camping]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 100 [[Wrestling]] or [[Tracking]]&lt;br /&gt;
* 80 [[Spirit Speaking]]&lt;br /&gt;
* 1 Packhorse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===PvP Tank Mage===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 100 [[Wrestling]]&lt;br /&gt;
* 100 [[Resisting Spells]]&lt;br /&gt;
* 100 ([[Archery]], [[Swordsmanship]], [[Mace Fighting]], or [[Fencing]])&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===PvP Roach Mage===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 100 [[Wrestling]]&lt;br /&gt;
* 100 [[Tracking]] ^&lt;br /&gt;
* 100 [[Resisting Spells]]&lt;br /&gt;
* 80 [[Parrying]]&lt;br /&gt;
* 40 [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
^ Inscription will provide the 10% bonus with defensive properties as a secondary trait, tracking provides hamstring and is far cheaper&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===PvP Hamstring Tank Mage===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 100 [[Wrestling]]&lt;br /&gt;
* 100 ([[Archery]], [[Swordsmanship]], [[Mace Fighting]], or [[Fencing]])&lt;br /&gt;
* 80 [[Evaluating Intelligence]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
* 80 [[Tactics]]&lt;br /&gt;
* 80 [[Tracking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bard Templates==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Peace-Disco Macer (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Musicianship]]&lt;br /&gt;
* 120 [[Peacemaking]]&lt;br /&gt;
* 100 [[Discordance]]&lt;br /&gt;
* 100 [[Mace Fighting]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Tracking]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible armor aspects:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible weapon aspects:&#039;&#039;&#039; Lyric or Fire&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Carry gheal/gcure pots for emergencies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Provo-Disco Summoner (720 skill points)===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Musicianship]]&lt;br /&gt;
* 120 [[Provocation]]&lt;br /&gt;
* 120 [[Discordance]]&lt;br /&gt;
* 120 [[Spirit Speaking]]&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 40 [[Inscription]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible armor aspect:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible spellbook aspect:&#039;&#039;&#039; Lyric, Blood, or Command&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Peace-Discordance Tamer (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 113.3 [[Musicianship]]&lt;br /&gt;
* 113.3 [[Peacemaking]]&lt;br /&gt;
* 113.3 [[Discordance]]&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 60.1 [[Veterinary]]&lt;br /&gt;
* 80 [[Fencing]] or [[Archery]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible armor aspect:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible weapon aspect:&#039;&#039;&#039; Lyric, Fire, Poison, Command&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Start fights using [[Discordance]] first, [[Peacemaking]] second&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Carry gheal/gcure pots for emergencies&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Provo Archer (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Musicianship]]&lt;br /&gt;
* 120 [[Provocation]]&lt;br /&gt;
* 120 [[Discordance]]&lt;br /&gt;
* 100 [[Archery]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 80 [[Anatomy]] or [[Parrying]] or [[Camping]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible armor aspects:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible weapon aspects:&#039;&#039;&#039; Lyric, Artisan, Fortune, Blood&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Provo Macer (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Musicianship]]&lt;br /&gt;
* 120 [[Provocation]]&lt;br /&gt;
* 120 [[Discordance]]&lt;br /&gt;
* 100 [[Mace Fighting]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible armor aspects:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible weapon aspects:&#039;&#039;&#039; Lyric, Artisan, Fortune, Blood&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Tri-Bard for bosses (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Musicianship]]&lt;br /&gt;
* 120 [[Provocation]]&lt;br /&gt;
* 120 [[Peacemaking]]&lt;br /&gt;
* 120 [[Discordance]]&lt;br /&gt;
* 80 [[Archery]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 80 [[Tactics]] or [[Parrying]] or [[Tracking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible armor aspects:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible weapon aspects:&#039;&#039;&#039; Lyric&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tamer Templates==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Fencer Tamer (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 120 [[Herding]]&lt;br /&gt;
* 100 [[Veterinary]]&lt;br /&gt;
* 100 [[Fencing]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
* 80 [[Magery]] or [[Healing]] or [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspects:&#039;&#039;&#039; Command, Water&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Weapon Aspects:&#039;&#039;&#039; Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Carry gheal/gcure pots for emergencies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Archer Tamer (720 skill points)===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 100 [[Herding]]&lt;br /&gt;
* 100 [[Veterinary]]&lt;br /&gt;
* 100 [[Archery]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 80 [[Arms Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspects:&#039;&#039;&#039; Water, Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Weapon Aspects:&#039;&#039;&#039; Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Carry gheal/gcure pots for emergencies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===PvM Mage Tamer - Pet focus (720 skill points)===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 120 [[Herding]]&lt;br /&gt;
* 120 [[Taste Identification]]&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 40 [[Inscription]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spellbook Aspects:&#039;&#039;&#039; Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspects:&#039;&#039;&#039; Command, Void&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===PvM Mage Tamer - Spell focus (720 skill points)===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 120 [[Herding]]&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 60 [[Camping]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spellbook Aspects:&#039;&#039;&#039; Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspects:&#039;&#039;&#039; Command, Void&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===PvP Mage Tamer (720 skill points)===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 100 [[Wrestling]]&lt;br /&gt;
* 80 [[Resisting Spells]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spellbook Aspects:&#039;&#039;&#039; Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspects:&#039;&#039;&#039; Void&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===PvM Trapper Tamer (720 skill points)===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Animal Taming]]&lt;br /&gt;
* 120 [[Animal Lore]]&lt;br /&gt;
* 120 [[Tinkering]]&lt;br /&gt;
* 120 [[Detecting Hidden]]&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Meditation]]&lt;br /&gt;
* 40 [[Inscription]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spellbook Aspects:&#039;&#039;&#039; Command&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compatible Armor Aspects:&#039;&#039;&#039; Fortune&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Fishing]]/Pirate Templates==&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Begger Fisher===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Fishing]]&lt;br /&gt;
* 100 [[Anatomy]] &lt;br /&gt;
* 100 [[Healing]] &lt;br /&gt;
* 40  [[Magery]] &lt;br /&gt;
* 100 [[Tactics]] &lt;br /&gt;
* 120 [[Tracking]] &lt;br /&gt;
* 120 [[Begging]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Alchemy Fisher===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Fishing]]&lt;br /&gt;
* 100 [[Fencing]]/[[Archery]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Alchemy]]&lt;br /&gt;
* 100 [[Tracking]]&lt;br /&gt;
* 80  [[Anatomy]]&lt;br /&gt;
* 80  [[Healing]]&lt;br /&gt;
* 40  [[Magery]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Boarding Pirate===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Mace Fighting]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Begging]]&lt;br /&gt;
* 100 [[Parrying]]&lt;br /&gt;
* 100 ([[Tracking]], [[Forensic Evaluation]], or [[Camping]])&lt;br /&gt;
* 80 [[Anatomy]]&lt;br /&gt;
* 80 [[Healing]]&lt;br /&gt;
* 40 [[Magery]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Crafting]] / Mule / Worker Templates==&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Jack-of-All Trades===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Blacksmithing]]&lt;br /&gt;
* 120 [[Tinkering]] &lt;br /&gt;
* 120 [[Tailoring]]&lt;br /&gt;
* 120 [[Carpentry]]&lt;br /&gt;
* 120 [[Item Identification]] &lt;br /&gt;
* 120 [[Camping]] &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Lumber / Miner===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Lumberjacking]]&lt;br /&gt;
* 120 [[Mining]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 [[Swordsmanship]]&lt;br /&gt;
* 100 [[Camping]]&lt;br /&gt;
* 100 [[Tracking]]&lt;br /&gt;
* 60 [[Magery]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Treasure Hunter==&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===T-Map Hunter===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Lockpicking]] &lt;br /&gt;
* 120 [[Remove Trap]] &lt;br /&gt;
* 100 [[Hiding]]&lt;br /&gt;
* 100 [[Stealth]]&lt;br /&gt;
* 100 [[Magery]]&lt;br /&gt;
* 100 [[Evaluating Intelligence]]&lt;br /&gt;
* 60 [[Meditation]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Map Decrypter===&lt;br /&gt;
&lt;br /&gt;
Separate Character for T-Hunt. Decrypted Maps can be used with any Character.&lt;br /&gt;
&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 120 [[Cartography]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thiefs==&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
===Thief Caster===&lt;br /&gt;
* 100 Str / 25 Dex / 100 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Snooping]] &lt;br /&gt;
* 100 [[Stealing]] &lt;br /&gt;
* 100 [[Hiding]]&lt;br /&gt;
* 100 [[Stealth]]&lt;br /&gt;
* 100 [[Wrestling]]&lt;br /&gt;
* 80 [[Magery]]&lt;br /&gt;
* 70 [[Resisting Spells]] &lt;br /&gt;
* 50 [[Healing]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Thief Dexxer===&lt;br /&gt;
* 100 Str / 100 Dex / 25 Int&lt;br /&gt;
&lt;br /&gt;
* 100 [[Snooping]] &lt;br /&gt;
* 100 [[Stealing]] &lt;br /&gt;
* 100 [[Hiding]]&lt;br /&gt;
* 100 [[Stealth]]&lt;br /&gt;
* 100 [[Tactics]]&lt;br /&gt;
* 100 Sword/Mace/Fencing&lt;br /&gt;
* 100 [[Arms Lore]] for disarming opponents&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 33%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Community Videos==&lt;br /&gt;
Below you will find videos for various templates crafted by the community. If you would like to submit a video or a template, send Expo or derTommy#6096 a message.&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/np_Dkk5Hxeo}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/cyrmU1xQ3L0}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/D7mb-4l0bTU}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/0sqTEm_wbk0}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/XHbdjHNZLzY}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/Az-7MA8M1CU}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/LiaVL1EcWjw}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/m4ER9kIx09Y}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/0djWy5n4W9s}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/qw46rRFaL7A}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/fbrqWL6xJds}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/mpUTl1rbeFc}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/lwlB_wr_7fo}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/6EtJ6JJqa_s}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/GrLuy18e23E}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/4y-SlxNx7Kw}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/BHFvIFXF3vI}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/zuqkSW4F3gc}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/X7XDtWJ8zpI}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/5Y0heDVl9Yk?t=57}}&lt;br /&gt;
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{{#ev:youtube|https://youtu.be/OmZFyADfgxs}}&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=PvP_Templates&amp;diff=15651</id>
		<title>PvP Templates</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=PvP_Templates&amp;diff=15651"/>
		<updated>2022-03-24T20:55:39Z</updated>

		<summary type="html">&lt;p&gt;Aphix: Added hamstring tank mage template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: PvP]][[Category:Skills]]__NOTOC__&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
===Fencing Poisoner===&lt;br /&gt;
* 100 Str/100 Dex/25 Int&lt;br /&gt;
* 100 Fencing&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Anatomy&lt;br /&gt;
* 100 Healing&lt;br /&gt;
* 100 Resisting Spells&lt;br /&gt;
* 100 Poisoning&lt;br /&gt;
* 100 Archery/Magery/Parrying/Taste Id&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Survival Dexxer===&lt;br /&gt;
* 100 Str/100 Dex/25 Int&lt;br /&gt;
* 100 Tracking&lt;br /&gt;
* 100 Swords&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Anatomy&lt;br /&gt;
* 100 Healing&lt;br /&gt;
* 100 Resisting Spells&lt;br /&gt;
* 100 Forensic Evaluation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
===Inscription Mage===&lt;br /&gt;
* 100 Str/25 Dex/100 Int&lt;br /&gt;
* 100 Magery&lt;br /&gt;
* 100 Meditation&lt;br /&gt;
* 100 Evaluating Intelligence&lt;br /&gt;
* 100 Wrestling&lt;br /&gt;
* 100 Inscription&lt;br /&gt;
* 100 Camping&lt;br /&gt;
* 100 Tracking/Spirit Speaking/Resisting Spells&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
===Support Warrior===&lt;br /&gt;
*100 Str/80 Dex/45 Int&lt;br /&gt;
*100 Macing/Swords/Fencing&lt;br /&gt;
*100 Archery&lt;br /&gt;
*100 Tactics&lt;br /&gt;
*100 Resist&lt;br /&gt;
*80 Anatomy&lt;br /&gt;
*80 Tracking&lt;br /&gt;
*70 Magery&lt;br /&gt;
*70 Healing&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
===Tank Mage===&lt;br /&gt;
*100 Str/25 Dex/100 Int&lt;br /&gt;
*100 Swords/Archery&lt;br /&gt;
*100 Magery&lt;br /&gt;
*100 Evaluating Intelligence&lt;br /&gt;
*100 Meditation&lt;br /&gt;
*100 Resisting Spells&lt;br /&gt;
*100 Wrestling&lt;br /&gt;
*100 Tactics&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px; width: 60%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
===Stealth Tamer===&lt;br /&gt;
*100 Str/25 Dex/100 Int&lt;br /&gt;
*100 Hiding&lt;br /&gt;
*100 Stealth&lt;br /&gt;
*100 Evaluating Intelligence&lt;br /&gt;
*90 Magery&lt;br /&gt;
*80 Wrestling&lt;br /&gt;
*80 Meditation&lt;br /&gt;
*75 Animal Lore&lt;br /&gt;
*75 Taming&lt;br /&gt;
*Trap door Spiders&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Stealth Poisoner===&lt;br /&gt;
*100 Str/100 Dex/25 Int&lt;br /&gt;
*100 Fencing/Swords&lt;br /&gt;
*100 Stealth&lt;br /&gt;
*100 Hiding&lt;br /&gt;
*100 Taste ID/Tactics&lt;br /&gt;
*100 Poisoning&lt;br /&gt;
*100 Anatomy&lt;br /&gt;
*100 Healing&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: left; vertical-align: top; border: 0px; width: 20%;&amp;quot;|&lt;br /&gt;
===Hamstring Tank Mage===&lt;br /&gt;
*100 Str/25 Dex/100 Int&lt;br /&gt;
*100 Swords/Archery&lt;br /&gt;
*100 Magery&lt;br /&gt;
*100 Meditation&lt;br /&gt;
*100 Wrestling&lt;br /&gt;
*80 Evaluating Intelligence&lt;br /&gt;
*80 Resisting Spells&lt;br /&gt;
*80 Tactics&lt;br /&gt;
*80 Tracking&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Town_Struggles&amp;diff=15505</id>
		<title>Town Struggles</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Town_Struggles&amp;diff=15505"/>
		<updated>2022-03-03T20:50:02Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvP]]&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ev:youtube|https://youtu.be/hSnuPlFbEv4|alignment|center}}&lt;br /&gt;
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&lt;br /&gt;
==Summary==&lt;br /&gt;
* Domination style matches where players capture and control points to earn [[Guild Prestige]], Guild Reward Points, and Battle Commendations!&lt;br /&gt;
* There are 9 potential Town Struggle locations, which determines what town players will fight within, as well as the placement of Control Zones / Respawn Zones for the event&lt;br /&gt;
* Players who participate in a Town Struggle, but spend 10 minutes or more AFK in a Town Struggle Base or outside of the Town Struggle town area, will be kicked from the event (and ejected from the base if currently inside one) and their account will be blocked from participating in further Town Struggles for the next 48 hours&lt;br /&gt;
* After a Town Struggle has resolved, all players will be automatically ejected from any Town Struggles bases once 15 minutes have passed, and teleported to either Prevalia (if blue) or Corpse Creek (if red)&lt;br /&gt;
* Anyone logging into a Town Struggle Base while a Town Struggle is not underway will be ejected to town (Prevalia for blues, Corpse Creek for reds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* In order to participate in a Town Struggle, players must enter a Faction Base Moongate&lt;br /&gt;
* Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event&#039;s start&lt;br /&gt;
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[[File:townstrugglefactiongate.png]]&lt;br /&gt;
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* Entering a Faction Base Moongate will teleport the player to the Neutral Faction base (formerly the Freedom Faction base)&lt;br /&gt;
* In order to be considered a Town Struggle Participant, players must be inside this base when the event starts (there is no longer a Late Arrival &amp;quot;underdog bonus&amp;quot;)&lt;br /&gt;
* Players can double-click the Town Struggle Stone inside of a Faction Base to open the Town Struggle Menu, which shows details about the event (such as how long until it begins or whether Mounts will be allowed for the event)&lt;br /&gt;
* Players can also type [TownStruggle to open the Town Struggle menu from any location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglestone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Once the event begins, two teams (Chaos and Order) will be created by taking all players currently present in the Neutral Faction Base and assigning their guilds to either the Chaos or Order Faction on order to create the team population balance possible&lt;br /&gt;
* Players will then be immediately teleported from the Neutral Faction Base to their newly assigned Chaos or Order Faction base with their new teammates&lt;br /&gt;
* The Town Struggle menu then populates with all of the details related to the location randomly chosen for the Town Struggle, and players may now select with zones to spawn and teleport into&lt;br /&gt;
* The top three locations displayed in the zones list (on the left side of the menu) represent Capture Zones (used to score Control Points) and may only be used by players to respawn if that player&#039;s Faction currently controls the location&lt;br /&gt;
* The bottom three locations listed in the zones list (on the left side of the menu) represent Respawn Zones and are always available for players to respawn at (players cannot take control of Respawn Zones)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglelocs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Zones and Flagging==&lt;br /&gt;
The Town Struggle Area is considered to be the entire town region of the event as well as a 100 Tile Radius that extends around each Capture and Respawn location (which for some will extend out and beyond the town&#039;s guard zone). While inside the Town Struggle Area during a Town Struggle event:&lt;br /&gt;
&lt;br /&gt;
* Murderers can participate in Town Struggles, as long as they begin in the Neutral Faction Base at the start of the event like other players&lt;br /&gt;
* Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate&lt;br /&gt;
* Participants flag as Green to other members of their same Faction (Team)&lt;br /&gt;
* Participants flag as Orange to members of the opposing Faction (Team)&lt;br /&gt;
* Participants may not perform hostile actions to Green (friendly) players&lt;br /&gt;
* Participants may not perform beneficial actions to Orange (enemy) players&lt;br /&gt;
* Non-Participants will flag as Blue to Participants&lt;br /&gt;
* Participants will flag as Blue to Non-Participants&lt;br /&gt;
* Non-Participants may not perform either hostile or beneficial actions to Participants&lt;br /&gt;
* Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglezoneflag.png]]&lt;br /&gt;
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==Mechanics==&lt;br /&gt;
* Players who die during a Town Struggle will immediately be teleported (along with any Tamed &#039;&#039;&#039;and bonded&#039;&#039;&#039; creatures) back to their respective Faction Base. &#039;&#039;&#039;Note that unbonded creatures that are killed will be lost and gone forever so players should ensure their mount is bonded (or use a mount token) for mounted Town Struggles.&#039;&#039;&#039;&lt;br /&gt;
* Players who die during a Town Struggle will not drop any items to their corpse unless those items are magical weapons, magical armor, or exceptional quality gear made with colored materials (i.e. players can participate in Town Struggles with normal GM gear and not lose items on death)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* At the end of the Town Struggle event, the Faction with the highest score is deemed the winner&lt;br /&gt;
* Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Faction is the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
* There are 3 Capture Zones per Town Struggle that teams may fight for over for control and earn points from&lt;br /&gt;
* The boundaries of each Capture Zone are marked by flags which indicate the zone&#039;s current Faction Controller&lt;br /&gt;
* The interior of the zone displays floor symbols showing the current Faction Controller&#039;s as well&lt;br /&gt;
* A Progress Bar in the center of the Capture Zone shows the extent of a Faction&#039;s control over the capture zone, which increases when that Faction is the only occupant of the zone and decreases when they have no players present in the zone&lt;br /&gt;
* The Progress Bar displays in Green to a player if their faction controls it or in Orange if the enemy faction does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Faction Scoring====&lt;br /&gt;
* Every 30 seconds a &amp;quot;Control Check&amp;quot; occurs at each Capture Zone to which is used to determine scoring&lt;br /&gt;
* If a Faction is in control of the Capture Zone (their Flags are displayed and Progress bar appears as Green to them) and no enemy Faction players are present, the Faction earns 10 Points&lt;br /&gt;
* If both Factions are currently present at the Capture Zone, the zone is considered Contested, and each Faction earns 5 Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Player Scoring====&lt;br /&gt;
* Whenever a Faction earns points for controlling or contesting a capture zone, each player in that faction at that zone will also score Individual Control Points equal to (Faction Points Earned / Faction Members Present)&lt;br /&gt;
* For instance, if a faction earns 10 Points for a Capture Zone where they have 2 faction members present, each of those players would earn 10 / 2 = 5 Control Points for their own personal score&lt;br /&gt;
* As a reminder, individual player scores do not factor into determining the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstruggleplayerscoring.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Faction Player Kills===&lt;br /&gt;
* Factions can steal points from enemy factions by killing their players&lt;br /&gt;
* Killing an enemy faction player will steal 5% of the enemy team&#039;s points total and add it to their own team&#039;s total (decimals are used for point values)&lt;br /&gt;
* If a team is currently at 0 points, no points can be stolen from them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kill Credits====&lt;br /&gt;
* Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their &amp;quot;Kills&amp;quot; stat will be increased by one (this stat is purely for display purposes though)&lt;br /&gt;
* If a kill results in points being stolen from the opposing faction, then every individual player involved in the kill earns &amp;quot;Kill Points&amp;quot; equal to their (% Damage Dealt to Player * Faction Points Stolen)&lt;br /&gt;
* For instance, a faction that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them&lt;br /&gt;
* A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking&lt;br /&gt;
* A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Idling===&lt;br /&gt;
* If a player remains idle within a Faction Base for more than 10 minutes, they will be disqualified from the event (earning no Reward points and no longer being considered a participant)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
At the end of the Town Struggle, the Faction with the highest total score is deemed the winner. Additionally, guilds earn prestige, and players in each Faction will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points).&lt;br /&gt;
&lt;br /&gt;
===Team Scores===&lt;br /&gt;
* Each Faction has a Team Score.&lt;br /&gt;
* Whichever Faction wins the event by having the highest Team Score, all Guilds belonging to players in that Faction will receive 3 Prestige Points.&lt;br /&gt;
* All other Tied or Losing teams will earn 1 Prestige Point for each Guild belonging to players on that team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Individual Players===&lt;br /&gt;
Each player also has their own Individual Score.&lt;br /&gt;
&lt;br /&gt;
At the end of the event, all players will be ranked from first to last based on their Individual Score for the event and then given a Rank %, based on their (Rank Place / Total Number of Players in the Event)&lt;br /&gt;
&lt;br /&gt;
For instance: &lt;br /&gt;
* A player in 1st place out of 10 players would have a Rank % of 100%&lt;br /&gt;
* A player in 5th place out of 10 players would have a Rank % of 50%&lt;br /&gt;
* A player in 8th place out of 10 players would have a Rank % of 20%&lt;br /&gt;
&lt;br /&gt;
Players earn Guild Reward Points according to their Rank % as follows:&lt;br /&gt;
&lt;br /&gt;
* If a player has a Rank % score between 75% to 100%, they will earn 3 Guild Reward Points.&lt;br /&gt;
* If a player has a Rank % score between 50% to 75%, they will earn 2 Guild Reward Points.&lt;br /&gt;
* If a player has a Rank % score between 25% to 50%, they will earn 1 Guild Reward Point.&lt;br /&gt;
&lt;br /&gt;
If the player is on the Winning Team for the event, and earned any Guild Reward Points, they will earn a bonus 1 Guild Reward Point&lt;br /&gt;
&lt;br /&gt;
For each reward point a player earns, they will also receive one Battle Commendation in their bank box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle Commendations===&lt;br /&gt;
For every Guild Reward Point that a player earns, they will also be given a Battle Commendation token placed in their bank.&lt;br /&gt;
&lt;br /&gt;
Battle Commendations can be consumed by double-clicking them, which will give the player the option to either 1) receive 2500 Gold or 2) receive a randomized item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Completion==&lt;br /&gt;
* After a Town Struggle resolves, players are teleported back to their respective Faction Bases and then may leave the base via Green Moongates&lt;br /&gt;
* Players may leave bases at their leisure, however if a new Town Struggle begins (3.5 hours later) with the player still remaining in the base, they will be teleported out of the base to a random location in either Prevalia (if Blue) or Corpse Creek (if red)&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Town_Struggles&amp;diff=15491</id>
		<title>Town Struggles</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Town_Struggles&amp;diff=15491"/>
		<updated>2022-03-01T20:46:35Z</updated>

		<summary type="html">&lt;p&gt;Aphix: Update Rewards section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvP]]&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ev:youtube|https://youtu.be/hSnuPlFbEv4|alignment|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Domination style matches where players capture and control points to earn [[Guild Prestige]], Guild Reward Points, and Battle Commendations!&lt;br /&gt;
* There are 9 potential Town Struggle locations, which determines what town players will fight within, as well as the placement of Control Zones / Respawn Zones for the event&lt;br /&gt;
* Players who participate in a Town Struggle, but spend 10 minutes or more AFK in a Town Struggle Base or outside of the Town Struggle town area, will be kicked from the event (and ejected from the base if currently inside one) and their account will be blocked from participating in further Town Struggles for the next 48 hours&lt;br /&gt;
* After a Town Struggle has resolved, all players will be automatically ejected from any Town Struggles bases once 15 minutes have passed, and teleported to either Prevalia (if blue) or Corpse Creek (if red)&lt;br /&gt;
* Anyone logging into a Town Struggle Base while a Town Struggle is not underway will be ejected to town (Prevalia for blues, Corpse Creek for reds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* In order to participate in a Town Struggle, players must enter a Faction Base Moongate&lt;br /&gt;
* Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event&#039;s start&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglefactiongate.png]]&lt;br /&gt;
&lt;br /&gt;
* Entering a Faction Base Moongate will teleport the player to the Neutral Faction base (formerly the Freedom Faction base)&lt;br /&gt;
* In order to be considered a Town Struggle Participant, players must be inside this base when the event starts (there is no longer a Late Arrival &amp;quot;underdog bonus&amp;quot;)&lt;br /&gt;
* Players can double-click the Town Struggle Stone inside of a Faction Base to open the Town Struggle Menu, which shows details about the event (such as how long until it begins or whether Mounts will be allowed for the event)&lt;br /&gt;
* Players can also type [TownStruggle to open the Town Struggle menu from any location&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglestone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* Once the event begins, two teams (Chaos and Order) will be created by taking all players currently present in the Neutral Faction Base and assigning their guilds to either the Chaos or Order Faction on order to create the team population balance possible&lt;br /&gt;
* Players will then be immediately teleported from the Neutral Faction Base to their newly assigned Chaos or Order Faction base with their new teammates&lt;br /&gt;
* The Town Struggle menu then populates with all of the details related to the location randomly chosen for the Town Struggle, and players may now select with zones to spawn and teleport into&lt;br /&gt;
* The top three locations displayed in the zones list (on the left side of the menu) represent Capture Zones (used to score Control Points) and may only be used by players to respawn if that player&#039;s Faction currently controls the location&lt;br /&gt;
* The bottom three locations listed in the zones list (on the left side of the menu) represent Respawn Zones and are always available for players to respawn at (players cannot take control of Respawn Zones)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglelocs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Zones and Flagging==&lt;br /&gt;
The Town Struggle Area is considered to be the entire town region of the event as well as a 100 Tile Radius that extends around each Capture and Respawn location (which for some will extend out and beyond the town&#039;s guard zone). While inside the Town Struggle Area during a Town Struggle event:&lt;br /&gt;
&lt;br /&gt;
* Murderers can participate in Town Struggles, as long as they begin in the Neutral Faction Base at the start of the event like other players&lt;br /&gt;
* Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate&lt;br /&gt;
* Participants flag as Green to other members of their same Faction (Team)&lt;br /&gt;
* Participants flag as Orange to members of the opposing Faction (Team)&lt;br /&gt;
* Participants may not perform hostile actions to Green (friendly) players&lt;br /&gt;
* Participants may not perform beneficial actions to Orange (enemy) players&lt;br /&gt;
* Non-Participants will flag as Blue to Participants&lt;br /&gt;
* Participants will flag as Blue to Non-Participants&lt;br /&gt;
* Non-Participants may not perform either hostile or beneficial actions to Participants&lt;br /&gt;
* Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstrugglezoneflag.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
* Players who die during a Town Struggle will immediately be teleported (along with any Tamed creatures) back to their respective Faction Base&lt;br /&gt;
* Players who die during a Town Struggle will not drop any items to their corpse unless those items are magical weapons, magical armor, or exceptional quality gear made with colored materials (i.e. players can participate in Town Struggles with normal GM gear and not lose items on death)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* At the end of the Town Struggle event, the Faction with the highest score is deemed the winner&lt;br /&gt;
* Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Faction is the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
* There are 3 Capture Zones per Town Struggle that teams may fight for over for control and earn points from&lt;br /&gt;
* The boundaries of each Capture Zone are marked by flags which indicate the zone&#039;s current Faction Controller&lt;br /&gt;
* The interior of the zone displays floor symbols showing the current Faction Controller&#039;s as well&lt;br /&gt;
* A Progress Bar in the center of the Capture Zone shows the extent of a Faction&#039;s control over the capture zone, which increases when that Faction is the only occupant of the zone and decreases when they have no players present in the zone&lt;br /&gt;
* The Progress Bar displays in Green to a player if their faction controls it or in Orange if the enemy faction does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Faction Scoring====&lt;br /&gt;
* Every 30 seconds a &amp;quot;Control Check&amp;quot; occurs at each Capture Zone to which is used to determine scoring&lt;br /&gt;
* If a Faction is in control of the Capture Zone (their Flags are displayed and Progress bar appears as Green to them) and no enemy Faction players are present, the Faction earns 10 Points&lt;br /&gt;
* If both Factions are currently present at the Capture Zone, the zone is considered Contested, and each Faction earns 5 Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Player Scoring====&lt;br /&gt;
* Whenever a Faction earns points for controlling or contesting a capture zone, each player in that faction at that zone will also score Individual Control Points equal to (Faction Points Earned / Faction Members Present)&lt;br /&gt;
* For instance, if a faction earns 10 Points for a Capture Zone where they have 2 faction members present, each of those players would earn 10 / 2 = 5 Control Points for their own personal score&lt;br /&gt;
* As a reminder, individual player scores do not factor into determining the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:townstruggleplayerscoring.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Faction Player Kills===&lt;br /&gt;
* Factions can steal points from enemy factions by killing their players&lt;br /&gt;
* Killing an enemy faction player will steal 5% of the enemy team&#039;s points total and add it to their own team&#039;s total (decimals are used for point values)&lt;br /&gt;
* If a team is currently at 0 points, no points can be stolen from them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kill Credits====&lt;br /&gt;
* Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their &amp;quot;Kills&amp;quot; stat will be increased by one (this stat is purely for display purposes though)&lt;br /&gt;
* If a kill results in points being stolen from the opposing faction, then every individual player involved in the kill earns &amp;quot;Kill Points&amp;quot; equal to their (% Damage Dealt to Player * Faction Points Stolen)&lt;br /&gt;
* For instance, a faction that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them&lt;br /&gt;
* A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking&lt;br /&gt;
* A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Idling===&lt;br /&gt;
* If a player remains idle within a Faction Base for more than 10 minutes, they will be disqualified from the event (earning no Reward points and no longer being considered a participant)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
At the end of the Town Struggle, the Faction with the highest total score is deemed the winner. Additionally, guilds earn prestige, and players in each Faction will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points).&lt;br /&gt;
&lt;br /&gt;
===Team Scores===&lt;br /&gt;
* Each Faction has a Team Score.&lt;br /&gt;
* Whichever Faction wins the event by having the highest Team Score, all Guilds belonging to players in that Faction will receive 3 Prestige Points.&lt;br /&gt;
* All other Tied or Losing teams will earn 1 Prestige Point for each Guild belonging to players on that team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Individual Players===&lt;br /&gt;
Each player also has their own Individual Score.&lt;br /&gt;
&lt;br /&gt;
At the end of the event, all players will be ranked from first to last based on their Individual Score for the event and then given a Rank %, based on their (Rank Place / Total Number of Players in the Event)&lt;br /&gt;
&lt;br /&gt;
For instance: &lt;br /&gt;
* A player in 1st place out of 10 players would have a Rank % of 100%&lt;br /&gt;
* A player in 5th place out of 10 players would have a Rank % of 50%&lt;br /&gt;
* A player in 8th place out of 10 players would have a Rank % of 20%&lt;br /&gt;
&lt;br /&gt;
Players earn Guild Reward Points according to their Rank % as follows:&lt;br /&gt;
&lt;br /&gt;
* If a player has a Rank % score between 75% to 100%, they will earn 3 Guild Reward Points.&lt;br /&gt;
* If a player has a Rank % score between 50% to 75%, they will earn 2 Guild Reward Points.&lt;br /&gt;
* If a player has a Rank % score between 25% to 50%, they will earn 1 Guild Reward Point.&lt;br /&gt;
&lt;br /&gt;
If the player is on the Winning Team for the event, and earned any Guild Reward Points, they will earn a bonus 1 Guild Reward Point&lt;br /&gt;
&lt;br /&gt;
For each reward point a player earns, they will also receive one Battle Commendation in their bank box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle Commendations===&lt;br /&gt;
For every Guild Reward Point that a player earns, they will also be given a Battle Commendation token placed in their bank.&lt;br /&gt;
&lt;br /&gt;
Battle Commendations can be consumed by double-clicking them, which will give the player the option to either 1) receive 2500 Gold or 2) receive a randomized item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Post-Completion==&lt;br /&gt;
* After a Town Struggle resolves, players are teleported back to their respective Faction Bases and then may leave the base via Green Moongates&lt;br /&gt;
* Players may leave bases at their leisure, however if a new Town Struggle begins (3.5 hours later) with the player still remaining in the base, they will be teleported out of the base to a random location in either Prevalia (if Blue) or Corpse Creek (if red)&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Shadow_Aspect&amp;diff=10945</id>
		<title>Shadow Aspect</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Shadow_Aspect&amp;diff=10945"/>
		<updated>2021-05-02T15:51:56Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]]&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:shadowaspectproc2.gif|center|link=]]&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Armor==&lt;br /&gt;
* Armor Rating: 8% per player Shadow Tier Level&lt;br /&gt;
* Stealth Backstab Accuracy and Damage Bonus: 12.5% + 3.75% per player Shadow Tier Level&lt;br /&gt;
* Post-Backstab Damage Resistance (10 sec): 12.5% + 3.75% per player Shadow Tier Level&lt;br /&gt;
* Bonus Stealth Steps (Rounded Down) .5 per Tier (Rounded down)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Weapon==&lt;br /&gt;
* Accuracy Bonus: 2% per player Shadow Tier Level&lt;br /&gt;
* Tactics Bonus: 2 per player Shadow Tier Level&lt;br /&gt;
* Special Effect Chance (scaled for weapon speed): 0.5% + 0.05% per player Shadow Tier Level&lt;br /&gt;
* Special Effect - Vanish: Places the player immediately into stealth and grants them (50 + (5 * Tier Level)) stealth steps. Damage on their next backstab attack within 30 seconds is increased by (750 + (75 * Tier Level))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Spellbook==&lt;br /&gt;
* Mana Refund Chance: 1.5% per player Shadow Tier Level&lt;br /&gt;
* Damage Bonus: 1.5% per player Shadow Tier Level&lt;br /&gt;
* Special Effect Chance (scales based on spell circle): 5% + 0.5% per player Shadow Tier Level&lt;br /&gt;
* Special Effect - Vanish: Places the player immediately into stealth and grants them (50 + (5 * Tier Level)) stealth steps. Damage on their next backstab attack within 30 seconds is increased by (750 + (75 * Tier Level))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Cloth==&lt;br /&gt;
* Hue 1790&lt;br /&gt;
* To Craft: 120 Tailoring, 1 Shadow Distillation and 1 Wool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:shadowaspectcloth.png|center|link=]]&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Shadow_Aspect&amp;diff=10944</id>
		<title>Shadow Aspect</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Shadow_Aspect&amp;diff=10944"/>
		<updated>2021-05-02T15:51:01Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]]&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:shadowaspectproc2.gif|center|link=]]&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Armor==&lt;br /&gt;
* Armor Rating: 8% per player Shadow Tier Level&lt;br /&gt;
* Stealth Backstab Accuracy and Damage Bonus: 12.5% + 3.75% per player Shadow Tier Level&lt;br /&gt;
* Post-Backstab Damage Resistance (10 sec): 12.5% + 3.75% per player Shadow Tier Level&lt;br /&gt;
* Bonus Stealth Steps (Rounded Down) .5 per Tier (Rounded down)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Weapon==&lt;br /&gt;
* Accuracy Bonus: 2% per player Shadow Tier Level&lt;br /&gt;
* Tactics Bonus: 2 per player Shadow Tier Level&lt;br /&gt;
* Special Effect Chance (scaled for weapon speed): 0.5% + 0.05% per player Shadow Tier Level&lt;br /&gt;
* Special Effect - Vanish: Places the player immediately into stealth and grants them (50 + (5 * Tier Level)) stealth steps. Damage on their next backstab attack within 30 seconds is increased by (750 * (75 * Tier Level))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Spellbook==&lt;br /&gt;
* Mana Refund Chance: 1.5% per player Shadow Tier Level&lt;br /&gt;
* Damage Bonus: 1.5% per player Shadow Tier Level&lt;br /&gt;
* Special Effect Chance (scales based on spell circle): 5% + 0.5% per player Shadow Tier Level&lt;br /&gt;
* Special Effect - Vanish: Places the player immediately into stealth and grants them (50 + (5 * Tier Level)) stealth steps. Damage on their next backstab attack within 30 seconds is increased by (750 + (75 * Tier Level))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shadow Aspect Cloth==&lt;br /&gt;
* Hue 1790&lt;br /&gt;
* To Craft: 120 Tailoring, 1 Shadow Distillation and 1 Wool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:shadowaspectcloth.png|center|link=]]&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8812</id>
		<title>Dungeon Flashpoints</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8812"/>
		<updated>2021-04-04T17:29:14Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvP]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;float:right; margin: 10px;&amp;quot;&amp;gt;[[File:dungeonflashpoint1.png|500px]]&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;{{{caption|}}}&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Locations==&lt;br /&gt;
* Dungeon Flashpoints occur in the first level of a randomly chosen dungeon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having &amp;quot;Participate in PvP Events&amp;quot; toggled on in their Overview Page of their Guild Menu&lt;br /&gt;
* Players who do not have &amp;quot;Participate in PvP Events&amp;quot; will NOT be able to participate in Dungeon Flashpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zones and Flagging==&lt;br /&gt;
The Dungeon Flashpoint Area is considered to be the entire first level of the dungeon the Dungeon Flashpoint event is currently occurring in. While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event:&lt;br /&gt;
&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt; to members of their same Guild or Alliance, but only if that player is also currently a Participant&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; to all other players who are not in the same guild (and not allied) who are marked as Participants&lt;br /&gt;
* Non-Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Participants&lt;br /&gt;
* Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Non-Participants&lt;br /&gt;
* Non-Participants may not perform either hostile or beneficial actions to Participants&lt;br /&gt;
* Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)&lt;br /&gt;
* The entire Dungeon (not just level 1) is now considered part of the &amp;quot;Zone&amp;quot; of Dungeon Flashpoints now for flagging purposes&lt;br /&gt;
* Murderers will not receive any Region Aggression Restrictions if killed in the event area during the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team&lt;br /&gt;
* Even though Allied guilds will flag as Green to each other, they are considered separate teams with their own scores&lt;br /&gt;
* At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner&lt;br /&gt;
* Players also have their own individual score tracking that is used for determining Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
* Flashpoints feature &amp;quot;Beacons&amp;quot; that players must be near to earn control points&lt;br /&gt;
* There is 1 Gold (Major) Beacon in each dungeon as well as 1 Green (Minor) Beacon&lt;br /&gt;
* The layout for these Beacons is static per dungeon, and will be the same for each Dungeon Flashpoint event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold (Major) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Gold (Major) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Gold Beacon (no other guilds present): 20 Control Points&lt;br /&gt;
* Contesting Gold Beacon (2 or more guilds present): 15 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green (Minor) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Green (Minor) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Green Beacon (no other guilds present): 10 Control Points&lt;br /&gt;
* Contesting Green Beacon (2 or more guilds present): 5 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guild Scoring====&lt;br /&gt;
* Every 30 seconds a &amp;quot;Control Check&amp;quot; occurs to determine scoring&lt;br /&gt;
* During a Control Check Tick guilds will earn points based on the highest score earned by any single player in their guild&lt;br /&gt;
* For example, if a player in a guild earned 20 points for controlling a Gold Beacon, the guild will also earn 20 points on that Control Tick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Player Scoring====&lt;br /&gt;
* During a Control Check, guildmembers earn Individual Control Points based on the beacon that they themselves occupy&lt;br /&gt;
* As a reminder, individual player scores do not factor into determining the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Kills===&lt;br /&gt;
* Guilds can steal points from enemy guilds by killing their participating players&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever a player is killed:&lt;br /&gt;
* Each player involved in the kill will earn &#039;&#039;&#039;10 Points + (Their Damage Dealt % to killed player * (20% of Killed Player&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player will then lose &#039;&#039;&#039;20% of their total points&#039;&#039;&#039;&lt;br /&gt;
* Each guild involved in the kill will earn &#039;&#039;&#039;5 Points + (Total Guild Damage Dealt % to killed player * (10% of Killed Player&#039;s Guild&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player&#039;s Guild will then &#039;&#039;&#039;lose 10% of their total points&#039;&#039;&#039;&lt;br /&gt;
* If a guild is currently at 0 points, no points can be stolen from them&lt;br /&gt;
* The player who did the most damage to the target is considered receiving the credit for the kill and their &amp;quot;Kills&amp;quot; stat will be increased by one (this stat is purely for display purposes though)&lt;br /&gt;
* If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns &amp;quot;Kill Points&amp;quot; equal to their (% Damage Dealt to Player * Guild Points Stolen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall/Gating/Hiking==&lt;br /&gt;
* Any time a player &#039;&#039;&#039;Recalls&#039;&#039;&#039;, uses a &#039;&#039;&#039;Gate&#039;&#039;&#039;, or &#039;&#039;&#039;Hikes via the camping skill&#039;&#039;&#039; they will now have a 60 second delay before they can qualify for controlling or contesting any Beacon and earning points from it&lt;br /&gt;
* This 60 second delay will NOT occur the first time they travel and enter the region and become a participant in the event, however&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource Consumption==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for free resource consumption as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants will not consume &#039;&#039;&#039;Bandages&#039;&#039;&#039;, &#039;&#039;&#039;Reagents&#039;&#039;&#039;, &#039;&#039;&#039;Arrows/Bolts&#039;&#039;&#039;, or &#039;&#039;&#039;Refresh Potions&#039;&#039;&#039; while participating in the event&lt;br /&gt;
* Participants will receive one free consumption of &#039;&#039;&#039;Cure Potions&#039;&#039;&#039; every 30 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blessed Items==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for &amp;quot;Blessed Items&amp;quot; as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants on death will not drop any of their Weapons or Armor &#039;&#039;&#039;unless&#039;&#039;&#039; they are made of Colored Materials or are Magical&lt;br /&gt;
* Participants on death will not drop poisoned weapons if they have sufficient Poisoning skill to apply that level of poison&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
* Players who die during a Dungeon Flashpoint will now have a &#039;&#039;&#039;60 second delay&#039;&#039;&#039; before they can &#039;&#039;&#039;be resurrected by any NPC Healer&#039;&#039;&#039; (there is no delay for being healed by another player, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards. Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;1st Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 3 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2nd Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 1 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8811</id>
		<title>Dungeon Flashpoints</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8811"/>
		<updated>2021-04-04T17:06:31Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvP]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;float:right; margin: 10px;&amp;quot;&amp;gt;[[File:dungeonflashpoint1.png|500px]]&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;{{{caption|}}}&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Locations==&lt;br /&gt;
* Dungeon Flashpoints occur in the first level of a randomly chosen dungeon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having &amp;quot;Participate in PvP Events&amp;quot; toggled on in their Overview Page of their Guild Menu&lt;br /&gt;
* Players who do not have &amp;quot;Participate in PvP Events&amp;quot; will NOT be able to participate in Dungeon Flashpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zones and Flagging==&lt;br /&gt;
The Dungeon Flashpoint Area is considered to be the entire first level of the dungeon the Dungeon Flashpoint event is currently occurring in. While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event:&lt;br /&gt;
&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt; to members of their same Guild or Alliance, but only if that player is also currently a Participant&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; to all other players who are not in the same guild (and not allied) who are marked as Participants&lt;br /&gt;
* Non-Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Participants&lt;br /&gt;
* Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Non-Participants&lt;br /&gt;
* Non-Participants may not perform either hostile or beneficial actions to Participants&lt;br /&gt;
* Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)&lt;br /&gt;
* The entire Dungeon (not just level 1) is now considered part of the &amp;quot;Zone&amp;quot; of Dungeon Flashpoints now for flagging purposes&lt;br /&gt;
* Murderers will not receive any Region Aggression Restrictions if killed in the event area during the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team&lt;br /&gt;
* Even though Allied guilds will flag as Green to each other, they are considered separate teams with their own scores&lt;br /&gt;
* At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner&lt;br /&gt;
* Players also have their own individual score tracking that is used for determining Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
* Flashpoints feature &amp;quot;Beacons&amp;quot; that players must be near to earn control points&lt;br /&gt;
* There is 1 Gold (Major) Beacon in each dungeon as well as 1 Green (Minor) Beacon&lt;br /&gt;
* The layout for these Beacons is static per dungeon, and will be the same for each Dungeon Flashpoint event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold (Major) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Gold (Major) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Gold Beacon (no other guilds present): 20 Control Points&lt;br /&gt;
* Contesting Gold Beacon (2 or more guilds present): 15 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green (Minor) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Green (Minor) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Green Beacon (no other guilds present): 10 Control Points&lt;br /&gt;
* Contesting Green Beacon (2 or more guilds present): 5 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guild Scoring====&lt;br /&gt;
* Every 30 seconds a &amp;quot;Control Check&amp;quot; occurs to determine scoring&lt;br /&gt;
* During a Control Check Tick guilds will earn points based on the highest score earned by any single player in their guild&lt;br /&gt;
* For example, if a player in a guild earned 20 points for controlling a Gold Beacon, the guild will also earn 20 points on that Control Tick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Player Scoring====&lt;br /&gt;
* During a Control Check, guildmembers earn Individual Control Points based on the beacon that they themselves occupy&lt;br /&gt;
* As a reminder, individual player scores do not factor into determining the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Kills===&lt;br /&gt;
* Guilds can steal points from enemy guilds by killing their participating players&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever a player is killed:&lt;br /&gt;
* Each player involved in the kill will earn &#039;&#039;&#039;10 Points + (Their Damage Dealt % to killed player * (20% of Killed Player&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player will then lose &#039;&#039;&#039;20% of their total points&#039;&#039;&#039;&lt;br /&gt;
* Each guild involved in the kill will earn &#039;&#039;&#039;5 Points + (Total Guild Damage Dealt % to killed player * (10% of Killed Player&#039;s Guild&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player&#039;s Guild will then &#039;&#039;&#039;lose 10% of their total points&#039;&#039;&#039;&lt;br /&gt;
* If a guild is currently at 0 points, no points can be stolen from them&lt;br /&gt;
* The player who did the most damage to the target is considered receiving the credit for the kill and their &amp;quot;Kills&amp;quot; stat will be increased by one (this stat is purely for display purposes though)&lt;br /&gt;
* If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns &amp;quot;Kill Points&amp;quot; equal to their (% Damage Dealt to Player * Guild Points Stolen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall/Gating/Hiking==&lt;br /&gt;
* Any time a player &#039;&#039;&#039;Recalls&#039;&#039;&#039;, uses a &#039;&#039;&#039;Gate&#039;&#039;&#039;, or &#039;&#039;&#039;Hikes via the camping skill&#039;&#039;&#039; they will now have a 60 second delay before they can qualify for controlling or contesting any Beacon and earning points from it&lt;br /&gt;
* This 60 second delay will NOT occur the first time they travel and enter the region and become a participant in the event, however&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource Consumption==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for free resource consumption as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants will not consume &#039;&#039;&#039;Bandages&#039;&#039;&#039;, &#039;&#039;&#039;Reagents&#039;&#039;&#039;, &#039;&#039;&#039;Arrows/Bolts&#039;&#039;&#039;, or &#039;&#039;&#039;Refresh Potions&#039;&#039;&#039; while participating in the event&lt;br /&gt;
* Participants will receive one free consumption of &#039;&#039;&#039;Cure Potions&#039;&#039;&#039; every 30 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blessed Items==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for &amp;quot;Blessed Items&amp;quot; as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants on death will not drop any of their Weapons or Armor &#039;&#039;&#039;unless&#039;&#039;&#039; they are made of Colored Materials or are Magical&lt;br /&gt;
* Participants on death will not drop poisoned weapons if they have sufficient Poisoning skill to apply that level of poison&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
* Players who die during a Dungeon Flashpoint will now have a &#039;&#039;&#039;60 second delay&#039;&#039;&#039; before they can &#039;&#039;&#039;be resurrected by any NPC Healer&#039;&#039;&#039; (there is no delay for being healed by another player, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards. Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;1st Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 2 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2nd Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 1 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8810</id>
		<title>Dungeon Flashpoints</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8810"/>
		<updated>2021-04-04T17:04:40Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvP]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;float:right; margin: 10px;&amp;quot;&amp;gt;[[File:dungeonflashpoint1.png|500px]]&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;{{{caption|}}}&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Locations==&lt;br /&gt;
* Dungeon Flashpoints occur in the first level of a randomly chosen dungeon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having &amp;quot;Participate in PvP Events&amp;quot; toggled on in their Overview Page of their Guild Menu&lt;br /&gt;
* Players who do not have &amp;quot;Participate in PvP Events&amp;quot; will NOT be able to participate in Dungeon Flashpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zones and Flagging==&lt;br /&gt;
The Dungeon Flashpoint Area is considered to be the entire first level of the dungeon the Dungeon Flashpoint event is currently occurring in. While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event:&lt;br /&gt;
&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt; to members of their same Guild or Alliance, but only if that player is also currently a Participant&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; to all other players who are not in the same guild (and not allied) who are marked as Participants&lt;br /&gt;
* Non-Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Participants&lt;br /&gt;
* Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Non-Participants&lt;br /&gt;
* Non-Participants may not perform either hostile or beneficial actions to Participants&lt;br /&gt;
* Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)&lt;br /&gt;
* The entire Dungeon (not just level 1) is now considered part of the &amp;quot;Zone&amp;quot; of Dungeon Flashpoints now for flagging purposes&lt;br /&gt;
* Murderers will not receive any Region Aggression Restrictions if killed in the event area during the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team&lt;br /&gt;
* Even though Allied guilds will flag as Green to each other, they are considered separate teams with their own scores&lt;br /&gt;
* At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner&lt;br /&gt;
* Players also have their own individual score tracking that is used for determining Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
* Flashpoints feature &amp;quot;Beacons&amp;quot; that players must be near to earn control points&lt;br /&gt;
* There is now 1 Gold (Major) Beacon in each dungeon as well as 1 Green (Minor) Beacon&lt;br /&gt;
* The layouts for these Beacons is static per dungeon, and will be the same for each Dungeon Flashpoint event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold (Major) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Gold (Major) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Gold Beacon (no other guilds present): 20 Control Points&lt;br /&gt;
* Contesting Gold Beacon (2 or more guilds present): 15 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green (Minor) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Green (Minor) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Green Beacon (no other guilds present): 10 Control Points&lt;br /&gt;
* Contesting Green Beacon (2 or more guilds present): 5 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guild Scoring====&lt;br /&gt;
* Every 30 seconds a &amp;quot;Control Check&amp;quot; occurs to determine scoring&lt;br /&gt;
* During a Control Check Tick guilds will earn points based on the highest score earned by any single player in their guild&lt;br /&gt;
* For example, if a player in a guild earned 20 points for controlling a Gold Beacon, the guild will also earn 20 points on that Control Tick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Player Scoring====&lt;br /&gt;
* During a Control Check, guildmembers earn Individual Control Points based on the beacon that they themselves occupy&lt;br /&gt;
* As a reminder, individual player scores do not factor into determining the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Kills===&lt;br /&gt;
* Guilds can steal points from enemy guilds by killing their participating players&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever a player is killed:&lt;br /&gt;
* Each player involved in the kill will earn &#039;&#039;&#039;10 Points + (Their Damage Dealt % to killed player * (20% of Killed Player&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player will then lose &#039;&#039;&#039;20% of their total points&#039;&#039;&#039;&lt;br /&gt;
* Each guild involved in the kill will earn &#039;&#039;&#039;5 Points + (Total Guild Damage Dealt % to killed player * (10% of Killed Player&#039;s Guild&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player&#039;s Guild will then &#039;&#039;&#039;lose 10% of their total points&#039;&#039;&#039;&lt;br /&gt;
* If a guild is currently at 0 points, no points can be stolen from them&lt;br /&gt;
* The player who did the most damage to the target is considered receiving the credit for the kill and their &amp;quot;Kills&amp;quot; stat will be increased by one (this stat is purely for display purposes though)&lt;br /&gt;
* If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns &amp;quot;Kill Points&amp;quot; equal to their (% Damage Dealt to Player * Guild Points Stolen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall/Gating/Hiking==&lt;br /&gt;
* Any time a player &#039;&#039;&#039;Recalls&#039;&#039;&#039;, uses a &#039;&#039;&#039;Gate&#039;&#039;&#039;, or &#039;&#039;&#039;Hikes via the camping skill&#039;&#039;&#039; they will now have a 60 second delay before they can qualify for controlling or contesting any Beacon and earning points from it&lt;br /&gt;
* This 60 second delay will NOT occur the first time they travel and enter the region and become a participant in the event, however&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource Consumption==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for free resource consumption as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants will not consume &#039;&#039;&#039;Bandages&#039;&#039;&#039;, &#039;&#039;&#039;Reagents&#039;&#039;&#039;, &#039;&#039;&#039;Arrows/Bolts&#039;&#039;&#039;, or &#039;&#039;&#039;Refresh Potions&#039;&#039;&#039; while participating in the event&lt;br /&gt;
* Participants will receive one free consumption of &#039;&#039;&#039;Cure Potions&#039;&#039;&#039; every 30 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blessed Items==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for &amp;quot;Blessed Items&amp;quot; as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants on death will not drop any of their Weapons or Armor &#039;&#039;&#039;unless&#039;&#039;&#039; they are made of Colored Materials or are Magical&lt;br /&gt;
* Participants on death will not drop poisoned weapons if they have sufficient Poisoning skill to apply that level of poison&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
* Players who die during a Dungeon Flashpoint will now have a &#039;&#039;&#039;60 second delay&#039;&#039;&#039; before they can &#039;&#039;&#039;be resurrected by any NPC Healer&#039;&#039;&#039; (there is no delay for being healed by another player, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards. Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;1st Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 2 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2nd Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 1 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8809</id>
		<title>Dungeon Flashpoints</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Dungeon_Flashpoints&amp;diff=8809"/>
		<updated>2021-04-04T16:59:40Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guild]][[Category:PvP]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;float:right; margin: 10px;&amp;quot;&amp;gt;[[File:dungeonflashpoint1.png|500px]]&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;{{{caption|}}}&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Locations==&lt;br /&gt;
* Dungeon Flashpoints occur in the first level of each dungeon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having &amp;quot;Participate in PvP Events&amp;quot; toggled on in their Overview Page of their Guild Menu&lt;br /&gt;
* Players who do not have &amp;quot;Participate in PvP Events&amp;quot; will NOT be able to participate in Dungeon Flashpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zones and Flagging==&lt;br /&gt;
The Dungeon Flashpoint Area is considered to be the entire first level of the dungeon the Dungeon Flashpoint event is currently occurring in. While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event:&lt;br /&gt;
&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt; to members of their same Guild or Alliance, but only if that player is also currently a Participant&lt;br /&gt;
* Participants flag as &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; to all other players who are not in the same guild (and not allied) who are marked as Participants&lt;br /&gt;
* Non-Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Participants&lt;br /&gt;
* Participants will flag as &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; (invulnerable) to Non-Participants&lt;br /&gt;
* Non-Participants may not perform either hostile or beneficial actions to Participants&lt;br /&gt;
* Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)&lt;br /&gt;
* The entire Dungeon (not just level 1) is now considered part of the &amp;quot;Zone&amp;quot; of Dungeon Flashpoints now for flagging purposes&lt;br /&gt;
* Murderers will not receive any Region Aggression Restrictions if killed in the event area during the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team&lt;br /&gt;
* Even though Allied guilds will flag as Green to each other, they are considered separate teams with their own scores&lt;br /&gt;
* At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner&lt;br /&gt;
* Players also have their own individual score tracking that is used for determining Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
* Flashpoints feature &amp;quot;Beacons&amp;quot; that players must be near to earn control points&lt;br /&gt;
* There is now 1 Gold (Major) Beacon in each dungeon as well as 1 Green (Minor) Beacon&lt;br /&gt;
* The layouts for these Beacons is static per dungeon, and will be the same for each Dungeon Flashpoint event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold (Major) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Gold (Major) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Gold Beacon (no other guilds present): 20 Control Points&lt;br /&gt;
* Contesting Gold Beacon (2 or more guilds present): 15 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green (Minor) Beacon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Any player within 10 tiles of a Green (Minor) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:&lt;br /&gt;
&lt;br /&gt;
* Controlling Green Beacon (no other guilds present): 10 Control Points&lt;br /&gt;
* Contesting Green Beacon (2 or more guilds present): 5 Control Points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guild Scoring====&lt;br /&gt;
* Every 30 seconds a &amp;quot;Control Check&amp;quot; occurs to determine scoring&lt;br /&gt;
* During a Control Check Tick guilds will earn points based on the highest score earned by any single player in their guild&lt;br /&gt;
* For example, if a player in a guild earned 20 points for controlling a Gold Beacon, the guild will also earn 20 points on that Control Tick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Player Scoring====&lt;br /&gt;
* During a Control Check, guildmembers earn Individual Control Points based on the beacon that they themselves occupy&lt;br /&gt;
* As a reminder, individual player scores do not factor into determining the winner of the event&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Kills===&lt;br /&gt;
* Guilds can steal points from enemy guilds by killing their participating players&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever a player is killed:&lt;br /&gt;
* Each player involved in the kill will earn &#039;&#039;&#039;10 Points + (Their Damage Dealt % to killed player * (20% of Killed Player&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player will then lose &#039;&#039;&#039;20% of their total points&#039;&#039;&#039;&lt;br /&gt;
* Each guild involved in the kill will earn &#039;&#039;&#039;5 Points + (Total Guild Damage Dealt % to killed player * (10% of Killed Player&#039;s Guild&#039;s Points))&#039;&#039;&#039;&lt;br /&gt;
* The killed player&#039;s Guild will then &#039;&#039;&#039;lose 10% of their total points&#039;&#039;&#039;&lt;br /&gt;
* If a guild is currently at 0 points, no points can be stolen from them&lt;br /&gt;
* The player who did the most damage to the target is considered receiving the credit for the kill and their &amp;quot;Kills&amp;quot; stat will be increased by one (this stat is purely for display purposes though)&lt;br /&gt;
* If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns &amp;quot;Kill Points&amp;quot; equal to their (% Damage Dealt to Player * Guild Points Stolen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall/Gating/Hiking==&lt;br /&gt;
* Any time a player &#039;&#039;&#039;Recalls&#039;&#039;&#039;, uses a &#039;&#039;&#039;Gate&#039;&#039;&#039;, or &#039;&#039;&#039;Hikes via the camping skill&#039;&#039;&#039; they will now have a 60 second delay before they can qualify for controlling or contesting any Beacon and earning points from it&lt;br /&gt;
* This 60 second delay will NOT occur the first time they travel and enter the region and become a participant in the event, however&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource Consumption==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for free resource consumption as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants will not consume &#039;&#039;&#039;Bandages&#039;&#039;&#039;, &#039;&#039;&#039;Reagents&#039;&#039;&#039;, &#039;&#039;&#039;Arrows/Bolts&#039;&#039;&#039;, or &#039;&#039;&#039;Refresh Potions&#039;&#039;&#039; while participating in the event&lt;br /&gt;
* Participants will receive one free consumption of &#039;&#039;&#039;Cure Potions&#039;&#039;&#039; every 30 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blessed Items==&lt;br /&gt;
Dungeon Flashpoints feature the same rules for &amp;quot;Blessed Items&amp;quot; as Town Struggles and Stygian Rifts, which includes the following:&lt;br /&gt;
* Participants on death will not drop any of their Weapons or Armor &#039;&#039;&#039;unless&#039;&#039;&#039; they are made of Colored Materials or are Magical&lt;br /&gt;
* Participants on death will not drop poisoned weapons if they have sufficient Poisoning skill to apply that level of poison&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
* Players who die during a Dungeon Flashpoint will now have a &#039;&#039;&#039;60 second delay&#039;&#039;&#039; before they can &#039;&#039;&#039;be resurrected by any NPC Healer&#039;&#039;&#039; (there is no delay for being healed by another player, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards. Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;1st Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 2 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;2nd Place Guild&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Earns 1 Prestige Points&lt;br /&gt;
* The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Provocation&amp;diff=7489</id>
		<title>Provocation</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Provocation&amp;diff=7489"/>
		<updated>2021-01-29T01:19:56Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]][[File:wiki-provocation.gif|right|link=]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players can use the Provocation skill to make creatures fight one another&lt;br /&gt;
* Skill usage cooldown is 5 seconds on both success and failure, but a player may only use Discordance once every 10 seconds (i.e. a player may alternate between using Provocation and Discordance every 5 seconds)&lt;br /&gt;
* A player&#039;s base Provocation skill is capped by their Musicianship skill (i.e. a player with 50 Provocation and 25 Musicianship is considered to have 25 Provocation)&lt;br /&gt;
* A player&#039;s Effective Provocation Skill is their (Provocation Skill + Instrument Skill Bonuses + Applicable Instrument Slayer Bonuses + Supplemental Skill Bonuses + Lyric Aspect Armor Bonus)&lt;br /&gt;
* Players can increase their Effective Provocation Skill through use of the Forensic Eval and Tracking skill, which is listed in the above formula as &amp;quot;Supplemental Skill Bonuses&amp;quot; (see Forensic Eval and Tracking Skill entries for more info)&lt;br /&gt;
* A player&#039;s total bonuses to Effective Provocation coming from Instruments, Supplemental Skill Bonuses, or Lyric Aspect Armor cannot be higher than their Musicianship skill (i.e. a player with 25 Musicianship could only gain up 25 points of Effective Peacemaking from their Instruments, Supplemental Skills, or Lyric Aspect Armor)&lt;br /&gt;
* Chance for skillgain is doubled on a successful provocation check&lt;br /&gt;
* Provocation effect duration is ((60 seconds - (Highest Creature Difficulty Value)) * (Effective Barding Skill / 100)) with a minimum duration of 15 * (Musicianship Skill / 100) seconds&lt;br /&gt;
* If a player attempts to Pacify a Provoked creature (or vice versa), it will override the existing barding effect with the new one&lt;br /&gt;
* Players attempting to use Provocation on creatures that are currently already Pacified or Discorded will gain an effective barding skill bonus of 12.5 on the Provocation attempt for each already barded creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Barding Songs==&lt;br /&gt;
[[File:wiki-songofprovocation.gif|right|link=]]Casting a Barding Song has a 10 second cooldown that is independent of normal bard skill usage. All Barding Songs have a 15 minute duration. The Barding Songs are:&lt;br /&gt;
&lt;br /&gt;
* Song of Provocation&lt;br /&gt;
** Increases Damage Dealt by (5% * (Provocation / 100)) to creatures&lt;br /&gt;
** More information in [[Musicianship]]&lt;br /&gt;
* Song of [[Peacemaking]]&lt;br /&gt;
* Song of [[Discordance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Provoked Creatures==&lt;br /&gt;
* Provoked creatures will attack each other until effect expires&lt;br /&gt;
* Provoked creatures now deal +50% damage to other Provoked creatures (patch [https://forums.uooutlands.com/index.php?threads/patch-notes-for-april-7-2020.2849/ April 7,2020])&lt;br /&gt;
* Creatures that have been provoked will display *provoked Xs* in text above their head when doing AllNames, where X is the number of seconds remaining until the provocation effect will end&lt;br /&gt;
* If the bard moves further away from a Provoked creature than their Tether distance, that creature will only deal 1 damage to other Provoked creatures, [https://forums.uooutlands.com/index.php?threads/patch-notes-for-april-7-2020.2849/ patch April 7,2020]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Tamed creatures cannot be provoked&lt;br /&gt;
* Players attempting to use Provocation on creatures that are currently already Pacified or Discorded will gain an effective Barding skill bonus of 12.5 on the Provocation attempt for each already Barded creature&lt;br /&gt;
* Provocation &amp;quot;Tether&amp;quot; distance for a player is now their (Effective Provocation Skill / 2) tiles (previously was 18) [https://forums.uooutlands.com/index.php?threads/patch-notes-for-april-7-2020.2849/ patch April 7,2020]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
* Provocation is trained through active use and requires an instrument&lt;br /&gt;
* Up to 50.0 skill can be trained by a NPC bard vendor&lt;br /&gt;
* Skill gains for Provocation up to 70.0 are accelerated in the [[New Player Dungeon]]&lt;br /&gt;
** 50-70 use provocation on creatures in the New Player Dungeon&lt;br /&gt;
** 70-120 use provocation on creatures at the [[Prevalia]] Zoo&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Shelter_Island&amp;diff=7488</id>
		<title>Shelter Island</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Shelter_Island&amp;diff=7488"/>
		<updated>2021-01-23T01:25:41Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Town_ShelterIsland_Framed.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
==Shelter Island Window==&lt;br /&gt;
[[File:wiki-youngplayergump.gif|right|link=]]&lt;br /&gt;
&lt;br /&gt;
When players log in with a new character, they will immediately receive a Shelter Island Window that gives them three options:&lt;br /&gt;
&lt;br /&gt;
* View Information about Shelter Island and Young Player status. If a player clicks the &amp;quot;View&amp;quot; button they will be able to view several pages of information explaining how Young Status works and the rules for Shelter Island (they also have a &amp;quot;Back&amp;quot; button on the window to return to the three options menu)&lt;br /&gt;
* Stay on Shelter Island and keep Young Player status. If the player clicks the &amp;quot;Stay&amp;quot; button they will be allowed to stay on Shelter Island for the time being&lt;br /&gt;
* Renounce Young Player status and Travel to Prevalia. If the player clicks the &amp;quot;Travel&amp;quot; button they will immediately be teleported (along with nearby pets) to Prevalia and will lose Young Player status&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the player closes the window without selecting either the 2nd or 3rd option, the window will reappear the next time they log in until chose one of those two options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shelter Island and the New Player Dungeon==&lt;br /&gt;
* Shelter Island is now an Aggression-Free region, and players cannot perform hostile actions to each other (including in the New Player Dungeon)&lt;br /&gt;
* Players can not increase any skill beyond 70 while on Shelter Island (including in the New Player Dungeon)&lt;br /&gt;
* Players without Young Status are not allowed Bank access and cannot purchase items from Vendors in Shelter Island&lt;br /&gt;
* Player chances to harvest resources are reduced to 50% of normal on Shelter Island (i.e. 22% mining success becomes 11%)&lt;br /&gt;
* Player resource amounts when carving corpses is reduced to 50% of normal on Shelter Island&lt;br /&gt;
* Skill Gain amount is increased by 100% in the New Player Dungeon&lt;br /&gt;
* Active Skill Gain Boost is always considered active for a player in the New Player Dungeon&lt;br /&gt;
* Gold amounts on creatures in the New Player Dungeon are reduced to 50% of normal&lt;br /&gt;
* Chances for Special Items (treasure maps, arcane scrolls, etc) on creatures in the New Player Dungeon are reduced to 50% of normal&lt;br /&gt;
* Creatures will not drop Rare items in the New Player Dungeon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-shelterwelcome06.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Losing Young Player Status==&lt;br /&gt;
Players will lose Young Player status if one of the following events occurs:&lt;br /&gt;
&lt;br /&gt;
* They leave Shelter Island&lt;br /&gt;
* They spend more than 8 Hours in game&lt;br /&gt;
* They elect to Renounce their Young Player status&lt;br /&gt;
&lt;br /&gt;
If a player attempts to use a player-made moongate, public moongate, cast recall, use a teleporter, or get on a boat, they will receive a confirmation prompt asking them to first Renounce their Young player status. If they decline, they will not be able to travel to the location.&lt;br /&gt;
&lt;br /&gt;
Once a player loses their Young Player status, all Newbied items they have equipped, in their backpack, or bank box will lose its status. Any Non-Young player that picks up or uses a Newbied item will cause it to lose it&#039;s Newbied status.&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-shelterwelcome03.png|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The History of Shelter Island==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Credit goes to &#039;&#039;&#039;Lenz&#039;&#039;&#039; for the original lore and also to &#039;&#039;&#039;Erik Gray&#039;&#039;&#039; for the [http://forums.uooutlands.com/index.php?threads/guide-to-the-towns-of-avadon-and-their-histories.1872/ amazing posts and images].&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
Nestled in Reaver Bay, between the Aegean Peninsula and Cambria lies Shelter Island. Mad Emperor Linus reigned as the last ruler of the united Prevalian Empire from 469AC to 490AC. Unprepared for and unsuited to rule, Linus issued many strange edicts, among them the order to create an entirely new island ‘shelter’ to house the sick and infirm that he held responsible for the slow disintegration of his empire.&lt;br /&gt;
&lt;br /&gt;
Prevalian engineers and mages set to creating an artificial island in the shallow Reaver Bay. As soon as this mighty feat of construction was completed, Linus began deportations of ‘undesirables’ from the streets of Prevalia, Andaria and Cambria. In his haste to be rid of these scapegoats, Linus neglected to provide any facilities or support for the reluctant new inhabitants of Shelter Island. These first deportees simply tore each other apart in a desperate struggle to survive. Legend has it that many of their ghosts still stalk the caves beneath the town.&lt;br /&gt;
&lt;br /&gt;
Today the island - and the town upon it established by the Prevalian rulers that followed Linus - are viewed as a neutral safe haven, free from the wars that have ravaged the cities of the mainland.&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Poisoning&amp;diff=7475</id>
		<title>Poisoning</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Poisoning&amp;diff=7475"/>
		<updated>2021-01-10T01:16:56Z</updated>

		<summary type="html">&lt;p&gt;Aphix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]]&lt;br /&gt;
==Poison Damage==&lt;br /&gt;
* Player-inflicted Poison (through spells or weapons) damage against creatures is increased by 50%&lt;br /&gt;
* Player-inflicted Poison (through spells or weapons) has its damage increased by (50% * (Taste ID Skill / 100))&lt;br /&gt;
* When a non-tamed creature takes damage from poison, if the creature or player that poisoned them is more than 18 tiles away, the poison will downgrade its damage to Lesser Poison&lt;br /&gt;
* Lesser Poison - &#039;&#039;&#039;Inflicts 5 Damage every 10 seconds&#039;&#039;&#039;&lt;br /&gt;
* Regular Poison - &#039;&#039;&#039;Inflicts 10 Damage every 8 seconds&#039;&#039;&#039;&lt;br /&gt;
* Greater Poison - &#039;&#039;&#039;Inflicts 15 Damage every 7 seconds&#039;&#039;&#039;&lt;br /&gt;
* Deadly Poison - &#039;&#039;&#039;Inflicts 20 Damage every 6 seconds&#039;&#039;&#039;&lt;br /&gt;
* Lethal Poison - &#039;&#039;&#039;Inflicts 25 Damage every 5 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-poisoning.gif|alt=Poisoning|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Curing Poison==&lt;br /&gt;
===Progressive Curing===&lt;br /&gt;
* Each consecutive failed attempt at curing poison now increases chance of the next attempt by a flat value equal to the unmodified base cure chance (before factoring in adjustments for Poison Skill, Taste ID, or Other Player Effects) assigned to the type of poison&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example of curing Deadly Poison inflicted by a player with GM Poisoning Skill and GM Taste ID:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The base chance to cure Deadly Poison via Greater Cure Potion or GM Magery is 50% chance.&lt;br /&gt;
* If they fail their cure attempt, their next attempt will receive a flat 50% bonus&lt;br /&gt;
* Poisons inflicted with GM Poisoning and GM Taste ID have their initial cure chance reduced by a scalar of 50% (i.e. 50% base cure chance becomes 25% cure chance). Subsequent attempts are still increased by the unmodified base cure chance as a flat percentage.&lt;br /&gt;
&lt;br /&gt;
* Player&#039;s 1st Cure Attempt = &#039;&#039;&#039;25% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
* Player&#039;s 2nd Cure Attempt = &#039;&#039;&#039;75% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
* Player&#039;s 3rd Cure Attempt = &#039;&#039;&#039;125% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example of curing Lethal Poison inflicted by a player with 120 Poisoning Skill and 120 Taste ID:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Base chance to cure Lethal Poison via Greater Cure Potion or GM Magery is 25% chance&lt;br /&gt;
* If they fail their cure attempt, their next attempt will receive a flat 25% bonus&lt;br /&gt;
* Poisons inflicted with 120 Poisoning and 120 Taste ID have their initial cure chance reduced by a scalar of 60% (i.e. 25% base cure chance becomes 10% cure chance). Subsequent attempts are still increased by the unmodified base cure chance as a flat percentage.&lt;br /&gt;
&lt;br /&gt;
* Player&#039;s 1st Cure Attempt = &#039;&#039;&#039;10% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
* Player&#039;s 2nd Cure Attempt = &#039;&#039;&#039;35% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
* Player&#039;s 3rd Cure Attempt = &#039;&#039;&#039;60% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
* Player&#039;s 4th Cure Attempt = &#039;&#039;&#039;85% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
* Player&#039;s 5th Cure Attempt = &#039;&#039;&#039;110% Cure Chance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Potion Cure Chances===&lt;br /&gt;
{| class=&amp;quot;contenttable sortable&amp;quot; style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 0px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 0px; text-align: left; vertical-align: top;&amp;quot;|&lt;br /&gt;
Lesser Cure Potion&lt;br /&gt;
&lt;br /&gt;
* Lesser Poison: 75% Chance&lt;br /&gt;
* Regular Poison: 50% Chance&lt;br /&gt;
* Greater Poison: 25% Chance&lt;br /&gt;
* Deadly Poison: 0% Chance&lt;br /&gt;
* Lethal Poison: 0% Chance&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 0px; text-align: left; vertical-align: top;&amp;quot;|&lt;br /&gt;
Regular Cure Potion&lt;br /&gt;
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* Lesser Poison: 100% Chance&lt;br /&gt;
* Regular Poison: 75% Chance&lt;br /&gt;
* Greater Poison: 50% Chance&lt;br /&gt;
* Deadly Poison: 25% Chance&lt;br /&gt;
* Lethal Poison: 0% Chance&lt;br /&gt;
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Greater Cure Potion&lt;br /&gt;
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* Lesser Poison: 125% Chance&lt;br /&gt;
* Regular Poison: 100% Chance&lt;br /&gt;
* Greater Poison: 75% Chance&lt;br /&gt;
* Deadly Poison: 50% Chance&lt;br /&gt;
* Lethal Poison: 25% Chance&lt;br /&gt;
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===Bandaging Cure Chances===&lt;br /&gt;
* Chance to Cure Player = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);&lt;br /&gt;
* Chance to Cure Creature = ((150% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%);&lt;br /&gt;
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===Cure and Arch Cure Spell Chances===&lt;br /&gt;
* Chance to Cure = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))&lt;br /&gt;
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==Poison Resistance==&lt;br /&gt;
* Many creatures have a Poison Resistance stat (listed as a percentage % value, but will not resist poison cast from players, only a chance to resist each tick of damage&lt;br /&gt;
* Players may temporarily receive Poison Resistance through skills such as Taste ID and various item effects&lt;br /&gt;
* Whenever a player or creature is affected by poison (i.e. a poison tick) they will have a Poison Resistance % chance to ignore the damage from poison, and will display an overhead &amp;quot;*resists poison*&amp;quot; orange text&lt;br /&gt;
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==Poisoned Weapons==&lt;br /&gt;
* Chance to inflict poison on target is flat 25% for Lesser, Regular, Greater, and Deadly Poisoned weapons&lt;br /&gt;
* The chance for a player to apply Weapon Poison (including Lethal) to a creature is now 25% + (Effective Poisoning Skill / 4 %) [https://forums.uooutlands.com/index.php?threads/patch-notes-for-february-14-2020.2739/ patch Feb 14,2020]&lt;br /&gt;
* Player wielding a weapon with Lethal Poison must have at least 100 Poisoning skill in order to inflict it on targets&lt;br /&gt;
* Chance to inflict Lethal Poison on a target is (12.5% + (12.5% * (Poisoning Skill / 120)))&lt;br /&gt;
* Chance to not lose poison charge on a failed infliction check is (50% * (Poisoning Skill / 100))&lt;br /&gt;
* Chance for player to cure poison that was inflicted by a player with poisoning is reduced by (25% * (Poisoning Skill / 100))&lt;br /&gt;
* If a creature is hit by a poisoned weapon, but the creature is already poisoned with an equal or higher poison level than whats on the weapon, no poison attempt will be made with the weapon (and no poison charges will be lost)&lt;br /&gt;
* Players with Poisoning skill use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature&lt;br /&gt;
* Players will lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature&lt;br /&gt;
* A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)&lt;br /&gt;
* Players may attempt to apply poison to weapons by single-clicking the weapon with poison potions in their inventory. Available poison types will be listed in the context menu.&lt;br /&gt;
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[[File:PoisonApplyContextMenu.png|link=]]&lt;br /&gt;
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[[File:poisoncharges.png|link=]]&lt;br /&gt;
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==Poison Spellcasting==&lt;br /&gt;
* Poison spell when cast by creatures will be at Lesser Poison&lt;br /&gt;
* Poison spell and Poison Field spells cast by players default to Regular Poison&lt;br /&gt;
* A player&#039;s effective Poisoning skill for spellcasting is capped by their Magery skill (players may go above 100 Poisoning at 100 Magery however)&lt;br /&gt;
* Players must have at least 60 Poisoning to upgrade poison level to Greater Poison&lt;br /&gt;
* Players must have at least 80 Poisoning to upgrade poison level to Deadly Poison&lt;br /&gt;
* Upgrading to Greater Poison will cost 1 extra nightshade and 2 extra nightshade for Deadly Poison (the spell&#039;s poison will not upgrade if player does not have sufficient nightshade)&lt;br /&gt;
* Players are able to cast Lethal Poison, onto both creatures and players&lt;br /&gt;
* In order to be able to upgrade to Lethal poison, the player must have a Lethal Poison potion in their backpack (if they do not have, they cannot upgrade to Lethal Poison)&lt;br /&gt;
* On a successful Lethal Poison upgrade cast, there is a 20% chance a Lethal Poison potion in their backpack will be consumed (and players will be notified); this chance is increased to 40% in PvP&lt;br /&gt;
* Casting Lethal Poison will require consumption of 3 extra Nightshade if no Lethal Poison Potion is required for the spellcast (similar to upgrading to Greater Poison taking 1 extra nightshade, and upgrading to Deadly Poison taking 2 extra nightshade)&lt;br /&gt;
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==PvM Bonuses==&lt;br /&gt;
* Chance for players to upgrade spell poison level to Greater Poison against creatures is (100% * (Poisoning Skill / 100))&lt;br /&gt;
* Chance for players to upgrade spell poison level to Deadly Poison against creatures is (50% * (Poisoning Skill / 100))&lt;br /&gt;
* Chance for players to upgrade spell poison level to Lethal Poison against creatures is (20% * (Poisoning Skill / 100))&lt;br /&gt;
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==PvP Bonuses==&lt;br /&gt;
* Chance for players to upgrade spell poison level to Greater Poison against players is (50% * (Poisoning Skill / 100))&lt;br /&gt;
* Chance for players to upgrade spell poison level to Deadly Poison against players is (25% * (Poisoning Skill / 100))&lt;br /&gt;
* Chance for players to upgrade spell poison level to Lethal Poison against players is (10% * (Poisoning Skill / 100))&lt;br /&gt;
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==Failure to Upgrade: Poison Sting==&lt;br /&gt;
If a Poison spell hits an already poisoned target, and fails to upgrade the target&#039;s poison to a higher level than what it already has on them (which will always be the case if the target has Lethal poison), the target will instead take 10 * (((Caster Poisoning Skill + Caster Taste ID Skill) * 0.5) / 100) Damage, which will be roughly equivalent to Fireball damage when casted by a Poison Mage template&lt;br /&gt;
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We&#039;ll refer to this damage as Poison Sting damage&lt;br /&gt;
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Poison Sting damage itself will not cause an interrupt to the target, but the normal interrupt handling for the Poison Spell will be in place as before (i.e. normal handling for being a 3rd circle offensive spell)&lt;br /&gt;
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The Poison Sting mechanic will apply when casting the spell onto both creatures and players&lt;br /&gt;
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==Training==&lt;br /&gt;
* Estimated 27,500 reagents to GM&lt;br /&gt;
* Lesser Poison: &#039;&#039;&#039;0-40 Poisoning&#039;&#039;&#039;&lt;br /&gt;
* Regular Poison: &#039;&#039;&#039;35-60 Poisoning&#039;&#039;&#039;&lt;br /&gt;
* Greater Poison: &#039;&#039;&#039;55-80 Poisoning&#039;&#039;&#039;&lt;br /&gt;
* Deadly Poison: &#039;&#039;&#039;75-100 Poisoning&#039;&#039;&#039;&lt;br /&gt;
* Lethal Poison: &#039;&#039;&#039;95-120 Poisoning&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Aphix</name></author>
	</entry>
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