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	<id>http://wiki.uooutlands.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mortley</id>
	<title>UO Outlands Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.uooutlands.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mortley"/>
	<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/Special:Contributions/Mortley"/>
	<updated>2026-06-02T21:01:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Murder_Counts&amp;diff=31580</id>
		<title>Murder Counts</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Murder_Counts&amp;diff=31580"/>
		<updated>2026-05-13T23:44:08Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Murderer Region Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]][[Category:Mechanics]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players can track Murder Counts and have a running Murder Fees amount they will be responsible for paying on resurrection as a Murderer&lt;br /&gt;
* Murderers who die while participating in a Town Struggle, around an IDOC area, or in a duel/tournament in the Arena, or while on a ship are not subject to resurrection fees&lt;br /&gt;
* Each murder count requires 72 hours, of time logged in on the counted character, to decay&lt;br /&gt;
* Players will remain Red (murderer status) until they have fewer than 5 murder counts on that character&lt;br /&gt;
&lt;br /&gt;
[[File:murdercountsupdate1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Murderer Death==&lt;br /&gt;
* Murderers that die in a Dungeon (not including Wilderness) will always have a minimum Region Restriction of 15 minutes put in place for that region (in addition to any restrictions due to recent murders)&lt;br /&gt;
* When players die, if they have 5 Murder Counts or more on their character, they will be responsible for paying off their Murder Fees Gold amount before they are allowed to resurrect&lt;br /&gt;
* Upon paying their Murder Fees, the player&#039;s Murder Counts will be reduced to 5 (if above 5) and their Murder Fees amount will be set to 0&lt;br /&gt;
* If a player elects to waits for their Murder Counts to decay below 5 and then resurrect, any Murder Fees for them will still remain in place, and will simply have to be paid off the next time they die with 5 Murder Counts or more&lt;br /&gt;
&lt;br /&gt;
[[File:murdercountsfees.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Slaying Murderers===&lt;br /&gt;
* When a slain Murderer resurrects and pays their Murder Fees, the player that killed the murderer will receive anywhere from 33% to 66% (randomized amount) of the paid Murder Fees as Gold added directly to their Bank Box&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Murder Resurrection Fees==&lt;br /&gt;
* When a player commits a murder and is reported for it, that player&#039;s Murder Fee will default to 2000 Gold&lt;br /&gt;
* However, if the victim is able to report more than 1 player for their Murder, the Murder Fee amount will be increased by 500 Gold per additional player beyond the first: each of these additional players will be referred to as &amp;quot;Accomplices&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
* A player is attacked by 5 different players in a dungeon and is killed (i.e. a murder with 4 Accomplices)&lt;br /&gt;
* All 5 murderers will have a Murder Fee of (2000 + (4* 500)) = 4000 Gold assigned to them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Murderer Region Restrictions==&lt;br /&gt;
* If a Murderer dies in a punishable location (i.e. not Grey Zone or PvP event) they will have an Region Restriction placed upon them for every region they committed a murder within during the last 60 minutes. The remaining duration for this timer will be listed above the character name after the word &amp;quot;Dishonored&amp;quot;.&lt;br /&gt;
* Region Restrictions prevent a player from committing Aggressive Actions towards any Blue players in that area&lt;br /&gt;
* Region Restrictions also prevent a player from committing Beneficial Actions towards any Murderer or Criminals in the area as well (they may heal Blue and Green players as normal, however)&lt;br /&gt;
* The duration of all of these Region Restrictions will be (30 Minutes + (15 Minutes Per Highest Accomplice Count)) based on the highest Accomplice count of any of their murders occurring over the last 60 minutes regardless of location&lt;br /&gt;
* Murderers that die in a Dungeon (not including Wilderness) will always have a minimum Region Restriction of 15 minutes put in place for that region (in addition to any restrictions due to recent murders)&lt;br /&gt;
&lt;br /&gt;
===Wilderness===&lt;br /&gt;
* The Wilderness is treated like a standard &amp;quot;Dungeon&amp;quot; for the purpose of assigning Region Restrictions&lt;br /&gt;
* However, Region Restrictions for the Wilderness will always have their duration reduced to 50% of the normal length that would be applied to Dungeons&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
The following actions all occur within 60 minutes:&lt;br /&gt;
&lt;br /&gt;
* The player commits a murder by themself in Pulma&lt;br /&gt;
* The player then commits a murder with 2 players in the Wilderness&lt;br /&gt;
* The player then commits a murder with 5 other players in Ossuary&lt;br /&gt;
* The player is then killed after running into Darkmire Temple&lt;br /&gt;
&lt;br /&gt;
The player&#039;s Highest Accomplice Count for any murder during the last 60 minutes is 4 Players, for their murder committed in Ossuary with 5 people&lt;br /&gt;
&lt;br /&gt;
* The player will now have an Aggression Restrictions of (30 + (15 * 4)) = 90 minutes applied to Pulma and Ossuary&lt;br /&gt;
* The player will also have an Aggression Restriction of (90 * 0.5) = 45 minutes applied to the Wilderness&lt;br /&gt;
&lt;br /&gt;
==Warning Ravens==&lt;br /&gt;
* If an Innocent (blue) player is attacked by another player inside of Level 1 or 2 of a Dungeon and subsequently murdered, there is a chance that Warning Ravens will be sent out to warn other players inside that dungeon of what transpired&lt;br /&gt;
* If this occurs, all players (except Criminals/Murderers) inside of the dungeon will receive a System Message informing them of the murder and Warning Ravens will appear on their screen near their character&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:murderravens-alert1.png|350px]]&lt;br /&gt;
| [[File:murderravens-alert.gif|350px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blackmarks==&lt;br /&gt;
* If an Innocent (blue) player is murdered, each player that initiated their attack against the victim while in &#039;&#039;&#039;Level 1 of a Dungeon&#039;&#039;&#039; will receive a Blackmark that lasts a cumulative 4 hours (no max limit)&lt;br /&gt;
* While a player has a Blackmark in effect, they can no longer &#039;&#039;&#039;Recall/Gate/Hike&#039;&#039;&#039; to any location that is INSIDE a dungeon&lt;br /&gt;
* Effectively, a player with an active Blackmark in place must use the Entrance of a dungeon to enter it&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:blackmark-involvement.png|350px]]&lt;br /&gt;
| [[File:blackmark-traveling.png|350px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Heat_of_Battle&amp;diff=31577</id>
		<title>Heat of Battle</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Heat_of_Battle&amp;diff=31577"/>
		<updated>2026-05-12T15:03:15Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]]&lt;br /&gt;
Heat of Battle will be triggered by performing an aggressive action against another player regardless of notoriety, or when interacting with various [[Factions|faction content events or wayposts]].&lt;br /&gt;
* Aggressive actions include attacking or stealing from a player&lt;br /&gt;
** Aggressive actions do not include retaliatory empty-handed wrestling attacks or weapon swings your character makes when someone attacks you&lt;br /&gt;
** However, it is an aggressive action to re-target your attacker (for example, to avoid attacking monsters instead of the attacking player) &lt;br /&gt;
** Note also that using harmful spells (such as Weaken, Telekinesis, or Energy Bolt) will trigger Heat of Battle, even when used against an attacker  &lt;br /&gt;
* The Heat of Battle flag is now a visible buff on players in the [[Buff Bar]] (shown below)&lt;br /&gt;
* Heat of battle will prevent the player from utilizing any [[moongates]], recalling, or entering an inn room while it is active&lt;br /&gt;
* Heat of battle will enable the &amp;quot;PvP Mechanics&amp;quot; of an [[Aspect_Mastery|Aspect]]&lt;br /&gt;
&lt;br /&gt;
[[File:wikihobicon.jpg|center|link=Buff Bar]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Heat_of_Battle&amp;diff=31576</id>
		<title>Heat of Battle</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Heat_of_Battle&amp;diff=31576"/>
		<updated>2026-05-11T19:37:53Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]]&lt;br /&gt;
Heat of Battle will be triggered by performing an aggressive action against another player regardless of notoriety&lt;br /&gt;
* Aggressive actions include attacking or stealing from a player&lt;br /&gt;
** Aggressive actions do not include retaliatory empty-handed wrestling attacks or weapon swings your character makes when someone attacks you&lt;br /&gt;
** However, it is an aggressive action to re-target your attacker (for example, to avoid attacking monsters instead of the attacking player) &lt;br /&gt;
** Note also that using harmful spells (such as Weaken, Telekinesis, or Energy Bolt) will trigger Heat of Battle, even when used against an attacker  &lt;br /&gt;
* The Heat of Battle flag is now a visible buff on players in the [[Buff Bar]] (shown below)&lt;br /&gt;
* Heat of battle will prevent the player from utilizing any [[moongates]], recalling, or entering an inn room while it is active&lt;br /&gt;
* Heat of battle will enable the &amp;quot;PvP Mechanics&amp;quot; of an [[Aspect_Mastery|Aspect]]&lt;br /&gt;
&lt;br /&gt;
[[File:wikihobicon.jpg|center|link=Buff Bar]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31567</id>
		<title>Arcane Essence</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31567"/>
		<updated>2026-05-08T12:26:43Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Obtaining Arcane Essence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Arcane Essence is highly valuable and used to recharge a large number of high-end items including [[Aspect Gear]] as well as adding more charges onto special reward items (such as server-unique items granted from events)&lt;br /&gt;
* It can be received from turning in a variety of items to the [[Prevalia Exchange]]&lt;br /&gt;
* When players recycle identified magical items they will receive Arcane Essence in return in addition to any standard resources returned&lt;br /&gt;
* Arcane Essence can be used to purchase [[Echoes]] (25,000 for 1st, 50,000 for 2nd, 75,000 for 3rd, etc)&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/-GNNOmug8vE}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining Arcane Essence via Recycling==&lt;br /&gt;
* Find magic weapons and armor&lt;br /&gt;
* Use the [[Item Identification]] skill on the item(s)&lt;br /&gt;
* Use a crafting tool, click Recycle Item and target the magical item&lt;br /&gt;
** Can use any crafting tool on a magical item (smith&#039;s hammer to recycle a magical bow)&lt;br /&gt;
** Can be done with zero crafting skills&lt;br /&gt;
* Once Recycled, [[Arcane Essence]] will appear in your backpack&lt;br /&gt;
&lt;br /&gt;
[[File:arcaneessence.png|link=Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Recycled Amounts==&lt;br /&gt;
{{ArcaneEssenceRecycledAmounts}}&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Consumption==&lt;br /&gt;
* Players have an invisible &amp;quot;Damage Progress Meter&amp;quot; that is tracked for them when inflicting damage in Aspect Gear, and when the meter reaches 100%, the character will lose 1 [[Arcane Essence]] Charge (and the meter will reset to 0%)&lt;br /&gt;
* Progress for the meter increases by (Damage Inflicted) / (3000 - (Current Aspect Tier * 30)) %&lt;br /&gt;
** This is calculated on both the armor, and the weapon/spell book being worn separately&lt;br /&gt;
* Any bonuses the players have towards reducing Arcane Essence Consumed (such as Weekly Server Region Bonuses) will reduce the amount the Meter increased by that much&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A player wearing Tier 10 Fire Aspect armor inflicts 500 damage, which will result in the meter filling up (500 / (3000 - (10 * 30))) = &#039;&#039;&#039;18.5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Warning Notification===&lt;br /&gt;
* Players can specify the exact point at which they will be warned when their Arcane Essence Charges remaining on their character drops below that number&lt;br /&gt;
* The &amp;quot;Warn When Below&amp;quot; value indicates the specific point where a notification message and sound will be generated for the player&lt;br /&gt;
* Clicking the &amp;quot;Set&amp;quot; button in the Aspect Mastery menu will launch a menu where players can type in a specific number they want to be warned at&lt;br /&gt;
* Players can then click the &amp;quot;Set Target&amp;quot; button in the pop up window to accept the new Target Number&lt;br /&gt;
&lt;br /&gt;
[[File:aspectessencewarning.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players may monitor remaining Arcane Essence using an [[Options|Info Bar]]&lt;br /&gt;
[[File:ArcaneEssenceInfo Bar.png]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31566</id>
		<title>Arcane Essence</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Arcane_Essence&amp;diff=31566"/>
		<updated>2026-05-08T12:25:09Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Obtaining Arcane Essence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Arcane Essence is highly valuable and used to recharge a large number of high-end items including [[Aspect Gear]] as well as adding more charges onto special reward items (such as server-unique items granted from events)&lt;br /&gt;
* It can be received from turning in a variety of items to the [[Prevalia Exchange]]&lt;br /&gt;
* When players recycle identified magical items they will receive Arcane Essence in return in addition to any standard resources returned&lt;br /&gt;
* Arcane Essence can be used to purchase [[Echoes]] (25,000 for 1st, 50,000 for 2nd, 75,000 for 3rd, etc)&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/-GNNOmug8vE}}&lt;br /&gt;
&lt;br /&gt;
==Obtaining Arcane Essence==&lt;br /&gt;
* Find magic weapons and armor&lt;br /&gt;
* Use the [[Item Identification]] skill on the item(s)&lt;br /&gt;
* Use a crafting tool, click Recycle Item and target the magical item&lt;br /&gt;
** Can use any crafting tool on a magical item (smith&#039;s hammer to recycle a magical bow)&lt;br /&gt;
** Can be done with zero crafting skills&lt;br /&gt;
* Once Recycled, [[Arcane Essence]] will appear in your backpack&lt;br /&gt;
&lt;br /&gt;
* Arcane Essence can also be obtained in larger quantities at once than from recycling via the [[Prevalia Exchange]]&lt;br /&gt;
[[File:arcaneessence.png|link=Arcane Essence]]&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Recycled Amounts==&lt;br /&gt;
{{ArcaneEssenceRecycledAmounts}}&lt;br /&gt;
&lt;br /&gt;
==Arcane Essence Consumption==&lt;br /&gt;
* Players have an invisible &amp;quot;Damage Progress Meter&amp;quot; that is tracked for them when inflicting damage in Aspect Gear, and when the meter reaches 100%, the character will lose 1 [[Arcane Essence]] Charge (and the meter will reset to 0%)&lt;br /&gt;
* Progress for the meter increases by (Damage Inflicted) / (3000 - (Current Aspect Tier * 30)) %&lt;br /&gt;
** This is calculated on both the armor, and the weapon/spell book being worn separately&lt;br /&gt;
* Any bonuses the players have towards reducing Arcane Essence Consumed (such as Weekly Server Region Bonuses) will reduce the amount the Meter increased by that much&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A player wearing Tier 10 Fire Aspect armor inflicts 500 damage, which will result in the meter filling up (500 / (3000 - (10 * 30))) = &#039;&#039;&#039;18.5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Warning Notification===&lt;br /&gt;
* Players can specify the exact point at which they will be warned when their Arcane Essence Charges remaining on their character drops below that number&lt;br /&gt;
* The &amp;quot;Warn When Below&amp;quot; value indicates the specific point where a notification message and sound will be generated for the player&lt;br /&gt;
* Clicking the &amp;quot;Set&amp;quot; button in the Aspect Mastery menu will launch a menu where players can type in a specific number they want to be warned at&lt;br /&gt;
* Players can then click the &amp;quot;Set Target&amp;quot; button in the pop up window to accept the new Target Number&lt;br /&gt;
&lt;br /&gt;
[[File:aspectessencewarning.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players may monitor remaining Arcane Essence using an [[Options|Info Bar]]&lt;br /&gt;
[[File:ArcaneEssenceInfo Bar.png]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Aspect_Mastery&amp;diff=31565</id>
		<title>Aspect Mastery</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Aspect_Mastery&amp;diff=31565"/>
		<updated>2026-05-08T12:21:51Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:Crafting]][[Category:PvM]][[Category:PvP]][[Category:Customization]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* The Aspect Mastery system is a progression based system to enhance your PvM game&lt;br /&gt;
* Aspects are some kind of enchantment you can apply to your gear by spending a small amount of [[Arcane Essence]]&lt;br /&gt;
* Aspect enchantments are bound to the character: If an aspected item gets moved away from your character/inventory, it loses the enchantment. (E.g. when put in the bank box, or upon death.)&lt;br /&gt;
* Each character needs to unlock their Aspect(s) individually, before they can apply it to their items.&lt;br /&gt;
* Each character has their own individual Aspect Tier Levels and Experience amounts for each of the 23 different Aspects (such as Air, Fire, Death, etc)&lt;br /&gt;
* Characters will earn Aspect experience and level up their individual Aspects by killing creatures while equipped with Aspect Gear of that particular Aspect, from Pilfering &amp;amp; Mugging, and lockpicking Paragon, Dungeon &amp;amp; Treasure Map Chests&lt;br /&gt;
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%&lt;br /&gt;
&lt;br /&gt;
==Aspect Types==&lt;br /&gt;
{{AspectTypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Mastery Menu==&lt;br /&gt;
The Aspect Mastery Menu is broken into Weapon, Spellbook, and Armor sections. Players can view the Aspect Mastery Menu for their character by doing any of the following:&lt;br /&gt;
&lt;br /&gt;
* Typing [Aspect in game&lt;br /&gt;
* Clicking their Paperdoll -&amp;gt; Clicking Help -&amp;gt; Clicking Aspect Mastery&lt;br /&gt;
* Clicking their Paperdoll -&amp;gt; Clicking on the virtue symbol above the character&#039;s head&lt;br /&gt;
* Double-clicking any Aspect Core, Aspect Distillation, or Aspect Kit item&lt;br /&gt;
&lt;br /&gt;
[[File:aspectmulti.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Navigating the Aspect Mastery Menu===&lt;br /&gt;
* Players can use the Arrow buttons to rotate through different aspects and select which aspect they would like to view or use for that particular item category (weapon, spellbook, or armor)&lt;br /&gt;
* Players can see the base bonuses that aspect would provide to the item as well as the bonuses that would be provided based on the character&#039;s Aspect Tier Level for that selected aspect&lt;br /&gt;
&lt;br /&gt;
It should be noted that a character&#039;s Aspect Tier level and experience is the same and shared across all equipment types (i.e. players do not have an individual Fire Weapon Tier Level that differs from their Fire Spellbook Tier Level nor Fire Armor Tier level; they simply have a Fire Tier Level that applies to all equipment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unlocking an Aspect==&lt;br /&gt;
* In order for a player to be able to convert their equipment to a particular Aspect, they must first Unlock that Aspect for their character&lt;br /&gt;
* To do this, they must set that particular Aspect as the selected one for Weapon/Armor/Spellbook (doesn&#039;t matter which), have the items listed in the section window in their backpack, and then click the Unlock Aspect button twice&lt;br /&gt;
* If the player has the required materials listed (of the matching aspect) in their backpack, they will be consumed and the Aspect will be permanently unlocked for the character&lt;br /&gt;
* To Unlock an Aspect, a player needs:&lt;br /&gt;
** 2 [[Aspect Distillation]] (of the same type)&lt;br /&gt;
** 4 [[Aspect Cores]] (of the same type)&lt;br /&gt;
** 1 [[Aspect Kit]]&lt;br /&gt;
&lt;br /&gt;
[[File:unlock-aspect.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activating an Aspect==&lt;br /&gt;
* Once an Aspect has been unlocked, players can switch to it freely and set it as their current Weapon and Armor Aspect Attunement at any time&lt;br /&gt;
* Players may unlock all Aspects available provided they pay the required costs&lt;br /&gt;
* Players can choose to Activate those Weapon and Armor Aspect attunements to convert their currently worn Weapon/Spellbook or Armor into Aspect Gear of that respective Aspect&lt;br /&gt;
&lt;br /&gt;
[[File:activate-aspect.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Each Aspect Activation costs &#039;&#039;&#039;5 [[Arcane Essence]]&#039;&#039;&#039;&lt;br /&gt;
* Players who have unlocked Aspects may activate them an unlimited number of times per day&lt;br /&gt;
* When characters Activate an Aspect, they will be able to temporarily apply that Aspect to their currently worn Weapon, Spellbook, or Armor&lt;br /&gt;
** Since Aspect Gear is &amp;quot;Activated,&amp;quot; equipment will lose its current Aspect and return to normal if the player dies or takes off the equipment (and places it anywhere other than their backpack) and will fall to the player&#039;s corpse and is lootable&lt;br /&gt;
** Players can steal Aspect Weapons and Aspect Magic Spellbooks (but not normal blessed spellbooks) from other players&lt;br /&gt;
* When a player activates an Aspect for their Weapon or Spellbook, all Weapons and Spellbooks stored in their backpack not matching the new Aspect will lose their aspect&lt;br /&gt;
* When a player activates a Weapon or Spellbook Aspect from the Aspect menu, or uses the [AspectWeapon/AspectSpellbook command, it will apply that aspect to any equipment the player is holding in their hands, whether its a Weapon or a Spellbook (no longer has to be a weapon or spellbook specifically)&lt;br /&gt;
* When a player activates an Aspect for their Armor, all Armor items stored in their backpack not matching the new Aspect will lose their aspect&lt;br /&gt;
&lt;br /&gt;
==Using and obtaining Essence==&lt;br /&gt;
See [[Arcane Essence]] for more detail&lt;br /&gt;
&lt;br /&gt;
==Activations and Tier upgrades==&lt;br /&gt;
Characters can activate their unlocked Aspects as many times as desired, for 5 Arcane Essence per activated item type. &lt;br /&gt;
&lt;br /&gt;
===Aspect Tier Upgrades===&lt;br /&gt;
* As you kill monsters, you will gain Aspect XP for your activated Aspect&lt;br /&gt;
* Aspect XP will stop gaining once the limit has been reached for a particular level&lt;br /&gt;
* Once a level&#039;s max XP is reached, the Aspect must have its level upgraded with the requisite materials as listed below, in order to continue gaining Aspect XP&lt;br /&gt;
&lt;br /&gt;
{{AspectTierUpgradeChart}}&lt;br /&gt;
&lt;br /&gt;
===Set Active Tier Level===&lt;br /&gt;
* Players have the option with Aspect Gear to temporarily lower their &amp;quot;Active Tier Level&amp;quot; below than their normal Permanent Tier Level for an Aspect (i.e. a player at Tier 10 Air Aspect could temporarily choose to set their Air tier to be 0-9 if they wish)&lt;br /&gt;
* If a player lowers their Active Tier Level, it will treat their aspect bonuses provided by that specific aspect to be based on that Active Tier Level (and not their Permanent Tier Level)&lt;br /&gt;
* Players may wish to do this if they prefer to conserve their Arcane Essence for a temporary period of time (since the burn rate of Arcane Essence for a player is tied to the Aspect Tier Levels of their worn Aspect Gear, with higher tiers burning more Arcane Essence)&lt;br /&gt;
* The displayed bonuses for Aspect Gear on the [Aspect page as the [Stats page will reflect a player&#039;s Active Tier Level for an aspect (and not Permanent Aspect Tier Level)&lt;br /&gt;
* If a player&#039;s Active Tier Level for an Aspect is set to any number other than their normal, Permanent Tier Level, the text for it will display in green (indicating they have made an adjustment)&lt;br /&gt;
* Whenever a player earns enough aspect experience and Upgrades their Aspect Tier for an aspect to a new Tier Level, for safety purposes it will automatically set their Active Tier Level to match the new Permanent Tier Level they just reached&lt;br /&gt;
* Players can type [LowerWeaponAspect or [RaiseWeaponAspect to manually lower/raise their temporary &amp;quot;Active Tier Level&amp;quot; on their weapon/spellbook&#039;s aspect (without using the menu)&lt;br /&gt;
* Players can type [LowerSpellAspect or [RaiseSpellAspect to manually lower/raise their temporary &amp;quot;Active Tier Level&amp;quot; on their weapon/spellbook&#039;s aspect (without using the menu)&lt;br /&gt;
* Players can type [LowerArmorAspect or [RaiseArmorAspect to manually lower/raise their temporary &amp;quot;Active Tier Level&amp;quot; on their armor&#039;s aspect (without using the menu)&lt;br /&gt;
&lt;br /&gt;
[[File:aspectrankdown.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspect Items==&lt;br /&gt;
===Aspect Weapons===&lt;br /&gt;
* Aspect Bonuses for Melee Accuracy, Tactics Bonus, and Aspect Special Chance are the same for all Aspect types on weapons (only difference for Aspects is Aspect Special Effect)&lt;br /&gt;
* The bonuses from a player&#039;s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will stack with Aspect Bonuses provided to equipment&lt;br /&gt;
&lt;br /&gt;
[[File:aspectwep.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspect Spellbook Bonuses===&lt;br /&gt;
* Aspect Bonuses for Mana Refund Chance, Damage Bonus, and Aspect Special Chance are the same for all Aspect types on spellbooks (only difference for Aspects is Aspect Special Effect)&lt;br /&gt;
* The bonuses from a player&#039;s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will stack with Aspect Bonuses provided to equipment&lt;br /&gt;
&lt;br /&gt;
[[File:aspectbook.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspect Armor Bonuses===&lt;br /&gt;
* All Aspect Armor share an armor rating bonus, but can vary in which other bonuses you get for having that aspect active&lt;br /&gt;
* The bonuses from a player&#039;s worn equipment (such Exceptional Quality, Material Bonuses, Magical Spellbook Bonuses, Slayer Bonuses) will stack with Aspect Bonuses provided to equipment&lt;br /&gt;
&lt;br /&gt;
[[File:aspectarmor.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspects in PvP==&lt;br /&gt;
* When a player becomes Flagged in PvP, nearly all of their Aspect Armor Bonuses will remain in place and work as normal against creatures&lt;br /&gt;
* However, certain Aspect Armor Bonuses will temporarily be deactivated, due potential PvP imbalances they may cause&lt;br /&gt;
* Players can see which of these effects will be deactivated for each Aspect Armor by clicking the &amp;quot;PvP Mechanics&amp;quot; button on the Aspect Menu under the Armor section&lt;br /&gt;
* All Aspect Armor Effects that are deactivated while a player is Flagged in PvP will be shown in a list under &amp;quot;PvP Deactivated Effects&amp;quot;&lt;br /&gt;
* These effects will be reactivated once the player has been out of PvP for 60 seconds&lt;br /&gt;
* If an Aspect has any PvP Deactivated Effects listed, it will then also likely have one or more &amp;quot;PvP Activated Effects&amp;quot; listed&lt;br /&gt;
* Any bonuses listed under PvP Activated Effects will be a bonus applied to the Player against Creatures while they are currently Flagged in PvP&lt;br /&gt;
* PvP Activated Effects are intended to act as a trade-off for the player losing Aspect Effects due to being Flagged in PvP&lt;br /&gt;
&lt;br /&gt;
[[File:aspectsinpvp2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can read about each Aspects PvP Deactivated and Activated Effects from their respective pages:&lt;br /&gt;
{{AspectTypes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items Losing Their Aspects==&lt;br /&gt;
* When a player dies, all Aspect Gear (non-Legacy ones) they have equipped or in their backpack will lose their Aspect and revert to its original material/bonuses and hue&lt;br /&gt;
* When a player unequips an Aspect Gear item and places it anywhere other than their backpack, it will lose its Aspect as well and revert to its original material/bonuses and hue&lt;br /&gt;
* If a player runs out of Arcane Charges, all of their Aspect Gear they have equipped or in their backpack will lose their Aspect and revert to original material/bonuses and hue&lt;br /&gt;
* If a player is killed while wearing Aspect Gear or has an Aspect Weapon or Magic Spellbook stolen, it will lose its current aspect&lt;br /&gt;
&lt;br /&gt;
==Aspect Support Items==&lt;br /&gt;
* There are [[Aspect Crystals]] available to further increase the Damage and the Proc chance&lt;br /&gt;
** Previous Aspect Support Items (Foci/Oils/Ammo) have been discontinued and can be traded in for Crystals at the [[Prevalia Exchange]]&lt;br /&gt;
* Players can use [[Aspect Phylactery|Aspect Phylacteries]] to guarantee an aspect special on their next melee swing or spell cast.&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=New_Player_Dungeon&amp;diff=31532</id>
		<title>New Player Dungeon</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=New_Player_Dungeon&amp;diff=31532"/>
		<updated>2026-05-01T18:25:20Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]][[Category:Dungeons]][[Category:New Player]]&lt;br /&gt;
[[File:dungeonbanner-newplayerdungeon.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* The New Player Dungeon is an &#039;&#039;&#039;Aggression-Free region&#039;&#039;&#039; where players cannot perform hostile actions to each other&lt;br /&gt;
* Players cannot increase any skill beyond &#039;&#039;&#039;80&#039;&#039;&#039; while in the New Player Dungeon (including on Shelter Island)&lt;br /&gt;
* The New Player Dungeon has a 6x Skill Gain Bonus&lt;br /&gt;
** Skill Gain Bonus does not apply to Crafting, Mining, Foresenic Eval, Fishing or Poisoning&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-newplayerdungeonentrance.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Players without Young Status are not allowed Bank access and cannot purchase items from Vendors in Shelter Island&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;
* Players cannot cast field spells or Energy Vortex/Blade Spirits in the New Player Dungeon&lt;br /&gt;
* Players cannot earn Aspect or Codex Experience in the New Player Dungeon or Shelter Island&lt;br /&gt;
* Players cannot earn Creature Experience on tamed creatures at level 1 or higher in the New Player Dungeon or Shelter Island&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-shelterwelcome06.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:newplayerdungeonmap1.jpg|alt=New Player Dungeon|link=]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Factions&amp;diff=31524</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Factions&amp;diff=31524"/>
		<updated>2026-04-22T23:32:47Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Allied Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]][[Category:PvP]][[Category:Events]][[Category:Customization]][[Category:Aspect]][[Category:Crafting]]&lt;br /&gt;
==Summary==&lt;br /&gt;
Factions is a persistent PvP system of conflict between four separate factions where players can earn Faction Score, Silver, unique rewards, and more.&lt;br /&gt;
* [[Battle Mana Recovery]] and [[Battle Hamstring]] mechanics are active in this activity&lt;br /&gt;
&lt;br /&gt;
{{FactionsIndex}}&lt;br /&gt;
&lt;br /&gt;
{{FactionsFlags}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/mLOXuaK3mBw}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Factions Menu==&lt;br /&gt;
* Players must be in a Guild to participate in Factions&lt;br /&gt;
* Players can access the Factions Menu of the Guild Menu by clicking on the Factions Tab&lt;br /&gt;
* Players can type [Faction to immediately jump to the Factions Menu of the Guild Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionsmenu1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joining a Faction==&lt;br /&gt;
* Each individual Guild decides optionally whether they will be aligned with one of four different Factions&lt;br /&gt;
* Any Officer or Guildmaster of a guild can change the Faction of their guild on the page 3 of the Factions Menu by clicking the Join button next to the desired Faction&lt;br /&gt;
* Guilds can only Join or Leave any Faction at most once every 7 days&lt;br /&gt;
* If a guild is aligned with a Faction, all members of the guild will see any text associated with their Faction displayed in Green text, and other Factions displayed in Orange text&lt;br /&gt;
* Guilds can leave a Faction by clicking the Leave button next to their Faction on page 3 of the Factions Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionsmenu2b.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
Note: During the first 30 Days the Factions system has gone live, Guilds may instead change Factions at most once every 24 Hours (this is to give guilds a chance to learn the system and &amp;quot;try out&amp;quot; different relationships with other guilds/factions)&lt;br /&gt;
&lt;br /&gt;
===Allied Guilds===&lt;br /&gt;
* Allied guilds may be aligned with different factions&lt;br /&gt;
* There are no longer any guild alliance-related restrictions on changing faction alignment&lt;br /&gt;
&lt;br /&gt;
===Last Week Tally===&lt;br /&gt;
* At the end of each week, a &amp;quot;Last Week Tally&amp;quot; will be calculated for each Faction based on how well it performed during the week in regards to Waypost and Flag Control, and each Faction will be ranked from 1st through 4th place based on that rating&lt;br /&gt;
* Guilds will not be allowed to join the Faction that has the 1st place ranking for &amp;quot;Last Week Tally&amp;quot; (i.e. which Faction was the strongest during the previous week)&lt;br /&gt;
&lt;br /&gt;
[[File:factionslastweektally.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participate in Factions==&lt;br /&gt;
* If a Guild has aligned themselves with a Faction, each individual player in that guild who wants to participate in Faction activity MUST have &amp;quot;Participate in Factions&amp;quot; enabled on the page 1 of the Faction Menu&lt;br /&gt;
* Players can only change their &amp;quot;Participate in Factions&amp;quot; setting once an hour&lt;br /&gt;
* Note: During the first 30 Days the Factions system has gone live, Players may instead change their &amp;quot;Participate in Factions&amp;quot; setting at most once every 1 Hour&lt;br /&gt;
&lt;br /&gt;
Players cannot change this setting:&lt;br /&gt;
* While Flagged in PvP&lt;br /&gt;
* While inside a Faction Castle&lt;br /&gt;
* While within 50 tiles of a Faction Flag&lt;br /&gt;
* While within 50 tiles of a Faction Waypost&lt;br /&gt;
&lt;br /&gt;
[[File:factionsmenu3.png|link=]]&lt;br /&gt;
&lt;br /&gt;
Players who are in a guild that has a Faction alignment, but they have Participate in Factions setting disabled, will:&lt;br /&gt;
* Not display as Orange to other factions&lt;br /&gt;
* Not be able to enter Faction Castles&lt;br /&gt;
* Not be able engage in any Faction Activity&lt;br /&gt;
* Will not display a Faction Tag for their overhead name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Restrictions==&lt;br /&gt;
* Players are restricted in they can only have &amp;quot;Participate in Factions&amp;quot; enabled for a single Faction across their IP/All Accounts&lt;br /&gt;
* If a player ever attempts to enable &amp;quot;Participate in Factions&amp;quot; where it would result in them having characters in two different Factions on their IP/Accounts, it will prevent the player from doing so&lt;br /&gt;
* If a Guild changes their Faction, it will audit all players in the guild and any player who now is in two different Factions on their IP/Accounts will have the &amp;quot;Participate in Factions&amp;quot; setting disabled for all their characters (forcing them to pick a new, single faction)&lt;br /&gt;
* If a player is offline when they have their &amp;quot;Participate in Factions&amp;quot; setting disabled by this mechanic, they will receive an overhead message informing them of this the next time they log in&lt;br /&gt;
* Players are unable to target other players with the Invisibility Spell within Faction Castles or Faction Waypost Regions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Flagging==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Faction Flagging Situations&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging1.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Criminals and Murderers&#039;&#039;&#039;&lt;br /&gt;
* Faction Players who are Murderers will always flag as RED to other Faction players&lt;br /&gt;
* Faction Players who are currently Criminal flagged will always flag as GREY to other Faction players&lt;br /&gt;
* Faction Players will no longer by default be allowed to attack Murderers in their same Faction&lt;br /&gt;
* Players are allowed to attack Murderers in their same Faction if the Murderer is temporarily Criminal for attacking an Innocent (Blue) player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging2.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Opposing Factions&#039;&#039;&#039;&lt;br /&gt;
* Players who are in a Faction, and have Participate in Factions enabled, will by default flag as Orange to players in opposing Factions&lt;br /&gt;
* Players will be able to freely attack players from opposing Factions at most locations, except for the PvP Events and Special Events described earlier&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging3.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Same Faction&#039;&#039;&#039;&lt;br /&gt;
* Players who are in the same Faction, and have Participate in Factions enabled, will by default flag as GREEN to each other&lt;br /&gt;
* Exceptions: Players who are in the same Faction, but are in different Guilds that are at WAR with each other, will flag as ORANGE to each other&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging4.png|350px]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Parties&#039;&#039;&#039;&lt;br /&gt;
* If two players are in the same Party, and the target player has &amp;quot;Flag Green to Party&amp;quot; enabled, they will display as GREEN even if they belong to opposing Factions&lt;br /&gt;
|-&lt;br /&gt;
! [[File:strangelandshotbar.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;PvP Events and Special Events&#039;&#039;&#039;&lt;br /&gt;
* Players who are participating in PvP events (such as Town Struggles, Corpse Creek Contests, Dungeon Flashpoints, or Stygian Rifts) or any special events (such as Strangelands, Stalag Grotto, Winterlands, etc) are NOT considered Faction Participants while they are inside the designated event zone&lt;br /&gt;
* Players participating in these events will NOT adopt any Faction Flagging nor will they count towards Faction Kills&lt;br /&gt;
|-&lt;br /&gt;
! [[File:shipdeed.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Ships&#039;&#039;&#039;&lt;br /&gt;
* Players on board Ships are NOT considered Faction Participants&lt;br /&gt;
* Players on board Ships will NOT adopt any Faction Flagging nor will they count towards Faction Kills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Harmful Actions in Factions===&lt;br /&gt;
Players will NOT be able to do Harmful actions to other players in the same Faction, UNLESS any of the following are true:&lt;br /&gt;
* Both players belong to the same Guild&lt;br /&gt;
* Both players belong to the same Party and the target player has &amp;quot;Flag as Green to Party&amp;quot; toggled on&lt;br /&gt;
* The players belong to different Guilds that are currently at WAR with each other&lt;br /&gt;
&lt;br /&gt;
===Beneficial Actions===&lt;br /&gt;
* If a player is NOT an active participant in Factions performs a Beneficial Action onto a Player or Follower who IS an active Participant in Factions, they will become flagged as attackable by all other Factions for 2 minutes&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagging5a.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| Fendrake is not in a Faction and heals Serathi who is in a Faction;&amp;lt;br /&amp;gt;Fendrake temporarily flags as attackable by the 3 other factions Serathi is not in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagging5b.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| Fendrake now becomes attackable by Luthius, who belongs to&amp;lt;br /&amp;gt;a different faction than the healing target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
* This mechanic will not apply during PvP Events or Special Events&lt;br /&gt;
&lt;br /&gt;
===Prevent Faction Healing===&lt;br /&gt;
* Players can use [PreventFactionHealing to toggle whether they are automatically blocked from performing Beneficial Actions on Faction Players while they themselves are NOT an active participant in Factions (since this action would flag them)&lt;br /&gt;
* By default [PreventFactionHealing is Enabled for players&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagging6.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Commands and Settings==&lt;br /&gt;
The Commands and Settings menu has a number of Faction-specific toggleable options and hotkeys for players, that can be accessed by using Paperdoll -&amp;gt; Help -&amp;gt; Commands -&amp;gt; Faction&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagging7.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Area of Effect (AoE) Spells in Factions==&lt;br /&gt;
===Faction===&lt;br /&gt;
A Faction Player casting an AoE Spell will only hit other Faction players/followers (no blue targets) if any of the following are true:&lt;br /&gt;
* The Caster is within 50 tiles of a Waypost&lt;br /&gt;
* The Caster is within 50 tiles of a Faction Flag&lt;br /&gt;
* The Caster is inside of a Faction Castle&lt;br /&gt;
* The Caster is inside of a Faction&#039;s Town&lt;br /&gt;
* The Caster is inside of a Faction Dungeon&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagging8a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===PvP Event Participants===&lt;br /&gt;
* As a reminder, players who are actively participating in a Town Struggle, Dungeon Flashpoint, or Corpse Creek Contest event are NOT considered Faction players while within those respective event areas&lt;br /&gt;
&lt;br /&gt;
===Friendly Faction Players===&lt;br /&gt;
* For each Friendly Faction Player in the spell&#039;s radius that the caster cannot harm, there will be a cumulative 20% Damage Penalty applied to the spell towards all targets hit (up to a maximum of 80% Penalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Faction Score==&lt;br /&gt;
* Each player participating in Factions will have a weekly Faction Score that increases when they perform various faction-based activities&lt;br /&gt;
* Each player&#039;s Faction Score resets to 0 at the start of each week during Tabula Rasa (explained later)&lt;br /&gt;
* Players can view details of their Faction Score (Current Week, Last Week, and Seasonal) as well as their Last Week Silver Earned on Page 1 of the Faction Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionsscoreboard1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShowFactionKills==&lt;br /&gt;
* Players can type [ShowFactionKills or [Punkte to display overhead text showing your Faction Score earned exclusively from Player Kills in Factions during this current Season and throughout their entire Lifetime&lt;br /&gt;
* There is a 60 second cooldown between uses of the ShowFactionKill mechanic (to prevent spamming)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:factionsshowkills1.png|link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activity Icons==&lt;br /&gt;
In the Faction Menu and Faction Hotbar, each Waypost now has an Activity Icon next to it indicating what occured at that Waypost during the last Control Tick (occurs every 15 seconds) Activity Icons represent the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| No Symbol&lt;br /&gt;
| No activity occurred&lt;br /&gt;
|- &lt;br /&gt;
| [[File:factionsactivitylock.png|link=]]&amp;lt;br /&amp;gt;Lock&lt;br /&gt;
| The Waypost is currently at 100% Control and Locked&lt;br /&gt;
|- &lt;br /&gt;
| [[File:factionsactivitydagger.png|link=]]&amp;lt;br /&amp;gt;Dagger&lt;br /&gt;
| Two Factions are currently Contesting the Waypost&lt;br /&gt;
|- &lt;br /&gt;
| [[File:factionsactivityleftarrow.png|link=]]&amp;lt;br /&amp;gt;Left Arrow&lt;br /&gt;
| A Faction is Lowering the current Control of the Waypost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsactivityrightarrow.png|link=]]&amp;lt;br /&amp;gt;Right Arrow&lt;br /&gt;
| A Faction is Raising their Control over the Waypost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [FactionHotbar will also display Activity Icons for its Wayposts&lt;br /&gt;
&lt;br /&gt;
[[File:factionsactivity1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Castles==&lt;br /&gt;
* Each faction has an associated Faction Castle located in their respective town&lt;br /&gt;
* Players must be a Faction Participant in order to enter any Faction Castle&lt;br /&gt;
* Players cannot recall/gate/hike into a Faction Castle region unless they are a member of that specific Faction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wayposts==&lt;br /&gt;
Wayposts are control zones that exist in the overworld that represent points of conflict between two different factions.&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* There are 18 total Wayposts in the game world&lt;br /&gt;
* Wayposts are positioned in the overworld so they form a &amp;quot;Chain&amp;quot; of 3 Wayposts on a path between every &amp;quot;pairing&amp;quot; of Factions&lt;br /&gt;
* For instance, there are 3 Wayposts that form a chain between Terran and Cambria, there are 3 Wayposts that form a chain between Cambria and Prevalia, and so on&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypostsmap.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* On Page 2 of the Faction Menu players can view all Wayposts and how they are organized into Chains between respective pairings of factions&lt;br /&gt;
* In the image below, you can see between the Prevalia Faction and Andaria Faction that there are 3 Wayposts in their Chain (6. Farmland Garrison, 5. Gate Fortress, and 4. Andarian Lumberyard)&lt;br /&gt;
* Players can also type [FactionMap or click the &amp;quot;Faction Map&amp;quot; button on Page 2 of the Faction Menu to display an interactive map showing all Castles, Wayposts, and the Purification Pyre (explained later)&lt;br /&gt;
&lt;br /&gt;
[[File:factionwayposts1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waypost Markers===&lt;br /&gt;
* Each Waypost has a Waypost Marker that shows which Faction currently has Control Progress on it&lt;br /&gt;
* Waypost Markers have a Progress Bar overhead that shows the Control Progress % of the controlling faction&lt;br /&gt;
* Players can also single-click the Waypost Marker to see the specific Control Progress % of the controlling faction&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost2a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Waypost Marker Control Progress States&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionswaypostflagneutral.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
* If no faction has any Control Progress on a Waypost, it is considered to be Neutral&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionswaypostflaginprogress.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Partial Control&#039;&#039;&#039;&lt;br /&gt;
* If a faction has some Control Progress on a Waypost, they are considered to have Partial Control over it&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionswaypostflagcontrolled.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Full Control&#039;&#039;&#039;&lt;br /&gt;
* If a faction has 100% Control Progress on a Waypost, they are considered to have Full Control over it&lt;br /&gt;
* Full Control over Wayposts is required for players to initiate Flag Steal attempts against other factions (explained later)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Waypost Region===&lt;br /&gt;
* Each Waypost has a Region that players must enter and stay inside in order to attempt to contest it&lt;br /&gt;
* Players will receive a system message when they enter or leave a Waypost Region (similar to entering/leaving a Grey Zone like Corpse Creek)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost3a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Traveling to Waypost Regions&amp;lt;/u&amp;gt;====&lt;br /&gt;
* Faction players can only travel via Recall, Gate, or Hike to a Waypost Region if it is currently Neutral or their Faction has Partial or Full Control over it&lt;br /&gt;
* Players not participating in a Faction can never travel to a Waypost Region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waypost Control Ticks===&lt;br /&gt;
Every &#039;&#039;&#039;15 seconds&#039;&#039;&#039;, a &#039;&#039;&#039;Control Tick&#039;&#039;&#039; occurs where the system checks to see which players are &#039;&#039;&#039;Valid Contestants&#039;&#039;&#039; of the Waypost Region. Players are considered Valid Contestants of a Waypost Region if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* They are &#039;&#039;&#039;Alive&#039;&#039;&#039;&lt;br /&gt;
* They are &#039;&#039;&#039;Inside&#039;&#039;&#039; the Region&lt;br /&gt;
* They are &#039;&#039;&#039;Visible&#039;&#039;&#039; (not hidden)&lt;br /&gt;
* They have &#039;&#039;&#039;&amp;quot;Participate in Factions&amp;quot;&#039;&#039;&#039; enabled for their Guild/Factions settings&lt;br /&gt;
* They have not been inside of a &#039;&#039;&#039;House or Ship within 100 tiles of the Waypost in the last 2 minutes&#039;&#039;&#039;&lt;br /&gt;
* Their Faction has &#039;&#039;&#039;Full Control&#039;&#039;&#039; over all &#039;&#039;&#039;prior Wayposts&#039;&#039;&#039; in that &#039;&#039;&#039;Waypost Chain&#039;&#039;&#039; (explained later)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Control Progress&amp;lt;/u&amp;gt;====&lt;br /&gt;
If there are &#039;&#039;&#039;1 or more Valid Contestants&#039;&#039;&#039; at a Waypost and they &#039;&#039;&#039;all belong to a single Faction&#039;&#039;&#039;, one of the following will occur:&lt;br /&gt;
&lt;br /&gt;
* If an &#039;&#039;&#039;opposing faction&#039;&#039;&#039; has any control over the Waypost, they will &#039;&#039;&#039;lose 10% Control Progress&#039;&#039;&#039; on it (and becomes &#039;&#039;&#039;Neutral if reduced to 0%&#039;&#039;&#039;)&lt;br /&gt;
* If the Waypost is currently &#039;&#039;&#039;Neutral&#039;&#039;&#039;, it will &#039;&#039;&#039;flip&#039;&#039;&#039; to the new Faction and they will start with &#039;&#039;&#039;10% Control Progress&#039;&#039;&#039; on it&lt;br /&gt;
* If the faction already has &#039;&#039;&#039;Partial Control&#039;&#039;&#039; of the Waypost, they will &#039;&#039;&#039;gain a further 10% Control Progress&#039;&#039;&#039; on it&lt;br /&gt;
* Players will earn 1 War Aspect Experience for every 3 Faction Score they earn from Waypost Control (players must first have War Aspect unlocked for their character to earn experience)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypostflaginprogress.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players will receive a system message on the Control Tick informing them of the new control % of the Waypost or any status changes&lt;br /&gt;
* Additionally players will see how much Potential Faction Score they will earn if the Waypost comes under Full Control of their faction (explained later)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost3b.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Potential Faction Score&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When a faction increases their Control Progress over a Waypost, each Valid Contestant from that faction increases the amount of Potential Faction Score they can possibly earn from the Waypost&lt;br /&gt;
* Whenever a Waypost becomes Neutral, however, all Potential Faction Score for players on it is cleared&lt;br /&gt;
* Participating in a Waypost can earn players up to 75 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Waypost Full Control&amp;lt;/u&amp;gt;====&lt;br /&gt;
* Wayposts take &#039;&#039;&#039;2 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
* When a faction reaches 100% Control Progress over a Waypost, the faction is said to now have Full Control over it&lt;br /&gt;
* All players who contested the Waypost within the last 10 minutes will receive Faction Score equal to their Potential Faction Score value for the Waypost&lt;br /&gt;
* The Waypost will become temporarily &amp;quot;Locked&amp;quot; and factions cannot contest the Waypost for the next 2 minutes&lt;br /&gt;
* A sparkle animation will display on the Waypost Marker indicating that it is locked&lt;br /&gt;
* Players can single-click the Waypost to see how much time remains before it becomes unlocked and contestable again&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost3c.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Waypost Chain Control Order===&lt;br /&gt;
* As mentioned previously, Waypost Chains are a collection of 3 Wayposts that exist in a route between one Faction and an opposing Faction&lt;br /&gt;
* For every Waypost Chain, each Faction has a specific Control Order they must follow to be able to contest and control Wayposts along that Chain&lt;br /&gt;
* Factions must have Full Control of their Nearest Waypost, then Full Control of their Middle Waypost, and then Full Control their Farthest Waypost&lt;br /&gt;
* If a player attempts to contest a Waypost &amp;quot;out of order&amp;quot; they will receive a system message telling them they must first have Full Control of prior Wayposts&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Waypost Chain Control Order&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostnearest.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Nearest Waypost&#039;&#039;&#039;&lt;br /&gt;
* This is the Waypost nearest to their Faction&#039;s Castle on the Waypost chain&lt;br /&gt;
* A Faction can always attempt to contest their Nearest Waypost in the chain&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostmiddle.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Middle Waypost&#039;&#039;&#039;&lt;br /&gt;
* This is the Waypost sitting in the middle of the chain&lt;br /&gt;
* A Faction must have Full Control over their Nearest Waypost before they can contest the Middle Waypost in the chain&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostfarthest.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Farthest Waypost&#039;&#039;&#039;&lt;br /&gt;
* This is the Waypost that is Farthest from their Faction Castle (and is closest to the opposing Faction&#039;s Castle)&lt;br /&gt;
* A Faction must have Full Control over both their Nearest Waypost AND their Middle Waypost before they can contest the Farthest Waypost in the chain&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostterranexample.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Terran Example&#039;&#039;&#039;&amp;lt;br /&amp;gt;For Terran&#039;s Waypost chain with Andaria, their control order of Wayposts is: Waypost 3 -&amp;gt; Waypost 2 -&amp;gt; Waypost 1&lt;br /&gt;
* Waypost 3 is their Nearest Waypost, and they can always contest it&lt;br /&gt;
* Once Terran has Full Control over Waypost 3 (Nearest), they can attempt to contest Waypost 2 (Middle)&lt;br /&gt;
* Once Terran has Full Control over both Waypost 3 (Nearest) and Waypost 2 (middle), they can then begin attempt to contest Waypost 1 (Farthest)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Waypost Summaries===&lt;br /&gt;
* Players have multiple places where they can see a summary of the status of each Waypost&lt;br /&gt;
* On Page 2 of the Faction Menu players can see a list of every Waypost, with a Progress Bar indicating the Controlling Faction&#039;s Control % (hue of the Progress Bar reflects the Faction)&lt;br /&gt;
Wayposts that are part of Waypost Chains belonging to the player&#039;s faction will always be displayed on the top half of the page (above the horizontal bar)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypostsummary1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players have access to a Faction Hotbar for a compact summary of Faction Activity&lt;br /&gt;
* The Faction Hotbar only shows Wayposts that are part of Waypost Chains belonging to the player&#039;s faction&lt;br /&gt;
* Players can launch the Faction Hotbar by typing [FactionHotbar or by clicking the &amp;quot;Launch Hotbar&amp;quot; button on Page 1 of the Faction Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionshotbar1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Page 1 of the Faction Menu also shows a compact summary of Wayposts&lt;br /&gt;
* Under each faction is a set of 3 Tokens, each representing an opposing faction&lt;br /&gt;
* The number below each Token represents how many Wayposts that faction has Full Control over against that opposing faction&lt;br /&gt;
* A Crown Icon is displayed when the faction has all 3 Wayposts in that Waypost Chain under Full Control (meaning they Qualify to Steal that faction&#039;s Flag)&lt;br /&gt;
&lt;br /&gt;
[[File:factionssummary2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Orb Buttons&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players click the Orb icon next to any Waypost in either the Faction Menu or in the Faction Hotbar it will do the following:&lt;br /&gt;
&lt;br /&gt;
* Display an Overworld Map of the Waypost&#039;s location&lt;br /&gt;
* List the X/Y/Z Coordinates to the Waypost location&lt;br /&gt;
* Start a Tracking Arrow that will point toward the Waypost location&lt;br /&gt;
&lt;br /&gt;
[[File:factionsorbs1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Clicking the Orb button on the Faction Map next to a location will start a Tracking Arrow to that location&lt;br /&gt;
&lt;br /&gt;
[[File:factionsorbs2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Flags==&lt;br /&gt;
* Each Faction has a Faction Flag that begins in the Flag Room of their respective Faction Castle&lt;br /&gt;
* Factions have the potential to Steal other Faction Flags and Secure them in their own Castle&#039;s Flag Room&lt;br /&gt;
* It is possible, although extremely difficult, for one Faction to potentially Steal and Secure up to all four Faction Flags in their Castle Flag Room&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagatbase1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Flag Status===&lt;br /&gt;
* On Page 1 of the Faction Menu, players can see which Faction Flags are currently Secure in each Faction Castle under the &amp;quot;Flags in Castle&amp;quot; section&lt;br /&gt;
* Players can also see the status of each Faction Flag in the top section of the Faction Hotbar&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagstatus1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Qualifying For Stealing Faction Flags===&lt;br /&gt;
* In order for a Faction to Qualify as being able to Steal a Faction Flag that is Secure at a Faction Castle, they must have Full Control over all 3 Wayposts in their Waypost Chain with the Flag&#039;s Faction&lt;br /&gt;
* If a Faction&#039;s Flag is currently Secure in an opponent&#039;s Faction Castle (i.e. the Flag is not in their original faction&#039;s castle), the Stealing faction must ALSO have Full Control over all 3 Wayposts in their Waypost Chain with the Castle&#039;s Faction (for a total of 6 Wayposts needing Full Control)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Stealing Faction Flag Situations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagstatus2.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Example 1 (Flag is in its Own Castle)&#039;&#039;&#039;&lt;br /&gt;
* The Terran Flag is currently Secure inside of the Terran Castle&lt;br /&gt;
* Any faction that wishes to steal the Terran flag in this scenario simply needs to have Full Control over their entire Waypost Chain with the Terran faction (3 Wayposts)&lt;br /&gt;
* The Prevalia Faction has 3 Wayposts under Full Control against the Terran faction, and can attempt to Steal their Faction Flag from their Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Stealing Faction Flag Situations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagatbase2a.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Example 2 (Flag is in Opposing Castle)&#039;&#039;&#039;&lt;br /&gt;
* The Prevalia Flag is currently Secure inside of the Terran Castle&lt;br /&gt;
* Any faction that wishes to steal this flag MUST have Full Control over their their Waypost Chain with BOTH the Prevalia Faction as well as the Terran Faction (for a total of 6 Wayposts needed)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagstatus3.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Example 2A (Flag is in Opposing Castle)&#039;&#039;&#039;&lt;br /&gt;
* Andaria will need Full Control over their Waypost Chains with Terran AND Prevalia to steal the flag in this scenario&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction Doors===&lt;br /&gt;
* As mentioned prior, players are not allowed to Recall/Gate/Hike into Castles belonging to other factions&lt;br /&gt;
* Each Castle has a number of destructible Faction Doors that impede direct foot travel into the Flag Room of the Castle&lt;br /&gt;
* Players belonging to the faction can double-click a Faction Door to teleport to the opposite side of it (with a 5 second cooldown between uses)&lt;br /&gt;
* Players are not required to destroy all Faction Doors of a Castle to initiate Flag Steals, however they will likely need to destroy several of them in order to have a valid movement path to reach the Flag Room&lt;br /&gt;
&lt;br /&gt;
[[File:factionscastledoor1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players from opposing factions can double-click a Faction Door to attack it (and will repeatedly attack it so long as they stay stationary)&lt;br /&gt;
* Players can use the &#039;&#039;&#039;[FactionDoor&#039;&#039;&#039; command to attempt to double-click the nearest Faction Door within 2 tiles&lt;br /&gt;
* If enough damage is done to the door, it will be destroyed&lt;br /&gt;
* Destroyed Faction Doors will respawn in 30 minutes&lt;br /&gt;
* If a damaged Faction Door has not been damaged in the last 30 minutes, it will automatically become fully repaired&lt;br /&gt;
&lt;br /&gt;
[[File:factionscastledoor.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initiating a Flag Steal Attempt===&lt;br /&gt;
* If a faction is Qualified to Steal a Flag from a Faction Castle, a player on that Faction may initiate a Steal attempt by moving within 2 tiles of the Faction Flag and double-clicking it&lt;br /&gt;
* Players can use the &#039;&#039;&#039;[FactionFlag&#039;&#039;&#039; command to attempt to double-click the nearest Faction Flag within 2 tiles&lt;br /&gt;
* The player who initiates the Flag Steal is referred to as the Stealing Player and they will remain an important role in the Steal Attempt process&lt;br /&gt;
* The Stealing player&#039;s name is announced overhead and a Beam of Light graphic will appear at their location&lt;br /&gt;
* While a Steal Attempt is in process for a Flag, no other players, on any faction, can attempt to Steal that same Flag&lt;br /&gt;
* Additionally, Individual players can only attempt to steal one flag at a time (even if their faction Qualifies for stealing multiple flags within that Castle)&lt;br /&gt;
* Flag Steals take &#039;&#039;&#039;3 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
&lt;br /&gt;
[[File:factionscapturingflag1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Steal Status&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a faction has a Stealing attempt underway against them, a Crossed Swords icon will appear next to their Faction on Page 1 of the Faction Menu indicating it is &amp;quot;under attack&amp;quot;&lt;br /&gt;
* The Faction Hotbar will also list the status of the Faction Flag as &amp;quot;Under Attack at X Castle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsteal1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsteal2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flag Steal Control Ticks and Steal Progress===&lt;br /&gt;
Once a Flag Steal Attempt has been initiated, a Control Tick will occur every &#039;&#039;&#039;15 seconds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On each Control Tick, Steal Progress on the Stealing Attempt will increase by 10% if all of the following are true:&lt;br /&gt;
* The Stealing Player (who initiated the Steal Attempt) is Alive&lt;br /&gt;
* The Stealing Player is Inside the Flag Room&lt;br /&gt;
* The Stealing Player is Visible (not Hidden)&lt;br /&gt;
&lt;br /&gt;
If any of those conditions are false, the Stealing Attempt will fail and all Steal Progress made will be lost&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagstealboundary.png|link=]]&lt;br /&gt;
&lt;br /&gt;
Note: Once a faction has begun a Stealing Attempt on a flag, if they subsequently lose control of any of the Wayposts that were originally needed to Qualify for that Steal Attempt, it will NOT affect the Steal Attempt and will NOT prevent its completion&lt;br /&gt;
&lt;br /&gt;
However, if a faction fails a Stealing Attempt, they will again have to Qualify as normal to begin a new Stealing Attempt, and therefore will again need Full Control over any necessary Wayposts to proceed.&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcontroltick.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* On each Control Tick, a Beam of Light graphic will appear over the Stealing Player&lt;br /&gt;
* Players can single-click the Faction Flag to see the name of the flag&#039;s Stealing Player as well as the specific Steal Progress % of the Steal Attempt&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Potential Faction Score&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When a Control Tick occurs during a Flag Steal Attempt, all players of that Stealing Faction that are Alive, Visible, and Inside the Flag Room will receive a system message informing them of their faction&#039;s current Steal Progress against the flag&lt;br /&gt;
* Participating in a Flag Steal Attempt can earn players up to 50 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Successful Flag Steal===&lt;br /&gt;
* Once Steal Progress on a Steal Attempt reaches 100%, the Flag Steal will be deemed successful&lt;br /&gt;
* The Faction Flag becomes &amp;quot;equipped&amp;quot; by the Stealing Player and they will now be referred to as a Flag Carrier&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagstolen.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Faction Flag Carriers===&lt;br /&gt;
* If a Faction Flag is being carried by a player, it will be displayed under the &amp;quot;Flags Carried&amp;quot; section of the Faction Menu and in the top section of the Faction Hotbar next to the respective flag&lt;br /&gt;
* If a player clicks the Orb button next to the Flag icon for a Carried Flag on the Faction Menu or Faction Hotbar, it will:&lt;br /&gt;
** Display the coordinates of the Flag location&lt;br /&gt;
** Launch a Map of the Flag&#039;s Location&lt;br /&gt;
** And start a Tracking Arrow to the Flag location&lt;br /&gt;
&lt;br /&gt;
Note: Players can use this information to track down the location of a flag, including Dropped Flags (explained later)&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcarrier1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Faction Flag Carrier Restrictions&amp;lt;/u&amp;gt;====&lt;br /&gt;
Players carrying a Faction Flag can ride Mounts, Teleport, and perform most movement actions as normal. However, Flag Carriers are prevented from doing any the following:&lt;br /&gt;
&lt;br /&gt;
* Entering Houses&lt;br /&gt;
* Boarding Ships&lt;br /&gt;
* Recalling, Hiking, or using any form of Gate Travel/Moongate&lt;br /&gt;
* Entering Dungeons or other non-Overworld locations such as the Arena or Casino&lt;br /&gt;
* Hiding or becoming Invisible&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcarrier2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Returning&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a Flag Carrier somehow enters a &amp;quot;invalid&amp;quot; location with a Faction Flag (such as a House, Ship, Dungeon, Interior Region), the Faction Flag will automatically be returned to the last Castle it had been Secured inside (i.e where it was stolen from)&lt;br /&gt;
* If a Flag is ever Returned, any Potential Faction Score recorded for players for the flag is cleared&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Steal Expiration&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If 30 minutes have passed since a Faction Flag was stolen from a Castle, and it has not yet been Secured into a Castle, it will be returned to the last Castle it had been Secured inside of (i.e where it was stolen from)&lt;br /&gt;
* If a Flag is ever Returned, any Potential Faction Score recorded for players for the flag is cleared&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Carrier Death&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If the Flag Carrier dies, the Faction Flag they were carrying will be Dropped at their location&lt;br /&gt;
* Players can single-click a Dropped flag to see how much time remains before it is returned to its last Castle (i.e. the 30 minute timer)&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagdeath1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Server Reboot&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When the server has finished booting (after a Patch/Crash/Restart) any Faction Flags that were being carried by players when the server went down, will be dropped to the ground at the location last carrier was last at (to prevent an issue where the previous Flag Carrier doesn&#039;t log back in)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Picking Up a Dropped Faction Flag&amp;lt;/u&amp;gt;====&lt;br /&gt;
* Players can pick up a Dropped Faction Flag by double-clicking it within 1 tile&lt;br /&gt;
* However, before a player may pick up a Dropped Faction Flag, that player&#039;s Faction MUST have Full Control over the 3 Wayposts in their Waypost Chain with the Flag&#039;s Faction&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagdeath2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* A Cambria Faction player carrying the Terran Flag drops that flag on the ground&lt;br /&gt;
* A Prevalia Faction player encounters this and intends to pick up the flag&lt;br /&gt;
* In order for the Prevalia player to pick up the flag, the Prevalia Faction must have Full Control over all 3 Waypost in their Waypost Chain with the Terran Faction&lt;br /&gt;
&lt;br /&gt;
Note: This mechanic makes it very important for a faction to maintain Full Control over Waypost Chains throughout the full process of a Flag Steal, so they can recover Dropped Faction Flags in the circumstance where their Flag Carrier is killed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Purifying Faction Flags===&lt;br /&gt;
* Before a player can Secure a Faction Flag back in their own Castle, they must first Purify it&lt;br /&gt;
* To do this, players must bring the Faction Flag to the Purification Pyre at the center of the Daemon Keep region (which is a Grey Zone)&lt;br /&gt;
* Players can click the Purification Pyre orb icon on the [FactionMap to display a Tracking Arrow that will help navigate the player to the Purification Pyre&#039;s location&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagpurification1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Purification&amp;lt;/u&amp;gt;====&lt;br /&gt;
* In order to Purify a Faction Flag, the Flag Carrier must spend 60 seconds consecutively within 2 tiles of the Purification Pyre&lt;br /&gt;
* If the player becomes Hidden or moves too far away, the Purification process will reset&lt;br /&gt;
* Control Ticks for the purification process occur every 15 seconds, and the Flag Carrier will receive system messages informing them of their purification progress on each tick&lt;br /&gt;
* Flag Purifications take &#039;&#039;&#039;3 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
* Players within 50 Tiles of the Flag Carrier during Flag Purification can earn up to 50 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
* Once a flag has been successfully Purified, a firestorm graphic will display over the flag carrier player&lt;br /&gt;
* The Faction Flag will now display a prominent Flame graphic upon it, indicating to players that the flag has been Purified&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcleansing.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:factionflagcleansing2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Escorting&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a player spends a &#039;&#039;&#039;cumulative 60 seconds or more within 50 Tiles of a non-Purified Faction Flag&#039;&#039;&#039; while it is outside of any Faction Castle or the Daemon Keep Region (i.e. they are Escorting the Flag to the Purification Pyre) they will have their Potential Faction Score earned from Flag Purification increased by +100% (to a max of 100 Potential Faction Score)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Securing a Faction Flag==&lt;br /&gt;
* Once a Faction Flag has been Purified, that faction may now attempt to Secure it in the Flag Room of their Faction Castle&lt;br /&gt;
* Flag Steals takes &#039;&#039;&#039;3 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsecuring1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
===Flag Secure Control Ticks===&lt;br /&gt;
If a faction is attempting to Secure a flag in the Flag Room of their Castle, a Control Tick will occur every &#039;&#039;&#039;15 seconds&#039;&#039;&#039;. On each Control Tick, if all of the following are true, Secure Progress on the Secure Attempt will increase by 10%:&lt;br /&gt;
&lt;br /&gt;
* The Flag Carrier is Alive&lt;br /&gt;
* The Flag Carrier is Inside the Flag Room&lt;br /&gt;
* The Flag Carrier is Visible (not Hidden)&lt;br /&gt;
&lt;br /&gt;
If any of those conditions are false, the Secure Attempt will fail and all Secure Progress made will be lost.&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsecuring2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; As long as a faction is carrying a Faction Flag, they can keep attempting to Secure it in their Faction Castle, regardless whether or not they have Full Control over any Wayposts of the related Faction&#039;s involved&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a faction fails a Secure attempt, they can immediately attempt to Secure that flag again, so long as they have a player who is carrying that Faction Flag.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Potential Faction Score&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When a Control Tick occurs during a Flag Secure Attempt, all players of that Faction that are Alive, Visible, and Inside the Flag Room will increase the amount of Potential Faction Score they can possibly earn from the entire Flag Steal Process (Steal + Purify + Secure)&lt;br /&gt;
* Participating in a Flag Securing can earn players up to 25 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
* When a Faction successfully Secures a Faction Flag, if one or more members of a guild in that Faction earned at least 100 Faction Score or more during the process (Steal + Purify + Secure), the Guild will receive 1 Prestige&lt;br /&gt;
Note: the Prestige Gain amount will not be announced to the guild (to cut down on message spam)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Escorting&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a player spends a cumulative 60 seconds or more within 50 Tiles of a Purified Faction Flag while it is outside of any Faction Castle or the Daemon Keep Region (i.e. they are Escorting the Flag to their Faction Castle) they will have their Potential Faction Score earned from Flag Securing increased by +200% (to a max of 75 Potential Faction Score)&lt;br /&gt;
&lt;br /&gt;
===Successful Flag Secure===&lt;br /&gt;
* Once Secure Progress on a Secure Attempt reaches 100%, the Secure action will be deemed successful&lt;br /&gt;
* All Potential Faction Score banked by players in the Faction for the entire Flag Steal Process will be distributed to those players as Faction Score&lt;br /&gt;
* The newly Secure flag will now show up in the &amp;quot;Flags in Castle&amp;quot; section of the Faction Menu for that faction&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[File:factionsflagsecuring3.jpg|link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The newly Secure Flag will become temporarily &amp;quot;Locked&amp;quot; and factions cannot make Steal attempts on that flag for the next 10 minutes&lt;br /&gt;
* A sparkle animation will display on the Flag indicating that it is Locked&lt;br /&gt;
* Players can single-click the Flag to see how much time remains before it becomes unlocked and can make Steal attempts on it again&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Handicap Bonus==&lt;br /&gt;
* As mentioned previously, at the end of every week a &amp;quot;Last Week Tally&amp;quot; is calculated for each Faction based on its performance that week, and factions are ranked from 1st Place through 4th Place (with 1st place being the &amp;quot;strongest&amp;quot; faction and 4th place being the &amp;quot;weakest&amp;quot;)&lt;br /&gt;
* Based on this Last Week Tally ranking, each faction is assigned a &amp;quot;Handicap Bonus&amp;quot; that will persist throughout the coming week&lt;br /&gt;
&lt;br /&gt;
Handicap Bonuses are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ranked&lt;br /&gt;
! Handicap Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1st&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 2nd&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| 3rd&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| 4th&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:factionshandicapbonus1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Whenever a Faction has a Control Tick for a Waypost, Purification Pyre, Steal Attempt or Secure Attempt, there is a Handicap Bonus % chance that faction will earn double progress on that action (i.e. increase progress by 20% instead of 10%)&lt;br /&gt;
* If a &amp;quot;double progress&amp;quot; occurs, players from that faction will receive more Potential Faction Score (if relevant to the activity)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* A Faction was in 4th place last week and now has a 30% Current Handicap Bonus in place&lt;br /&gt;
* On any Control Tick occurring for Wayposts, Flag Purification, Steal Attempts, or Secure Attempts, that faction has a 30% chance that they will instead earn 20% Progress rather of the normal 10% Progress amount&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The intention of the Handicap Bonus for factions is to provide chances for weaker factions to potentially Control/Steal/Secure things quicker, to make up for their lack of &amp;quot;firepower&amp;quot; from its members.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Underdog Handicap==&lt;br /&gt;
* In addition to the Weekly Handicap Bonus each Faction receives based on their past week&#039;s performance, each Faction can now also receive a temporary Underdog Handicap Bonus that is directed against a specific Faction&lt;br /&gt;
* Factions will receive an Underdog Handicap Bonus towards another Faction if that target Faction has more Flags Secured in their Castle than they have&lt;br /&gt;
* The Underdog Handicap Bonus is 15% per Secure Flag Difference (for a max of +60% for 4 Flags)&lt;br /&gt;
* The Underdog Handicap Bonus will stack with a Faction&#039;s Weekly Handicap Bonus&lt;br /&gt;
* As a reminder, Handicap Bonuses provide a chance on any Waypost, Purification, Flag Steal/Secure Ticks to result in 20% Progress (instead of 10%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* The Terran Faction currently has 1 Flag Secured in their Castle and the Andaria Faction currently has 3 Flags Secured in their Castle&lt;br /&gt;
* Because Andaria has (3 -1) = 2 more Flags Secured than Terran, the Terran Faction will receive a (2 * 15%) = 30% Handicap Bonus against all actions towards Andaria&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heat of Battle==&lt;br /&gt;
Faction players will receive a &#039;&#039;&#039;30 second Heat of Battle&#039;&#039;&#039; flag whenever any of the following occur:&lt;br /&gt;
* They are in a Waypost Region and considered a Valid Contestant when a Control Tick occurs&lt;br /&gt;
* They are Purifying a flag and a Control Tick occurs&lt;br /&gt;
* They are in the Flag Room while their faction is making a Steal Attempt against a flag and a Control Tick occurs&lt;br /&gt;
* They inflict Damage on a Faction Door&lt;br /&gt;
* They are in the Flag Room while their faction is making a Secure Attempt for a flag and a Control Tick occurs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The Heat of Battle for Factions is designed to make players &amp;quot;commit&amp;quot; to their actions, and not simply recall away the moment they see an enemy.&amp;lt;/i&amp;gt;&lt;br /&gt;
* Players cannot enter Rental Rooms while Flagged in PvP and participating in Factions&lt;br /&gt;
&lt;br /&gt;
===Heat of Battle Removal===&lt;br /&gt;
* Whenever a Waypost returns to 100% Control (regardless if it switched controller or not), all Faction players within 50 tiles will have any Heat of Battle removed&lt;br /&gt;
&lt;br /&gt;
==Faction Player Kills==&lt;br /&gt;
===Kills To Give===&lt;br /&gt;
* In order for a Faction Kill to be worth Faction Score, the victim must have 1 or more &amp;quot;Kills To Give&amp;quot; available&lt;br /&gt;
* Players regain 1 Kill To Give every 4 hours (even if not actively participating in Factions or if player is offline)&lt;br /&gt;
* For every cumulative 100 Faction Score that a player earns from Securing Wayposts, Securing/Stealing Flags, or killing Faction Spawns they will regain 1 Kill to Give&lt;br /&gt;
* Players can have a maximum of 6 Kills To Give stored&lt;br /&gt;
* Players will receive a &amp;quot;You have earned a zero-score faction kill&amp;quot; message when killing a player who have 0 Kills To Give&lt;br /&gt;
&lt;br /&gt;
===Faction Score for Kills===&lt;br /&gt;
* If a valid Player Kill worth Faction Score occurs, the Faction Score earned will be divided amongst all damaging players based on their Damage Dealt % to the victim (i.e. a player who does 33% of the damage will get 33% of the Faction Score possible)&lt;br /&gt;
* Any player who has &#039;&#039;&#039;0 Kills to Give&#039;&#039;&#039; will be &#039;&#039;&#039;worth 0 Faction Score&#039;&#039;&#039; on Faction Kills&lt;br /&gt;
* Any Faction Kill worth Faction Score will reduce the victim&#039;s &amp;quot;Kills to Give&amp;quot; value by 1&lt;br /&gt;
* Player Faction Kills are worth a base &#039;&#039;&#039;20 Faction Score&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faction Kills will be &#039;&#039;&#039;upgraded to be worth 50 Faction Score&#039;&#039;&#039; if they occur in any of the following conditions:&lt;br /&gt;
* Within 50 tiles of a Waypost&lt;br /&gt;
* Within 50 tiles of a Faction Flag&lt;br /&gt;
* Inside of a Faction Castle&lt;br /&gt;
* Inside of a Faction&#039;s Town&lt;br /&gt;
* Inside of a Faction Dungeon&lt;br /&gt;
&lt;br /&gt;
Killing a Flag Carrier is worth an additional 50 Faction Score (the player must still have &amp;quot;Kills to Give&amp;quot;, and not recently ressed, to be worth points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Death Penalties==&lt;br /&gt;
Players who die as the result of a Faction Kill will receive a 2 minute Faction Death Penalty in place for ALL characters on their Account and IP Address. A player who has a Faction Death Penalty in place has the following effects:&lt;br /&gt;
&lt;br /&gt;
* They do not count as a valid player towards Contesting Wayposts or Stealing/Securing Flags (they will still earn credit on successful Steals/Secures based on their previous progress earned)&lt;br /&gt;
* They cannot initiate a Steal Attempt against a Flag or pick up a Dropped Flag&lt;br /&gt;
* They cannot cast any Field Spells or Area of Effect (AoE) Spells&lt;br /&gt;
* They will suffer a 50% Penalty to their Damage inflicted against any Player and Creature&lt;br /&gt;
* Their Healing amounts will be reduced by 50% (to both healing themselves or other players/creatures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Ghost Gates==&lt;br /&gt;
* At every Waypost location, there is a Faction Ghost Gate located nearby&lt;br /&gt;
* Only players who are in Factions and are currently Dead can see or use Faction Ghost Gates&lt;br /&gt;
* Faction Ghost Gates allow the player to teleport themselves (and their nearby followers) to their own Faction&#039;s Castle&lt;br /&gt;
* Using a Faction Ghost Gate will teleport the player to randomized location in their Faction Castle&#039;s main courtyard&lt;br /&gt;
&lt;br /&gt;
[[File:factionghostgate1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Moongates==&lt;br /&gt;
* Inside of the Flag Room of each Faction Castle is a Faction Moongate that can only be used by members of that Faction&lt;br /&gt;
* Faction Moongates allow members of that Castle&#039;s Faction to teleport to Wayposts that are part of that Faction&#039;s Waypost Chains&lt;br /&gt;
* The text hue of each Waypost entry will match the Faction Hue of the opposing faction in the relevant Waypost Chain&lt;br /&gt;
&lt;br /&gt;
[[File:factionmoongate.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Faction Moongates follow all of the normal restrictions for using Public Moongates, such as not allowing Criminals to use them, not allowing players with a Heat of Battle active, and so forth&lt;br /&gt;
* Using a Faction Moongate will warp the player (and their followers) to a random location near the destination, using handling similar to Public Moongates&lt;br /&gt;
* However, unlike Public Moongates, the player will be Revealed when they reach the destination, instead of being Hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tabula Rasa (Weekly Reset)==&lt;br /&gt;
At the start of every week (Fridays at 7PM EST), a &#039;&#039;&#039;&amp;quot;Tabula Rasa&amp;quot;&#039;&#039;&#039; will take place. When a Tabula Rasa occurs:&lt;br /&gt;
&lt;br /&gt;
* Each Faction Flag will be returned to their faction&#039;s Flag Room (even if was in the process of being Stolen or Carried by a player)&lt;br /&gt;
* All Wayposts will set to Neutral status&lt;br /&gt;
* All Faction Doors that were Damaged or Destroyed will be returned to Full Repair&lt;br /&gt;
* Any Potential Faction Score that had been tracked for players (but not earned) will be cleared&lt;br /&gt;
* The current Faction Dungeon will rotate (explained later)&lt;br /&gt;
* Scoring and Rewards will be resolved for Faction Players&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;i&amp;gt;Note: The Waypost/Flag resetting feature of Tabula Rasa is intended to ensure that a single faction doesn&#039;t permanently maintain an exceptionally strong or weak position for weeks on end, such as holding either no flags, or multiple flags: it is intended to give each faction a &amp;quot;clean slate&amp;quot; each week to start their activities&amp;lt;/i&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:factionstabularasa1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Ranking==&lt;br /&gt;
* During Tabula Rasa, each entire faction will receive a Last Week Tally based on how well that faction as a whole performed over the course of the previous week in regards to Waypost Control and Flag Captures, and will be ranked from 1st (best) through 4th (weakest)&lt;br /&gt;
* This ranking will be used to determine the Handicap Bonus that each faction will experience for the coming week, as well as prevent players from Joining the faction that was in 1st place for Last Week Score (i.e. the strongest faction)&lt;br /&gt;
&lt;br /&gt;
[[File:factionsranking1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Titles==&lt;br /&gt;
* Players will gain access to Faction Titles, which are earned on a Seasonal basis&lt;br /&gt;
* If a player has a Faction Title earned for this season, having &amp;quot;Display Faction Title&amp;quot; toggled will display it, and will override any Achievement Titles currently selected for the player; i.e. Faction Titles will take display priority over Achievement Titles&lt;br /&gt;
* Faction Titles will NOT show up in the [Titles menu, only in the Factions Menu&lt;br /&gt;
* Faction Titles are earned on a per-character basis (not per-account)&lt;br /&gt;
* The Faction Title available to a player will be determined based on a Faction Title Tier assigned to them based on their seasonal [ServerRank results for Factions&lt;br /&gt;
&lt;br /&gt;
[[File:factiontitles1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[ServerRank==&lt;br /&gt;
* A [ServerRank category will be created for Factions that is based on how much cumulative Faction Score players earn each season&lt;br /&gt;
* When a season ends, each player will receive a Rank % based on their how their seasonal [ServerRank total for Factions compares to all other players&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;i&amp;gt;Example: A player who has the 50th highest [ServerRank out of 500 total faction players during a season will have Rank 90% (since their total is better than 90% of other faction players)&amp;lt;/i&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:factionserverrank1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Title Tiers==&lt;br /&gt;
* Based on a player&#039;s Rank %, they will be assigned a Faction Title Tier for the new season, that will determine what title is displayed for them&lt;br /&gt;
* Faction Title Tiers will stay with a player throughout that season, even if they change Factions&lt;br /&gt;
&lt;br /&gt;
Faction Title Tiers for players calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Title Tier&lt;br /&gt;
|-&lt;br /&gt;
| 0-25%&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 25-50%&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 50-75%&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 75-95%&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 95-99%&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 99%-100%&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction-Specific Titles===&lt;br /&gt;
* The Faction Title that is displayed for a player is based on a combination of their Current Faction and their Faction Title Tier they earned for that season&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* If a player is currently in the Andaria faction, and earned Faction Title Tier 4, they will display the Andaria Tier 4 Title&lt;br /&gt;
* If same player&#039;s guild decides to switch to the Prevalia faction, they will now display the Prevalia Tier 4 Title&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Warfare==&lt;br /&gt;
{{FactionsIndex}}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Factions&amp;diff=31519</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Factions&amp;diff=31519"/>
		<updated>2026-04-19T03:54:49Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]][[Category:PvP]][[Category:Events]][[Category:Customization]][[Category:Aspect]][[Category:Crafting]]&lt;br /&gt;
==Summary==&lt;br /&gt;
Factions is a persistent PvP system of conflict between four separate factions where players can earn Faction Score, Silver, unique rewards, and more.&lt;br /&gt;
* [[Battle Mana Recovery]] and [[Battle Hamstring]] mechanics are active in this activity&lt;br /&gt;
&lt;br /&gt;
{{FactionsIndex}}&lt;br /&gt;
&lt;br /&gt;
{{FactionsFlags}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/mLOXuaK3mBw}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Factions Menu==&lt;br /&gt;
* Players must be in a Guild to participate in Factions&lt;br /&gt;
* Players can access the Factions Menu of the Guild Menu by clicking on the Factions Tab&lt;br /&gt;
* Players can type [Faction to immediately jump to the Factions Menu of the Guild Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionsmenu1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joining a Faction==&lt;br /&gt;
* Each individual Guild decides optionally whether they will be aligned with one of four different Factions&lt;br /&gt;
* Any Officer or Guildmaster of a guild can change the Faction of their guild on the page 3 of the Factions Menu by clicking the Join button next to the desired Faction&lt;br /&gt;
* Guilds can only Join or Leave any Faction at most once every 7 days&lt;br /&gt;
* If a guild is aligned with a Faction, all members of the guild will see any text associated with their Faction displayed in Green text, and other Factions displayed in Orange text&lt;br /&gt;
* Guilds can leave a Faction by clicking the Leave button next to their Faction on page 3 of the Factions Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionsmenu2b.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
Note: During the first 30 Days the Factions system has gone live, Guilds may instead change Factions at most once every 24 Hours (this is to give guilds a chance to learn the system and &amp;quot;try out&amp;quot; different relationships with other guilds/factions)&lt;br /&gt;
&lt;br /&gt;
===Allied Guilds===&lt;br /&gt;
* Only when two guilds’ differing faction alignments precede the two guilds forming an alliance is it possible for allied guilds to belong to different factions&lt;br /&gt;
* However, guilds cannot join a new faction if any of their allied guilds are currently aligned to a different faction&lt;br /&gt;
* Players will be notified which allied guilds belong to different factions and when that prevents them from joining another faction&lt;br /&gt;
&lt;br /&gt;
===Last Week Tally===&lt;br /&gt;
* At the end of each week, a &amp;quot;Last Week Tally&amp;quot; will be calculated for each Faction based on how well it performed during the week in regards to Waypost and Flag Control, and each Faction will be ranked from 1st through 4th place based on that rating&lt;br /&gt;
* Guilds will not be allowed to join the Faction that has the 1st place ranking for &amp;quot;Last Week Tally&amp;quot; (i.e. which Faction was the strongest during the previous week)&lt;br /&gt;
&lt;br /&gt;
[[File:factionslastweektally.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Participate in Factions==&lt;br /&gt;
* If a Guild has aligned themselves with a Faction, each individual player in that guild who wants to participate in Faction activity MUST have &amp;quot;Participate in Factions&amp;quot; enabled on the page 1 of the Faction Menu&lt;br /&gt;
* Players can only change their &amp;quot;Participate in Factions&amp;quot; setting once an hour&lt;br /&gt;
* Note: During the first 30 Days the Factions system has gone live, Players may instead change their &amp;quot;Participate in Factions&amp;quot; setting at most once every 1 Hour&lt;br /&gt;
&lt;br /&gt;
Players cannot change this setting:&lt;br /&gt;
* While Flagged in PvP&lt;br /&gt;
* While inside a Faction Castle&lt;br /&gt;
* While within 50 tiles of a Faction Flag&lt;br /&gt;
* While within 50 tiles of a Faction Waypost&lt;br /&gt;
&lt;br /&gt;
[[File:factionsmenu3.png|link=]]&lt;br /&gt;
&lt;br /&gt;
Players who are in a guild that has a Faction alignment, but they have Participate in Factions setting disabled, will:&lt;br /&gt;
* Not display as Orange to other factions&lt;br /&gt;
* Not be able to enter Faction Castles&lt;br /&gt;
* Not be able engage in any Faction Activity&lt;br /&gt;
* Will not display a Faction Tag for their overhead name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Restrictions==&lt;br /&gt;
* Players are restricted in they can only have &amp;quot;Participate in Factions&amp;quot; enabled for a single Faction across their IP/All Accounts&lt;br /&gt;
* If a player ever attempts to enable &amp;quot;Participate in Factions&amp;quot; where it would result in them having characters in two different Factions on their IP/Accounts, it will prevent the player from doing so&lt;br /&gt;
* If a Guild changes their Faction, it will audit all players in the guild and any player who now is in two different Factions on their IP/Accounts will have the &amp;quot;Participate in Factions&amp;quot; setting disabled for all their characters (forcing them to pick a new, single faction)&lt;br /&gt;
* If a player is offline when they have their &amp;quot;Participate in Factions&amp;quot; setting disabled by this mechanic, they will receive an overhead message informing them of this the next time they log in&lt;br /&gt;
* Players are unable to target other players with the Invisibility Spell within Faction Castles or Faction Waypost Regions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Flagging==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Faction Flagging Situations&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging1.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Criminals and Murderers&#039;&#039;&#039;&lt;br /&gt;
* Faction Players who are Murderers will always flag as RED to other Faction players&lt;br /&gt;
* Faction Players who are currently Criminal flagged will always flag as GREY to other Faction players&lt;br /&gt;
* Faction Players will no longer by default be allowed to attack Murderers in their same Faction&lt;br /&gt;
* Players are allowed to attack Murderers in their same Faction if the Murderer is temporarily Criminal for attacking an Innocent (Blue) player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging2.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Opposing Factions&#039;&#039;&#039;&lt;br /&gt;
* Players who are in a Faction, and have Participate in Factions enabled, will by default flag as Orange to players in opposing Factions&lt;br /&gt;
* Players will be able to freely attack players from opposing Factions at most locations, except for the PvP Events and Special Events described earlier&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging3.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Same Faction&#039;&#039;&#039;&lt;br /&gt;
* Players who are in the same Faction, and have Participate in Factions enabled, will by default flag as GREEN to each other&lt;br /&gt;
* Exceptions: Players who are in the same Faction, but are in different Guilds that are at WAR with each other, will flag as ORANGE to each other&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionsflagging4.png|350px]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Parties&#039;&#039;&#039;&lt;br /&gt;
* If two players are in the same Party, and the target player has &amp;quot;Flag Green to Party&amp;quot; enabled, they will display as GREEN even if they belong to opposing Factions&lt;br /&gt;
|-&lt;br /&gt;
! [[File:strangelandshotbar.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;PvP Events and Special Events&#039;&#039;&#039;&lt;br /&gt;
* Players who are participating in PvP events (such as Town Struggles, Corpse Creek Contests, Dungeon Flashpoints, or Stygian Rifts) or any special events (such as Strangelands, Stalag Grotto, Winterlands, etc) are NOT considered Faction Participants while they are inside the designated event zone&lt;br /&gt;
* Players participating in these events will NOT adopt any Faction Flagging nor will they count towards Faction Kills&lt;br /&gt;
|-&lt;br /&gt;
! [[File:shipdeed.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Ships&#039;&#039;&#039;&lt;br /&gt;
* Players on board Ships are NOT considered Faction Participants&lt;br /&gt;
* Players on board Ships will NOT adopt any Faction Flagging nor will they count towards Faction Kills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Harmful Actions in Factions===&lt;br /&gt;
Players will NOT be able to do Harmful actions to other players in the same Faction, UNLESS any of the following are true:&lt;br /&gt;
* Both players belong to the same Guild&lt;br /&gt;
* Both players belong to the same Party and the target player has &amp;quot;Flag as Green to Party&amp;quot; toggled on&lt;br /&gt;
* The players belong to different Guilds that are currently at WAR with each other&lt;br /&gt;
&lt;br /&gt;
===Beneficial Actions===&lt;br /&gt;
* If a player is NOT an active participant in Factions performs a Beneficial Action onto a Player or Follower who IS an active Participant in Factions, they will become flagged as attackable by all other Factions for 2 minutes&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagging5a.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| Fendrake is not in a Faction and heals Serathi who is in a Faction;&amp;lt;br /&amp;gt;Fendrake temporarily flags as attackable by the 3 other factions Serathi is not in&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagging5b.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| Fendrake now becomes attackable by Luthius, who belongs to&amp;lt;br /&amp;gt;a different faction than the healing target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
* This mechanic will not apply during PvP Events or Special Events&lt;br /&gt;
&lt;br /&gt;
===Prevent Faction Healing===&lt;br /&gt;
* Players can use [PreventFactionHealing to toggle whether they are automatically blocked from performing Beneficial Actions on Faction Players while they themselves are NOT an active participant in Factions (since this action would flag them)&lt;br /&gt;
* By default [PreventFactionHealing is Enabled for players&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagging6.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Commands and Settings==&lt;br /&gt;
The Commands and Settings menu has a number of Faction-specific toggleable options and hotkeys for players, that can be accessed by using Paperdoll -&amp;gt; Help -&amp;gt; Commands -&amp;gt; Faction&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagging7.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Area of Effect (AoE) Spells in Factions==&lt;br /&gt;
===Faction===&lt;br /&gt;
A Faction Player casting an AoE Spell will only hit other Faction players/followers (no blue targets) if any of the following are true:&lt;br /&gt;
* The Caster is within 50 tiles of a Waypost&lt;br /&gt;
* The Caster is within 50 tiles of a Faction Flag&lt;br /&gt;
* The Caster is inside of a Faction Castle&lt;br /&gt;
* The Caster is inside of a Faction&#039;s Town&lt;br /&gt;
* The Caster is inside of a Faction Dungeon&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagging8a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===PvP Event Participants===&lt;br /&gt;
* As a reminder, players who are actively participating in a Town Struggle, Dungeon Flashpoint, or Corpse Creek Contest event are NOT considered Faction players while within those respective event areas&lt;br /&gt;
&lt;br /&gt;
===Friendly Faction Players===&lt;br /&gt;
* For each Friendly Faction Player in the spell&#039;s radius that the caster cannot harm, there will be a cumulative 20% Damage Penalty applied to the spell towards all targets hit (up to a maximum of 80% Penalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Faction Score==&lt;br /&gt;
* Each player participating in Factions will have a weekly Faction Score that increases when they perform various faction-based activities&lt;br /&gt;
* Each player&#039;s Faction Score resets to 0 at the start of each week during Tabula Rasa (explained later)&lt;br /&gt;
* Players can view details of their Faction Score (Current Week, Last Week, and Seasonal) as well as their Last Week Silver Earned on Page 1 of the Faction Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionsscoreboard1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ShowFactionKills==&lt;br /&gt;
* Players can type [ShowFactionKills or [Punkte to display overhead text showing your Faction Score earned exclusively from Player Kills in Factions during this current Season and throughout their entire Lifetime&lt;br /&gt;
* There is a 60 second cooldown between uses of the ShowFactionKill mechanic (to prevent spamming)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: bottom;&amp;quot;&lt;br /&gt;
| [[File:factionsshowkills1.png|link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activity Icons==&lt;br /&gt;
In the Faction Menu and Faction Hotbar, each Waypost now has an Activity Icon next to it indicating what occured at that Waypost during the last Control Tick (occurs every 15 seconds) Activity Icons represent the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| No Symbol&lt;br /&gt;
| No activity occurred&lt;br /&gt;
|- &lt;br /&gt;
| [[File:factionsactivitylock.png|link=]]&amp;lt;br /&amp;gt;Lock&lt;br /&gt;
| The Waypost is currently at 100% Control and Locked&lt;br /&gt;
|- &lt;br /&gt;
| [[File:factionsactivitydagger.png|link=]]&amp;lt;br /&amp;gt;Dagger&lt;br /&gt;
| Two Factions are currently Contesting the Waypost&lt;br /&gt;
|- &lt;br /&gt;
| [[File:factionsactivityleftarrow.png|link=]]&amp;lt;br /&amp;gt;Left Arrow&lt;br /&gt;
| A Faction is Lowering the current Control of the Waypost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsactivityrightarrow.png|link=]]&amp;lt;br /&amp;gt;Right Arrow&lt;br /&gt;
| A Faction is Raising their Control over the Waypost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [FactionHotbar will also display Activity Icons for its Wayposts&lt;br /&gt;
&lt;br /&gt;
[[File:factionsactivity1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Castles==&lt;br /&gt;
* Each faction has an associated Faction Castle located in their respective town&lt;br /&gt;
* Players must be a Faction Participant in order to enter any Faction Castle&lt;br /&gt;
* Players cannot recall/gate/hike into a Faction Castle region unless they are a member of that specific Faction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wayposts==&lt;br /&gt;
Wayposts are control zones that exist in the overworld that represent points of conflict between two different factions.&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* There are 18 total Wayposts in the game world&lt;br /&gt;
* Wayposts are positioned in the overworld so they form a &amp;quot;Chain&amp;quot; of 3 Wayposts on a path between every &amp;quot;pairing&amp;quot; of Factions&lt;br /&gt;
* For instance, there are 3 Wayposts that form a chain between Terran and Cambria, there are 3 Wayposts that form a chain between Cambria and Prevalia, and so on&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypostsmap.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* On Page 2 of the Faction Menu players can view all Wayposts and how they are organized into Chains between respective pairings of factions&lt;br /&gt;
* In the image below, you can see between the Prevalia Faction and Andaria Faction that there are 3 Wayposts in their Chain (6. Farmland Garrison, 5. Gate Fortress, and 4. Andarian Lumberyard)&lt;br /&gt;
* Players can also type [FactionMap or click the &amp;quot;Faction Map&amp;quot; button on Page 2 of the Faction Menu to display an interactive map showing all Castles, Wayposts, and the Purification Pyre (explained later)&lt;br /&gt;
&lt;br /&gt;
[[File:factionwayposts1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waypost Markers===&lt;br /&gt;
* Each Waypost has a Waypost Marker that shows which Faction currently has Control Progress on it&lt;br /&gt;
* Waypost Markers have a Progress Bar overhead that shows the Control Progress % of the controlling faction&lt;br /&gt;
* Players can also single-click the Waypost Marker to see the specific Control Progress % of the controlling faction&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost2a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Waypost Marker Control Progress States&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionswaypostflagneutral.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
* If no faction has any Control Progress on a Waypost, it is considered to be Neutral&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionswaypostflaginprogress.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Partial Control&#039;&#039;&#039;&lt;br /&gt;
* If a faction has some Control Progress on a Waypost, they are considered to have Partial Control over it&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionswaypostflagcontrolled.png|link=]]&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Full Control&#039;&#039;&#039;&lt;br /&gt;
* If a faction has 100% Control Progress on a Waypost, they are considered to have Full Control over it&lt;br /&gt;
* Full Control over Wayposts is required for players to initiate Flag Steal attempts against other factions (explained later)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Waypost Region===&lt;br /&gt;
* Each Waypost has a Region that players must enter and stay inside in order to attempt to contest it&lt;br /&gt;
* Players will receive a system message when they enter or leave a Waypost Region (similar to entering/leaving a Grey Zone like Corpse Creek)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost3a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Traveling to Waypost Regions&amp;lt;/u&amp;gt;====&lt;br /&gt;
* Faction players can only travel via Recall, Gate, or Hike to a Waypost Region if it is currently Neutral or their Faction has Partial or Full Control over it&lt;br /&gt;
* Players not participating in a Faction can never travel to a Waypost Region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waypost Control Ticks===&lt;br /&gt;
Every &#039;&#039;&#039;15 seconds&#039;&#039;&#039;, a &#039;&#039;&#039;Control Tick&#039;&#039;&#039; occurs where the system checks to see which players are &#039;&#039;&#039;Valid Contestants&#039;&#039;&#039; of the Waypost Region. Players are considered Valid Contestants of a Waypost Region if all of the following are true:&lt;br /&gt;
&lt;br /&gt;
* They are &#039;&#039;&#039;Alive&#039;&#039;&#039;&lt;br /&gt;
* They are &#039;&#039;&#039;Inside&#039;&#039;&#039; the Region&lt;br /&gt;
* They are &#039;&#039;&#039;Visible&#039;&#039;&#039; (not hidden)&lt;br /&gt;
* They have &#039;&#039;&#039;&amp;quot;Participate in Factions&amp;quot;&#039;&#039;&#039; enabled for their Guild/Factions settings&lt;br /&gt;
* They have not been inside of a &#039;&#039;&#039;House or Ship within 100 tiles of the Waypost in the last 2 minutes&#039;&#039;&#039;&lt;br /&gt;
* Their Faction has &#039;&#039;&#039;Full Control&#039;&#039;&#039; over all &#039;&#039;&#039;prior Wayposts&#039;&#039;&#039; in that &#039;&#039;&#039;Waypost Chain&#039;&#039;&#039; (explained later)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Control Progress&amp;lt;/u&amp;gt;====&lt;br /&gt;
If there are &#039;&#039;&#039;1 or more Valid Contestants&#039;&#039;&#039; at a Waypost and they &#039;&#039;&#039;all belong to a single Faction&#039;&#039;&#039;, one of the following will occur:&lt;br /&gt;
&lt;br /&gt;
* If an &#039;&#039;&#039;opposing faction&#039;&#039;&#039; has any control over the Waypost, they will &#039;&#039;&#039;lose 10% Control Progress&#039;&#039;&#039; on it (and becomes &#039;&#039;&#039;Neutral if reduced to 0%&#039;&#039;&#039;)&lt;br /&gt;
* If the Waypost is currently &#039;&#039;&#039;Neutral&#039;&#039;&#039;, it will &#039;&#039;&#039;flip&#039;&#039;&#039; to the new Faction and they will start with &#039;&#039;&#039;10% Control Progress&#039;&#039;&#039; on it&lt;br /&gt;
* If the faction already has &#039;&#039;&#039;Partial Control&#039;&#039;&#039; of the Waypost, they will &#039;&#039;&#039;gain a further 10% Control Progress&#039;&#039;&#039; on it&lt;br /&gt;
* Players will earn 1 War Aspect Experience for every 3 Faction Score they earn from Waypost Control (players must first have War Aspect unlocked for their character to earn experience)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypostflaginprogress.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players will receive a system message on the Control Tick informing them of the new control % of the Waypost or any status changes&lt;br /&gt;
* Additionally players will see how much Potential Faction Score they will earn if the Waypost comes under Full Control of their faction (explained later)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost3b.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Potential Faction Score&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When a faction increases their Control Progress over a Waypost, each Valid Contestant from that faction increases the amount of Potential Faction Score they can possibly earn from the Waypost&lt;br /&gt;
* Whenever a Waypost becomes Neutral, however, all Potential Faction Score for players on it is cleared&lt;br /&gt;
* Participating in a Waypost can earn players up to 75 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Waypost Full Control&amp;lt;/u&amp;gt;====&lt;br /&gt;
* Wayposts take &#039;&#039;&#039;2 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
* When a faction reaches 100% Control Progress over a Waypost, the faction is said to now have Full Control over it&lt;br /&gt;
* All players who contested the Waypost within the last 10 minutes will receive Faction Score equal to their Potential Faction Score value for the Waypost&lt;br /&gt;
* The Waypost will become temporarily &amp;quot;Locked&amp;quot; and factions cannot contest the Waypost for the next 2 minutes&lt;br /&gt;
* A sparkle animation will display on the Waypost Marker indicating that it is locked&lt;br /&gt;
* Players can single-click the Waypost to see how much time remains before it becomes unlocked and contestable again&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypost3c.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Waypost Chain Control Order===&lt;br /&gt;
* As mentioned previously, Waypost Chains are a collection of 3 Wayposts that exist in a route between one Faction and an opposing Faction&lt;br /&gt;
* For every Waypost Chain, each Faction has a specific Control Order they must follow to be able to contest and control Wayposts along that Chain&lt;br /&gt;
* Factions must have Full Control of their Nearest Waypost, then Full Control of their Middle Waypost, and then Full Control their Farthest Waypost&lt;br /&gt;
* If a player attempts to contest a Waypost &amp;quot;out of order&amp;quot; they will receive a system message telling them they must first have Full Control of prior Wayposts&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Waypost Chain Control Order&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostnearest.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Nearest Waypost&#039;&#039;&#039;&lt;br /&gt;
* This is the Waypost nearest to their Faction&#039;s Castle on the Waypost chain&lt;br /&gt;
* A Faction can always attempt to contest their Nearest Waypost in the chain&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostmiddle.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Middle Waypost&#039;&#039;&#039;&lt;br /&gt;
* This is the Waypost sitting in the middle of the chain&lt;br /&gt;
* A Faction must have Full Control over their Nearest Waypost before they can contest the Middle Waypost in the chain&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostfarthest.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Farthest Waypost&#039;&#039;&#039;&lt;br /&gt;
* This is the Waypost that is Farthest from their Faction Castle (and is closest to the opposing Faction&#039;s Castle)&lt;br /&gt;
* A Faction must have Full Control over both their Nearest Waypost AND their Middle Waypost before they can contest the Farthest Waypost in the chain&lt;br /&gt;
|-&lt;br /&gt;
! [[File:factionswaypostterranexample.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Terran Example&#039;&#039;&#039;&amp;lt;br /&amp;gt;For Terran&#039;s Waypost chain with Andaria, their control order of Wayposts is: Waypost 3 -&amp;gt; Waypost 2 -&amp;gt; Waypost 1&lt;br /&gt;
* Waypost 3 is their Nearest Waypost, and they can always contest it&lt;br /&gt;
* Once Terran has Full Control over Waypost 3 (Nearest), they can attempt to contest Waypost 2 (Middle)&lt;br /&gt;
* Once Terran has Full Control over both Waypost 3 (Nearest) and Waypost 2 (middle), they can then begin attempt to contest Waypost 1 (Farthest)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Waypost Summaries===&lt;br /&gt;
* Players have multiple places where they can see a summary of the status of each Waypost&lt;br /&gt;
* On Page 2 of the Faction Menu players can see a list of every Waypost, with a Progress Bar indicating the Controlling Faction&#039;s Control % (hue of the Progress Bar reflects the Faction)&lt;br /&gt;
Wayposts that are part of Waypost Chains belonging to the player&#039;s faction will always be displayed on the top half of the page (above the horizontal bar)&lt;br /&gt;
&lt;br /&gt;
[[File:factionswaypostsummary1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players have access to a Faction Hotbar for a compact summary of Faction Activity&lt;br /&gt;
* The Faction Hotbar only shows Wayposts that are part of Waypost Chains belonging to the player&#039;s faction&lt;br /&gt;
* Players can launch the Faction Hotbar by typing [FactionHotbar or by clicking the &amp;quot;Launch Hotbar&amp;quot; button on Page 1 of the Faction Menu&lt;br /&gt;
&lt;br /&gt;
[[File:factionshotbar1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Page 1 of the Faction Menu also shows a compact summary of Wayposts&lt;br /&gt;
* Under each faction is a set of 3 Tokens, each representing an opposing faction&lt;br /&gt;
* The number below each Token represents how many Wayposts that faction has Full Control over against that opposing faction&lt;br /&gt;
* A Crown Icon is displayed when the faction has all 3 Wayposts in that Waypost Chain under Full Control (meaning they Qualify to Steal that faction&#039;s Flag)&lt;br /&gt;
&lt;br /&gt;
[[File:factionssummary2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Orb Buttons&amp;lt;/u&amp;gt;====&lt;br /&gt;
When players click the Orb icon next to any Waypost in either the Faction Menu or in the Faction Hotbar it will do the following:&lt;br /&gt;
&lt;br /&gt;
* Display an Overworld Map of the Waypost&#039;s location&lt;br /&gt;
* List the X/Y/Z Coordinates to the Waypost location&lt;br /&gt;
* Start a Tracking Arrow that will point toward the Waypost location&lt;br /&gt;
&lt;br /&gt;
[[File:factionsorbs1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Clicking the Orb button on the Faction Map next to a location will start a Tracking Arrow to that location&lt;br /&gt;
&lt;br /&gt;
[[File:factionsorbs2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Flags==&lt;br /&gt;
* Each Faction has a Faction Flag that begins in the Flag Room of their respective Faction Castle&lt;br /&gt;
* Factions have the potential to Steal other Faction Flags and Secure them in their own Castle&#039;s Flag Room&lt;br /&gt;
* It is possible, although extremely difficult, for one Faction to potentially Steal and Secure up to all four Faction Flags in their Castle Flag Room&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagatbase1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Flag Status===&lt;br /&gt;
* On Page 1 of the Faction Menu, players can see which Faction Flags are currently Secure in each Faction Castle under the &amp;quot;Flags in Castle&amp;quot; section&lt;br /&gt;
* Players can also see the status of each Faction Flag in the top section of the Faction Hotbar&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagstatus1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
===Qualifying For Stealing Faction Flags===&lt;br /&gt;
* In order for a Faction to Qualify as being able to Steal a Faction Flag that is Secure at a Faction Castle, they must have Full Control over all 3 Wayposts in their Waypost Chain with the Flag&#039;s Faction&lt;br /&gt;
* If a Faction&#039;s Flag is currently Secure in an opponent&#039;s Faction Castle (i.e. the Flag is not in their original faction&#039;s castle), the Stealing faction must ALSO have Full Control over all 3 Wayposts in their Waypost Chain with the Castle&#039;s Faction (for a total of 6 Wayposts needing Full Control)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Stealing Faction Flag Situations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagstatus2.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Example 1 (Flag is in its Own Castle)&#039;&#039;&#039;&lt;br /&gt;
* The Terran Flag is currently Secure inside of the Terran Castle&lt;br /&gt;
* Any faction that wishes to steal the Terran flag in this scenario simply needs to have Full Control over their entire Waypost Chain with the Terran faction (3 Wayposts)&lt;br /&gt;
* The Prevalia Faction has 3 Wayposts under Full Control against the Terran faction, and can attempt to Steal their Faction Flag from their Castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Stealing Faction Flag Situations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagatbase2a.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Example 2 (Flag is in Opposing Castle)&#039;&#039;&#039;&lt;br /&gt;
* The Prevalia Flag is currently Secure inside of the Terran Castle&lt;br /&gt;
* Any faction that wishes to steal this flag MUST have Full Control over their their Waypost Chain with BOTH the Prevalia Faction as well as the Terran Faction (for a total of 6 Wayposts needed)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factionsflagstatus3.png|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | &#039;&#039;&#039;Example 2A (Flag is in Opposing Castle)&#039;&#039;&#039;&lt;br /&gt;
* Andaria will need Full Control over their Waypost Chains with Terran AND Prevalia to steal the flag in this scenario&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction Doors===&lt;br /&gt;
* As mentioned prior, players are not allowed to Recall/Gate/Hike into Castles belonging to other factions&lt;br /&gt;
* Each Castle has a number of destructible Faction Doors that impede direct foot travel into the Flag Room of the Castle&lt;br /&gt;
* Players belonging to the faction can double-click a Faction Door to teleport to the opposite side of it (with a 5 second cooldown between uses)&lt;br /&gt;
* Players are not required to destroy all Faction Doors of a Castle to initiate Flag Steals, however they will likely need to destroy several of them in order to have a valid movement path to reach the Flag Room&lt;br /&gt;
&lt;br /&gt;
[[File:factionscastledoor1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Players from opposing factions can double-click a Faction Door to attack it (and will repeatedly attack it so long as they stay stationary)&lt;br /&gt;
* Players can use the &#039;&#039;&#039;[FactionDoor&#039;&#039;&#039; command to attempt to double-click the nearest Faction Door within 2 tiles&lt;br /&gt;
* If enough damage is done to the door, it will be destroyed&lt;br /&gt;
* Destroyed Faction Doors will respawn in 30 minutes&lt;br /&gt;
* If a damaged Faction Door has not been damaged in the last 30 minutes, it will automatically become fully repaired&lt;br /&gt;
&lt;br /&gt;
[[File:factionscastledoor.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initiating a Flag Steal Attempt===&lt;br /&gt;
* If a faction is Qualified to Steal a Flag from a Faction Castle, a player on that Faction may initiate a Steal attempt by moving within 2 tiles of the Faction Flag and double-clicking it&lt;br /&gt;
* Players can use the &#039;&#039;&#039;[FactionFlag&#039;&#039;&#039; command to attempt to double-click the nearest Faction Flag within 2 tiles&lt;br /&gt;
* The player who initiates the Flag Steal is referred to as the Stealing Player and they will remain an important role in the Steal Attempt process&lt;br /&gt;
* The Stealing player&#039;s name is announced overhead and a Beam of Light graphic will appear at their location&lt;br /&gt;
* While a Steal Attempt is in process for a Flag, no other players, on any faction, can attempt to Steal that same Flag&lt;br /&gt;
* Additionally, Individual players can only attempt to steal one flag at a time (even if their faction Qualifies for stealing multiple flags within that Castle)&lt;br /&gt;
* Flag Steals take &#039;&#039;&#039;3 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
&lt;br /&gt;
[[File:factionscapturingflag1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Steal Status&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a faction has a Stealing attempt underway against them, a Crossed Swords icon will appear next to their Faction on Page 1 of the Faction Menu indicating it is &amp;quot;under attack&amp;quot;&lt;br /&gt;
* The Faction Hotbar will also list the status of the Faction Flag as &amp;quot;Under Attack at X Castle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsteal1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsteal2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flag Steal Control Ticks and Steal Progress===&lt;br /&gt;
Once a Flag Steal Attempt has been initiated, a Control Tick will occur every &#039;&#039;&#039;15 seconds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On each Control Tick, Steal Progress on the Stealing Attempt will increase by 10% if all of the following are true:&lt;br /&gt;
* The Stealing Player (who initiated the Steal Attempt) is Alive&lt;br /&gt;
* The Stealing Player is Inside the Flag Room&lt;br /&gt;
* The Stealing Player is Visible (not Hidden)&lt;br /&gt;
&lt;br /&gt;
If any of those conditions are false, the Stealing Attempt will fail and all Steal Progress made will be lost&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagstealboundary.png|link=]]&lt;br /&gt;
&lt;br /&gt;
Note: Once a faction has begun a Stealing Attempt on a flag, if they subsequently lose control of any of the Wayposts that were originally needed to Qualify for that Steal Attempt, it will NOT affect the Steal Attempt and will NOT prevent its completion&lt;br /&gt;
&lt;br /&gt;
However, if a faction fails a Stealing Attempt, they will again have to Qualify as normal to begin a new Stealing Attempt, and therefore will again need Full Control over any necessary Wayposts to proceed.&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcontroltick.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
* On each Control Tick, a Beam of Light graphic will appear over the Stealing Player&lt;br /&gt;
* Players can single-click the Faction Flag to see the name of the flag&#039;s Stealing Player as well as the specific Steal Progress % of the Steal Attempt&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Potential Faction Score&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When a Control Tick occurs during a Flag Steal Attempt, all players of that Stealing Faction that are Alive, Visible, and Inside the Flag Room will receive a system message informing them of their faction&#039;s current Steal Progress against the flag&lt;br /&gt;
* Participating in a Flag Steal Attempt can earn players up to 50 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Successful Flag Steal===&lt;br /&gt;
* Once Steal Progress on a Steal Attempt reaches 100%, the Flag Steal will be deemed successful&lt;br /&gt;
* The Faction Flag becomes &amp;quot;equipped&amp;quot; by the Stealing Player and they will now be referred to as a Flag Carrier&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagstolen.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Faction Flag Carriers===&lt;br /&gt;
* If a Faction Flag is being carried by a player, it will be displayed under the &amp;quot;Flags Carried&amp;quot; section of the Faction Menu and in the top section of the Faction Hotbar next to the respective flag&lt;br /&gt;
* If a player clicks the Orb button next to the Flag icon for a Carried Flag on the Faction Menu or Faction Hotbar, it will:&lt;br /&gt;
** Display the coordinates of the Flag location&lt;br /&gt;
** Launch a Map of the Flag&#039;s Location&lt;br /&gt;
** And start a Tracking Arrow to the Flag location&lt;br /&gt;
&lt;br /&gt;
Note: Players can use this information to track down the location of a flag, including Dropped Flags (explained later)&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcarrier1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Faction Flag Carrier Restrictions&amp;lt;/u&amp;gt;====&lt;br /&gt;
Players carrying a Faction Flag can ride Mounts, Teleport, and perform most movement actions as normal. However, Flag Carriers are prevented from doing any the following:&lt;br /&gt;
&lt;br /&gt;
* Entering Houses&lt;br /&gt;
* Boarding Ships&lt;br /&gt;
* Recalling, Hiking, or using any form of Gate Travel/Moongate&lt;br /&gt;
* Entering Dungeons or other non-Overworld locations such as the Arena or Casino&lt;br /&gt;
* Hiding or becoming Invisible&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcarrier2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Returning&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a Flag Carrier somehow enters a &amp;quot;invalid&amp;quot; location with a Faction Flag (such as a House, Ship, Dungeon, Interior Region), the Faction Flag will automatically be returned to the last Castle it had been Secured inside (i.e where it was stolen from)&lt;br /&gt;
* If a Flag is ever Returned, any Potential Faction Score recorded for players for the flag is cleared&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Steal Expiration&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If 30 minutes have passed since a Faction Flag was stolen from a Castle, and it has not yet been Secured into a Castle, it will be returned to the last Castle it had been Secured inside of (i.e where it was stolen from)&lt;br /&gt;
* If a Flag is ever Returned, any Potential Faction Score recorded for players for the flag is cleared&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Carrier Death&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If the Flag Carrier dies, the Faction Flag they were carrying will be Dropped at their location&lt;br /&gt;
* Players can single-click a Dropped flag to see how much time remains before it is returned to its last Castle (i.e. the 30 minute timer)&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagdeath1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Server Reboot&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When the server has finished booting (after a Patch/Crash/Restart) any Faction Flags that were being carried by players when the server went down, will be dropped to the ground at the location last carrier was last at (to prevent an issue where the previous Flag Carrier doesn&#039;t log back in)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Picking Up a Dropped Faction Flag&amp;lt;/u&amp;gt;====&lt;br /&gt;
* Players can pick up a Dropped Faction Flag by double-clicking it within 1 tile&lt;br /&gt;
* However, before a player may pick up a Dropped Faction Flag, that player&#039;s Faction MUST have Full Control over the 3 Wayposts in their Waypost Chain with the Flag&#039;s Faction&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagdeath2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* A Cambria Faction player carrying the Terran Flag drops that flag on the ground&lt;br /&gt;
* A Prevalia Faction player encounters this and intends to pick up the flag&lt;br /&gt;
* In order for the Prevalia player to pick up the flag, the Prevalia Faction must have Full Control over all 3 Waypost in their Waypost Chain with the Terran Faction&lt;br /&gt;
&lt;br /&gt;
Note: This mechanic makes it very important for a faction to maintain Full Control over Waypost Chains throughout the full process of a Flag Steal, so they can recover Dropped Faction Flags in the circumstance where their Flag Carrier is killed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Purifying Faction Flags===&lt;br /&gt;
* Before a player can Secure a Faction Flag back in their own Castle, they must first Purify it&lt;br /&gt;
* To do this, players must bring the Faction Flag to the Purification Pyre at the center of the Daemon Keep region (which is a Grey Zone)&lt;br /&gt;
* Players can click the Purification Pyre orb icon on the [FactionMap to display a Tracking Arrow that will help navigate the player to the Purification Pyre&#039;s location&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagpurification1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Flag Purification&amp;lt;/u&amp;gt;====&lt;br /&gt;
* In order to Purify a Faction Flag, the Flag Carrier must spend 60 seconds consecutively within 2 tiles of the Purification Pyre&lt;br /&gt;
* If the player becomes Hidden or moves too far away, the Purification process will reset&lt;br /&gt;
* Control Ticks for the purification process occur every 15 seconds, and the Flag Carrier will receive system messages informing them of their purification progress on each tick&lt;br /&gt;
* Flag Purifications take &#039;&#039;&#039;3 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
* Players within 50 Tiles of the Flag Carrier during Flag Purification can earn up to 50 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
* Once a flag has been successfully Purified, a firestorm graphic will display over the flag carrier player&lt;br /&gt;
* The Faction Flag will now display a prominent Flame graphic upon it, indicating to players that the flag has been Purified&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagcleansing.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:factionflagcleansing2.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Escorting&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a player spends a &#039;&#039;&#039;cumulative 60 seconds or more within 50 Tiles of a non-Purified Faction Flag&#039;&#039;&#039; while it is outside of any Faction Castle or the Daemon Keep Region (i.e. they are Escorting the Flag to the Purification Pyre) they will have their Potential Faction Score earned from Flag Purification increased by +100% (to a max of 100 Potential Faction Score)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Securing a Faction Flag==&lt;br /&gt;
* Once a Faction Flag has been Purified, that faction may now attempt to Secure it in the Flag Room of their Faction Castle&lt;br /&gt;
* Flag Steals takes &#039;&#039;&#039;3 minutes&#039;&#039;&#039; to go from 0% to 100% Control&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsecuring1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
===Flag Secure Control Ticks===&lt;br /&gt;
If a faction is attempting to Secure a flag in the Flag Room of their Castle, a Control Tick will occur every &#039;&#039;&#039;15 seconds&#039;&#039;&#039;. On each Control Tick, if all of the following are true, Secure Progress on the Secure Attempt will increase by 10%:&lt;br /&gt;
&lt;br /&gt;
* The Flag Carrier is Alive&lt;br /&gt;
* The Flag Carrier is Inside the Flag Room&lt;br /&gt;
* The Flag Carrier is Visible (not Hidden)&lt;br /&gt;
&lt;br /&gt;
If any of those conditions are false, the Secure Attempt will fail and all Secure Progress made will be lost.&lt;br /&gt;
&lt;br /&gt;
[[File:factionsflagsecuring2.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; As long as a faction is carrying a Faction Flag, they can keep attempting to Secure it in their Faction Castle, regardless whether or not they have Full Control over any Wayposts of the related Faction&#039;s involved&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a faction fails a Secure attempt, they can immediately attempt to Secure that flag again, so long as they have a player who is carrying that Faction Flag.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Potential Faction Score&amp;lt;/u&amp;gt;====&lt;br /&gt;
* When a Control Tick occurs during a Flag Secure Attempt, all players of that Faction that are Alive, Visible, and Inside the Flag Room will increase the amount of Potential Faction Score they can possibly earn from the entire Flag Steal Process (Steal + Purify + Secure)&lt;br /&gt;
* Participating in a Flag Securing can earn players up to 25 Potential Faction Score (scaled based on player&#039;s Control %)&lt;br /&gt;
* When a Faction successfully Secures a Faction Flag, if one or more members of a guild in that Faction earned at least 100 Faction Score or more during the process (Steal + Purify + Secure), the Guild will receive 1 Prestige&lt;br /&gt;
Note: the Prestige Gain amount will not be announced to the guild (to cut down on message spam)&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Escorting&amp;lt;/u&amp;gt;====&lt;br /&gt;
* If a player spends a cumulative 60 seconds or more within 50 Tiles of a Purified Faction Flag while it is outside of any Faction Castle or the Daemon Keep Region (i.e. they are Escorting the Flag to their Faction Castle) they will have their Potential Faction Score earned from Flag Securing increased by +200% (to a max of 75 Potential Faction Score)&lt;br /&gt;
&lt;br /&gt;
===Successful Flag Secure===&lt;br /&gt;
* Once Secure Progress on a Secure Attempt reaches 100%, the Secure action will be deemed successful&lt;br /&gt;
* All Potential Faction Score banked by players in the Faction for the entire Flag Steal Process will be distributed to those players as Faction Score&lt;br /&gt;
* The newly Secure flag will now show up in the &amp;quot;Flags in Castle&amp;quot; section of the Faction Menu for that faction&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[File:factionsflagsecuring3.jpg|link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The newly Secure Flag will become temporarily &amp;quot;Locked&amp;quot; and factions cannot make Steal attempts on that flag for the next 10 minutes&lt;br /&gt;
* A sparkle animation will display on the Flag indicating that it is Locked&lt;br /&gt;
* Players can single-click the Flag to see how much time remains before it becomes unlocked and can make Steal attempts on it again&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Handicap Bonus==&lt;br /&gt;
* As mentioned previously, at the end of every week a &amp;quot;Last Week Tally&amp;quot; is calculated for each Faction based on its performance that week, and factions are ranked from 1st Place through 4th Place (with 1st place being the &amp;quot;strongest&amp;quot; faction and 4th place being the &amp;quot;weakest&amp;quot;)&lt;br /&gt;
* Based on this Last Week Tally ranking, each faction is assigned a &amp;quot;Handicap Bonus&amp;quot; that will persist throughout the coming week&lt;br /&gt;
&lt;br /&gt;
Handicap Bonuses are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ranked&lt;br /&gt;
! Handicap Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1st&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 2nd&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| 3rd&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| 4th&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:factionshandicapbonus1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
* Whenever a Faction has a Control Tick for a Waypost, Purification Pyre, Steal Attempt or Secure Attempt, there is a Handicap Bonus % chance that faction will earn double progress on that action (i.e. increase progress by 20% instead of 10%)&lt;br /&gt;
* If a &amp;quot;double progress&amp;quot; occurs, players from that faction will receive more Potential Faction Score (if relevant to the activity)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* A Faction was in 4th place last week and now has a 30% Current Handicap Bonus in place&lt;br /&gt;
* On any Control Tick occurring for Wayposts, Flag Purification, Steal Attempts, or Secure Attempts, that faction has a 30% chance that they will instead earn 20% Progress rather of the normal 10% Progress amount&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The intention of the Handicap Bonus for factions is to provide chances for weaker factions to potentially Control/Steal/Secure things quicker, to make up for their lack of &amp;quot;firepower&amp;quot; from its members.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Underdog Handicap==&lt;br /&gt;
* In addition to the Weekly Handicap Bonus each Faction receives based on their past week&#039;s performance, each Faction can now also receive a temporary Underdog Handicap Bonus that is directed against a specific Faction&lt;br /&gt;
* Factions will receive an Underdog Handicap Bonus towards another Faction if that target Faction has more Flags Secured in their Castle than they have&lt;br /&gt;
* The Underdog Handicap Bonus is 15% per Secure Flag Difference (for a max of +60% for 4 Flags)&lt;br /&gt;
* The Underdog Handicap Bonus will stack with a Faction&#039;s Weekly Handicap Bonus&lt;br /&gt;
* As a reminder, Handicap Bonuses provide a chance on any Waypost, Purification, Flag Steal/Secure Ticks to result in 20% Progress (instead of 10%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* The Terran Faction currently has 1 Flag Secured in their Castle and the Andaria Faction currently has 3 Flags Secured in their Castle&lt;br /&gt;
* Because Andaria has (3 -1) = 2 more Flags Secured than Terran, the Terran Faction will receive a (2 * 15%) = 30% Handicap Bonus against all actions towards Andaria&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heat of Battle==&lt;br /&gt;
Faction players will receive a &#039;&#039;&#039;30 second Heat of Battle&#039;&#039;&#039; flag whenever any of the following occur:&lt;br /&gt;
* They are in a Waypost Region and considered a Valid Contestant when a Control Tick occurs&lt;br /&gt;
* They are Purifying a flag and a Control Tick occurs&lt;br /&gt;
* They are in the Flag Room while their faction is making a Steal Attempt against a flag and a Control Tick occurs&lt;br /&gt;
* They inflict Damage on a Faction Door&lt;br /&gt;
* They are in the Flag Room while their faction is making a Secure Attempt for a flag and a Control Tick occurs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The Heat of Battle for Factions is designed to make players &amp;quot;commit&amp;quot; to their actions, and not simply recall away the moment they see an enemy.&amp;lt;/i&amp;gt;&lt;br /&gt;
* Players cannot enter Rental Rooms while Flagged in PvP and participating in Factions&lt;br /&gt;
&lt;br /&gt;
===Heat of Battle Removal===&lt;br /&gt;
* Whenever a Waypost returns to 100% Control (regardless if it switched controller or not), all Faction players within 50 tiles will have any Heat of Battle removed&lt;br /&gt;
&lt;br /&gt;
==Faction Player Kills==&lt;br /&gt;
===Kills To Give===&lt;br /&gt;
* In order for a Faction Kill to be worth Faction Score, the victim must have 1 or more &amp;quot;Kills To Give&amp;quot; available&lt;br /&gt;
* Players regain 1 Kill To Give every 4 hours (even if not actively participating in Factions or if player is offline)&lt;br /&gt;
* For every cumulative 100 Faction Score that a player earns from Securing Wayposts, Securing/Stealing Flags, or killing Faction Spawns they will regain 1 Kill to Give&lt;br /&gt;
* Players can have a maximum of 6 Kills To Give stored&lt;br /&gt;
* Players will receive a &amp;quot;You have earned a zero-score faction kill&amp;quot; message when killing a player who have 0 Kills To Give&lt;br /&gt;
&lt;br /&gt;
===Faction Score for Kills===&lt;br /&gt;
* If a valid Player Kill worth Faction Score occurs, the Faction Score earned will be divided amongst all damaging players based on their Damage Dealt % to the victim (i.e. a player who does 33% of the damage will get 33% of the Faction Score possible)&lt;br /&gt;
* Any player who has &#039;&#039;&#039;0 Kills to Give&#039;&#039;&#039; will be &#039;&#039;&#039;worth 0 Faction Score&#039;&#039;&#039; on Faction Kills&lt;br /&gt;
* Any Faction Kill worth Faction Score will reduce the victim&#039;s &amp;quot;Kills to Give&amp;quot; value by 1&lt;br /&gt;
* Player Faction Kills are worth a base &#039;&#039;&#039;20 Faction Score&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faction Kills will be &#039;&#039;&#039;upgraded to be worth 50 Faction Score&#039;&#039;&#039; if they occur in any of the following conditions:&lt;br /&gt;
* Within 50 tiles of a Waypost&lt;br /&gt;
* Within 50 tiles of a Faction Flag&lt;br /&gt;
* Inside of a Faction Castle&lt;br /&gt;
* Inside of a Faction&#039;s Town&lt;br /&gt;
* Inside of a Faction Dungeon&lt;br /&gt;
&lt;br /&gt;
Killing a Flag Carrier is worth an additional 50 Faction Score (the player must still have &amp;quot;Kills to Give&amp;quot;, and not recently ressed, to be worth points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Death Penalties==&lt;br /&gt;
Players who die as the result of a Faction Kill will receive a 2 minute Faction Death Penalty in place for ALL characters on their Account and IP Address. A player who has a Faction Death Penalty in place has the following effects:&lt;br /&gt;
&lt;br /&gt;
* They do not count as a valid player towards Contesting Wayposts or Stealing/Securing Flags (they will still earn credit on successful Steals/Secures based on their previous progress earned)&lt;br /&gt;
* They cannot initiate a Steal Attempt against a Flag or pick up a Dropped Flag&lt;br /&gt;
* They cannot cast any Field Spells or Area of Effect (AoE) Spells&lt;br /&gt;
* They will suffer a 50% Penalty to their Damage inflicted against any Player and Creature&lt;br /&gt;
* Their Healing amounts will be reduced by 50% (to both healing themselves or other players/creatures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Ghost Gates==&lt;br /&gt;
* At every Waypost location, there is a Faction Ghost Gate located nearby&lt;br /&gt;
* Only players who are in Factions and are currently Dead can see or use Faction Ghost Gates&lt;br /&gt;
* Faction Ghost Gates allow the player to teleport themselves (and their nearby followers) to their own Faction&#039;s Castle&lt;br /&gt;
* Using a Faction Ghost Gate will teleport the player to randomized location in their Faction Castle&#039;s main courtyard&lt;br /&gt;
&lt;br /&gt;
[[File:factionghostgate1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Moongates==&lt;br /&gt;
* Inside of the Flag Room of each Faction Castle is a Faction Moongate that can only be used by members of that Faction&lt;br /&gt;
* Faction Moongates allow members of that Castle&#039;s Faction to teleport to Wayposts that are part of that Faction&#039;s Waypost Chains&lt;br /&gt;
* The text hue of each Waypost entry will match the Faction Hue of the opposing faction in the relevant Waypost Chain&lt;br /&gt;
&lt;br /&gt;
[[File:factionmoongate.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
* Faction Moongates follow all of the normal restrictions for using Public Moongates, such as not allowing Criminals to use them, not allowing players with a Heat of Battle active, and so forth&lt;br /&gt;
* Using a Faction Moongate will warp the player (and their followers) to a random location near the destination, using handling similar to Public Moongates&lt;br /&gt;
* However, unlike Public Moongates, the player will be Revealed when they reach the destination, instead of being Hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tabula Rasa (Weekly Reset)==&lt;br /&gt;
At the start of every week (Fridays at 7PM EST), a &#039;&#039;&#039;&amp;quot;Tabula Rasa&amp;quot;&#039;&#039;&#039; will take place. When a Tabula Rasa occurs:&lt;br /&gt;
&lt;br /&gt;
* Each Faction Flag will be returned to their faction&#039;s Flag Room (even if was in the process of being Stolen or Carried by a player)&lt;br /&gt;
* All Wayposts will set to Neutral status&lt;br /&gt;
* All Faction Doors that were Damaged or Destroyed will be returned to Full Repair&lt;br /&gt;
* Any Potential Faction Score that had been tracked for players (but not earned) will be cleared&lt;br /&gt;
* The current Faction Dungeon will rotate (explained later)&lt;br /&gt;
* Scoring and Rewards will be resolved for Faction Players&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;i&amp;gt;Note: The Waypost/Flag resetting feature of Tabula Rasa is intended to ensure that a single faction doesn&#039;t permanently maintain an exceptionally strong or weak position for weeks on end, such as holding either no flags, or multiple flags: it is intended to give each faction a &amp;quot;clean slate&amp;quot; each week to start their activities&amp;lt;/i&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:factionstabularasa1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Ranking==&lt;br /&gt;
* During Tabula Rasa, each entire faction will receive a Last Week Tally based on how well that faction as a whole performed over the course of the previous week in regards to Waypost Control and Flag Captures, and will be ranked from 1st (best) through 4th (weakest)&lt;br /&gt;
* This ranking will be used to determine the Handicap Bonus that each faction will experience for the coming week, as well as prevent players from Joining the faction that was in 1st place for Last Week Score (i.e. the strongest faction)&lt;br /&gt;
&lt;br /&gt;
[[File:factionsranking1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Titles==&lt;br /&gt;
* Players will gain access to Faction Titles, which are earned on a Seasonal basis&lt;br /&gt;
* If a player has a Faction Title earned for this season, having &amp;quot;Display Faction Title&amp;quot; toggled will display it, and will override any Achievement Titles currently selected for the player; i.e. Faction Titles will take display priority over Achievement Titles&lt;br /&gt;
* Faction Titles will NOT show up in the [Titles menu, only in the Factions Menu&lt;br /&gt;
* Faction Titles are earned on a per-character basis (not per-account)&lt;br /&gt;
* The Faction Title available to a player will be determined based on a Faction Title Tier assigned to them based on their seasonal [ServerRank results for Factions&lt;br /&gt;
&lt;br /&gt;
[[File:factiontitles1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[ServerRank==&lt;br /&gt;
* A [ServerRank category will be created for Factions that is based on how much cumulative Faction Score players earn each season&lt;br /&gt;
* When a season ends, each player will receive a Rank % based on their how their seasonal [ServerRank total for Factions compares to all other players&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;i&amp;gt;Example: A player who has the 50th highest [ServerRank out of 500 total faction players during a season will have Rank 90% (since their total is better than 90% of other faction players)&amp;lt;/i&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:factionserverrank1.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Title Tiers==&lt;br /&gt;
* Based on a player&#039;s Rank %, they will be assigned a Faction Title Tier for the new season, that will determine what title is displayed for them&lt;br /&gt;
* Faction Title Tiers will stay with a player throughout that season, even if they change Factions&lt;br /&gt;
&lt;br /&gt;
Faction Title Tiers for players calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Title Tier&lt;br /&gt;
|-&lt;br /&gt;
| 0-25%&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 25-50%&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 50-75%&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 75-95%&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 95-99%&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 99%-100%&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faction-Specific Titles===&lt;br /&gt;
* The Faction Title that is displayed for a player is based on a combination of their Current Faction and their Faction Title Tier they earned for that season&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
* If a player is currently in the Andaria faction, and earned Faction Title Tier 4, they will display the Andaria Tier 4 Title&lt;br /&gt;
* If same player&#039;s guild decides to switch to the Prevalia faction, they will now display the Prevalia Tier 4 Title&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Warfare==&lt;br /&gt;
{{FactionsIndex}}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Weapon_and_Parry_Codex&amp;diff=31496</id>
		<title>Weapon and Parry Codex</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Weapon_and_Parry_Codex&amp;diff=31496"/>
		<updated>2026-04-07T05:58:41Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Weapon and Parry Codices are a weapon focused player progression system in Outlands, allowing players to enhance their weapon skills by leveling Codex Stances as well as unlocking Finishers and Abilities for their weapon skill.&lt;br /&gt;
* Players are able to craft Codices with the [[Inscription]] skill&lt;br /&gt;
** All Codices are Blessed and cannot be stolen&lt;br /&gt;
* A complete list of in-game Codex commands can be found on the [[Commands#Codex|Commands]] page&lt;br /&gt;
* In order to use a Weapon Codex, players must have at least 80 [[Tactics]] and 80 in their weapon skill&lt;br /&gt;
** An exception to this is the [[Arcane]] codex which requires 80 [[Wrestling]] and 80 [[Magery]] along with Arcane skill&lt;br /&gt;
** In order to use a Parry Codex, players must have at least 80 [[Tactics]] or 80 [[Wrestling]] and 80 in their [[Parrying]] skill&lt;br /&gt;
** Codices don&#039;t gain XP on Shelter Island&lt;br /&gt;
* All skill requirements are based on the player&#039;s printed skill, i.e. Tactics bonus from crafted or magical weapons will not count towards the 80 Tactics requirement.&lt;br /&gt;
* Each character&#039;s codex profile is stored per character and not in the item itself, i.e. two characters can look at the same codex and each see their own progress.&lt;br /&gt;
** Players must still have the codex in their backpack to level and use it.&lt;br /&gt;
* Weapon abilities and finishers cannot be trigger on [[Stealth#Backstab|backstabs]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot; | Weapon Codices&lt;br /&gt;
|-&lt;br /&gt;
| [[File:codexarcane.png|link=Weapon and Parry Codex#Arcane]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Arcane|Arcane]]&lt;br /&gt;
| [[File:codexarchery2.png|link=Weapon and Parry Codex#Archery]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Archery|Archery]]&lt;br /&gt;
| [[File:codexfencing2.png|link=Weapon and Parry Codex#Fencing]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Fencing|Fencing]]&lt;br /&gt;
| [[File:codexfishing.png|link=Weapon and Parry Codex#Fishing]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Parrying|Fishing]]&lt;br /&gt;
| [[File:codexmacing2.png|link=Weapon and Parry Codex#Macing]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Macing|Macing]]&lt;br /&gt;
| [[File:codexswords2.png|link=Weapon and Parry Codex#Swords]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Swords|Swords]]&lt;br /&gt;
| [[File:codexwrestling2.png|link=Weapon and Parry Codex#Wrestling]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Wrestling|Wrestling]]&lt;br /&gt;
| [[File:codexshield2.png|link=Weapon and Parry Codex#Parrying]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Parrying|Parrying]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience and Upgrade Points==&lt;br /&gt;
* Players gain [[experience Gain|experience]] towards Codices by killing creatures with a weapon type matching a codex they meet the skill requirements for.&lt;br /&gt;
** Players can level multiple codices at once, so long as their weapon matches one of them and they have the skills required for all of them&lt;br /&gt;
** The parry codex will gain experience so long as the player has a 2-handed weapon or shield equipped.&lt;br /&gt;
* Each upgrade point takes 5,000 gold earned worth of experience&lt;br /&gt;
&lt;br /&gt;
{{WeaponCodexUpgrades}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stances==&lt;br /&gt;
* By Double-Clicking a Codex, players can open their character&#039;s Codex Profile menu for that skill&lt;br /&gt;
* On the top half of the codex gump, are the skill&#039;s 5 Stances&lt;br /&gt;
* Players can click the Large Button next to each Stance to activate or deactivate that stance&lt;br /&gt;
* Players can Single-Click their Codex in their backpack to see which Stance and Finisher they currently have Activated for that skill&lt;br /&gt;
* There is no cooldown between changing stances, however each stance change will cost the player 3 [[Skills_&amp;amp;_Stats#Stats|mana]]&lt;br /&gt;
* Player&#039;s can only have one stance active for each codex, although stances only provide their bonus if the player has the required skills and weapon and/or shield equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:archerycodexgumpwildlands.png]]&lt;br /&gt;
&lt;br /&gt;
===Stance Ranks===&lt;br /&gt;
* Each Stance can be upgraded with upgrade points up to Rank 7, each rank costing increasingly more points. &lt;br /&gt;
* The Rank of a Stance will impact how powerful the effect it provides to the player is&lt;br /&gt;
&lt;br /&gt;
===Stance Auto Renewal===&lt;br /&gt;
* Stances in the Codex Hotbar have checkboxes next to each which will allow a player to choose whether or not to AutoRenew the stance, which will attempt to automatically reactivate that stance 10 seconds after activating it&lt;br /&gt;
** This allows the player to try to continuously gain the benefit from the &amp;quot;Wrestling Adoption Stance&amp;quot; bonus that occurs for the first 10 seconds of activating a Wrestling Stance&lt;br /&gt;
** This allows the player to utilize the Discipline Armor Aspect mechanics on mana usage&lt;br /&gt;
* Note: It is possible for players to toggle Auto-Renew for both their current Weapon Codex Stance and current Parry Codex Stance simultaneously, which if done, will result in both stances renewing and using mana for both (players should probably only auto-renew either their Weapon Stance or Parry Stance)&lt;br /&gt;
* Players can use the [[Commands|commands]] to toggle Auto-Renewal for Stances or by using the checkboxes in the Codex Hotbar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finishers==&lt;br /&gt;
* When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher&lt;br /&gt;
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher&lt;br /&gt;
* For weapons, Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp), that players can randomly trigger when attacking a creature that is below 25% of their max hit points, or below 33% of a [[Boss-Type Creature|boss-type creature&#039;s]].&lt;br /&gt;
* Parry Finishers are defensive measures that can trigger when the player gets below 33% of their max hit points&lt;br /&gt;
* Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.&lt;br /&gt;
** Players can switch between Finishers as often as they want, at no cost.&lt;br /&gt;
* Players can only trigger a single Finisher on each mob (i.e. an infinite cooldown), but can trigger a Finisher every 60s on a [[Boss-Type Creature]].&lt;br /&gt;
** Exceptions to this is are mechanics like [[Discipline Aspect|Discipline Aspect Armor]] or certain weapon abilities&lt;br /&gt;
** There is also a 5s cooldown between triggering Ricochet finishers (Meaning between triggering two finishers on two different creatures)&lt;br /&gt;
* When a Weapon Finisher triggers, it will resolve the &amp;quot;original&amp;quot; hit as normal, and then afterwards will take that hit&#039;s damage and then use that amount as the baseline &amp;quot;Damage&amp;quot; for how much the Weapon Finisher will inflict&lt;br /&gt;
** Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the &amp;quot;damage&amp;quot;&lt;br /&gt;
* Damage for Weapon Finishers are scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon&#039;s printed Average Damage&lt;br /&gt;
&lt;br /&gt;
===Finisher Tiers===&lt;br /&gt;
* When players first unlock Finishers for a skill, those Finishers are at Tier 1&lt;br /&gt;
* From that point on, whenever the player reaches Rank 5 in a Stance for that skill, their Finisher Chance for the skill will increase by an additional tier (Capping out at Tier 5)&lt;br /&gt;
* Each Tier of finisher adds 2% more finisher chance&lt;br /&gt;
** The chance for a Weapon Finisher to occur is further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon&#039;s printed Speed&lt;br /&gt;
** Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received&lt;br /&gt;
* The chance for a Weapon Finisher to occur is also increased by a player&#039;s [[Anatomy]] skill: (Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Abilities==&lt;br /&gt;
* Each Weapon Codex has 3 unique Weapon Abilities players can unlock and activate&lt;br /&gt;
* Each weapon ability takes 50 points to unlock&lt;br /&gt;
* Weapon abilities do not require any stances or finishers to unlock&lt;br /&gt;
* Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability button&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilityhotbar.gif]]&lt;br /&gt;
&lt;br /&gt;
===Weapon Ability Meter===&lt;br /&gt;
* In order for players to perform Weapon Abilities, their weapon ability meter must be full&lt;br /&gt;
* All Weapon Abilities for the player share the same weapon ability cooldown.&lt;br /&gt;
* Every 6 seconds the player&#039;s Weapon Ability Meter will fill by 10%, and by an additional (10% * ([[Arms Lore|Arms Lore Skill]] / 100))&lt;br /&gt;
** Meaning by default the weapon ability cooldown is 60s, but can be decreased all the way down to 24s &lt;br /&gt;
* Once toggled, the weapon ability will trigger on the next melee hit a player lands and their weapon meter will be reset&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilitiescodex.png]]&lt;br /&gt;
&lt;br /&gt;
* Players will now receive a &amp;quot;Weapon ability ready&amp;quot; system message when they have a full weapon ability meter&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilityready.png]]&lt;br /&gt;
&lt;br /&gt;
==Codex Hotbar==&lt;br /&gt;
* The codex hotbar allows players to quickly change and view their stances, finishers and weapon abilities in one place, as well as set their stances to auto-renew and monitor their weapon ability meter&lt;br /&gt;
* The codex hotbar can be accessed via the hotbar button at the bottom of any codex gump or with the [CodexHotbar command.&lt;br /&gt;
&lt;br /&gt;
[[File:codexhotbarwildlands.png]]&lt;br /&gt;
&lt;br /&gt;
===Weapon Ability Hotbar===&lt;br /&gt;
* Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilitytrigger1a.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Codex Stances, Finishers and Abilities==&lt;br /&gt;
===Arcane===&lt;br /&gt;
{{ArcaneCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Archery===&lt;br /&gt;
{{ArcheryCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fencing===&lt;br /&gt;
{{FencingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
{{FishingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macing===&lt;br /&gt;
{{MacingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Swords===&lt;br /&gt;
{{SwordCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
{{WrestlingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parrying===&lt;br /&gt;
{{ShieldCodex}}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Weapon_and_Parry_Codex&amp;diff=31495</id>
		<title>Weapon and Parry Codex</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Weapon_and_Parry_Codex&amp;diff=31495"/>
		<updated>2026-04-07T05:58:12Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvM]][[Category:New Player]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Weapon and Parry Codices are a weapon focused player progression system in Outlands, allowing players to enhance their weapon skills by leveling Codex Stances as well as unlocking Finishers and Abilities for their weapon skill.&lt;br /&gt;
* Players are able to craft Codices with the [[Inscription]] skill&lt;br /&gt;
** All Codices are Blessed and cannot be stolen&lt;br /&gt;
* A complete list of in-game Codex commands can be found on the [[Commands#Codex|Commands]] page&lt;br /&gt;
* In order to use a Weapon Codex, players must have at least 80 [[Tactics]] and 80 in their weapon skill&lt;br /&gt;
** An exception to this is the [[Arcane]] codex which requires 80 [[Wrestling]] and 80 [[Magery]] along with Arcane skill&lt;br /&gt;
** In order to use a Parry Codex, players must have at least 80 [[Tactics]] or 80 [[Wrestling]] and 80 in their [[Parrying]] skill&lt;br /&gt;
** Codices don&#039;t gain XP on Shelter Island&lt;br /&gt;
* All skill requirements are based on the player&#039;s printed skill, i.e. Tactics bonus from crafted or magical weapons will not count towards the 80 Tactics requirement.&lt;br /&gt;
* Each character&#039;s codex profile is stored per character and not in the item itself, i.e. two characters can look at the same codex and each see their own progress.&lt;br /&gt;
** Players must still have the codex in their backpack to level and use it.&lt;br /&gt;
* Weapon abilities and finishers cannot be trigger on [[Stealth#Backstab|backstabs]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot; | Weapon Codices&lt;br /&gt;
|-&lt;br /&gt;
| [[File:codexarcane.png|link=Weapon and Parry Codex#Arcane]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Arcane|Arcane]]&lt;br /&gt;
| [[File:codexarchery2.png|link=Weapon and Parry Codex#Archery]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Archery|Archery]]&lt;br /&gt;
| [[File:codexfencing2.png|link=Weapon and Parry Codex#Fencing]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Fencing|Fencing]]&lt;br /&gt;
| [[File:codexfishing.png|link=Weapon and Parry Codex#Fishing]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Parrying|Fishing]]&lt;br /&gt;
| [[File:codexmacing2.png|link=Weapon and Parry Codex#Macing]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Macing|Macing]]&lt;br /&gt;
| [[File:codexswords2.png|link=Weapon and Parry Codex#Swords]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Swords|Swords]]&lt;br /&gt;
| [[File:codexwrestling2.png|link=Weapon and Parry Codex#Wrestling]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Wrestling|Wrestling]]&lt;br /&gt;
| [[File:codexshield2.png|link=Weapon and Parry Codex#Parrying]]&amp;lt;br /&amp;gt;[[Weapon and Parry Codex#Parrying|Parrying]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Experience and Upgrade Points==&lt;br /&gt;
* Players gain [[experience Gain|experience]] towards Codices by killing creatures with a weapon type matching a codex they meet the skill requirements for.&lt;br /&gt;
** Players can level multiple codices at once, so long as their weapon matches one of them and they have the skills required for all of them&lt;br /&gt;
** The parry codex will gain experience so long as the player has a 2-handed weapon or shield equipped.&lt;br /&gt;
* Each upgrade point takes 5,000 gold earned worth of experience&lt;br /&gt;
&lt;br /&gt;
{{WeaponCodexUpgrades}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stances==&lt;br /&gt;
* By Double-Clicking a Codex, players can open their character&#039;s Codex Profile menu for that skill&lt;br /&gt;
* On the top half of the codex gump, are the skill&#039;s 5 Stances&lt;br /&gt;
* Players can click the Large Button next to each Stance to activate or deactivate that stance&lt;br /&gt;
* Players can Single-Click their Codex in their backpack to see which Stance and Finisher they currently have Activated for that skill&lt;br /&gt;
* There is no cooldown between changing stances, however each stance change will cost the player 3 [[Skills_&amp;amp;_Stats#Stats|mana]]&lt;br /&gt;
* Player&#039;s can only have one stance active for each codex, although stances only provide their bonus if the player has the required skills and weapon and/or shield equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:archerycodexgumpwildlands.png]]&lt;br /&gt;
&lt;br /&gt;
===Stance Ranks===&lt;br /&gt;
* Each Stance can be upgraded with upgrade points up to Rank 7, each rank costing increasingly more points. &lt;br /&gt;
* The Rank of a Stance will impact how powerful the effect it provides to the player is&lt;br /&gt;
&lt;br /&gt;
===Stance Auto Renewal===&lt;br /&gt;
* Stances in the Codex Hotbar have checkboxes next to each which will allow a player to choose whether or not to AutoRenew the stance, which will attempt to automatically reactivate that stance 10 seconds after activating it&lt;br /&gt;
** This allows the player to try to continuously gain the benefit from the &amp;quot;Wrestling Adoption Stance&amp;quot; bonus that occurs for the first 10 seconds of activating a Wrestling Stance&lt;br /&gt;
** This allows the player to utilize the Discipline Armor Aspect mechanics on mana usage&lt;br /&gt;
* Note: It is possible for players to toggle Auto-Renew for both their current Weapon Codex Stance and current Parry Codex Stance simultaneously, which if done, will result in both stances renewing and using mana for both (players should probably only auto-renew either their Weapon Stance or Parry Stance)&lt;br /&gt;
* Players can use the [[Commands|commands]] to toggle Auto-Renewal for Stances or by using the checkboxes in the Codex Hotbar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finishers==&lt;br /&gt;
* When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher&lt;br /&gt;
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher&lt;br /&gt;
* For weapons, Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp), that players can randomly trigger when attacking a creature that is below 25% of their max hit points, or below 33% of a [[Boss-Type Creature|boss-type creatures]].&lt;br /&gt;
* Parry Finishers are defensive measures that can trigger when the player gets below 33% of their max hit points&lt;br /&gt;
* Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.&lt;br /&gt;
** Players can switch between Finishers as often as they want, at no cost.&lt;br /&gt;
* Players can only trigger a single Finisher on each mob (i.e. an infinite cooldown), but can trigger a Finisher every 60s on a [[Boss-Type Creature]].&lt;br /&gt;
** Exceptions to this is are mechanics like [[Discipline Aspect|Discipline Aspect Armor]] or certain weapon abilities&lt;br /&gt;
** There is also a 5s cooldown between triggering Ricochet finishers (Meaning between triggering two finishers on two different creatures)&lt;br /&gt;
* When a Weapon Finisher triggers, it will resolve the &amp;quot;original&amp;quot; hit as normal, and then afterwards will take that hit&#039;s damage and then use that amount as the baseline &amp;quot;Damage&amp;quot; for how much the Weapon Finisher will inflict&lt;br /&gt;
** Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the &amp;quot;damage&amp;quot;&lt;br /&gt;
* Damage for Weapon Finishers are scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon&#039;s printed Average Damage&lt;br /&gt;
&lt;br /&gt;
===Finisher Tiers===&lt;br /&gt;
* When players first unlock Finishers for a skill, those Finishers are at Tier 1&lt;br /&gt;
* From that point on, whenever the player reaches Rank 5 in a Stance for that skill, their Finisher Chance for the skill will increase by an additional tier (Capping out at Tier 5)&lt;br /&gt;
* Each Tier of finisher adds 2% more finisher chance&lt;br /&gt;
** The chance for a Weapon Finisher to occur is further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon&#039;s printed Speed&lt;br /&gt;
** Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received&lt;br /&gt;
* The chance for a Weapon Finisher to occur is also increased by a player&#039;s [[Anatomy]] skill: (Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Abilities==&lt;br /&gt;
* Each Weapon Codex has 3 unique Weapon Abilities players can unlock and activate&lt;br /&gt;
* Each weapon ability takes 50 points to unlock&lt;br /&gt;
* Weapon abilities do not require any stances or finishers to unlock&lt;br /&gt;
* Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability button&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilityhotbar.gif]]&lt;br /&gt;
&lt;br /&gt;
===Weapon Ability Meter===&lt;br /&gt;
* In order for players to perform Weapon Abilities, their weapon ability meter must be full&lt;br /&gt;
* All Weapon Abilities for the player share the same weapon ability cooldown.&lt;br /&gt;
* Every 6 seconds the player&#039;s Weapon Ability Meter will fill by 10%, and by an additional (10% * ([[Arms Lore|Arms Lore Skill]] / 100))&lt;br /&gt;
** Meaning by default the weapon ability cooldown is 60s, but can be decreased all the way down to 24s &lt;br /&gt;
* Once toggled, the weapon ability will trigger on the next melee hit a player lands and their weapon meter will be reset&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilitiescodex.png]]&lt;br /&gt;
&lt;br /&gt;
* Players will now receive a &amp;quot;Weapon ability ready&amp;quot; system message when they have a full weapon ability meter&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilityready.png]]&lt;br /&gt;
&lt;br /&gt;
==Codex Hotbar==&lt;br /&gt;
* The codex hotbar allows players to quickly change and view their stances, finishers and weapon abilities in one place, as well as set their stances to auto-renew and monitor their weapon ability meter&lt;br /&gt;
* The codex hotbar can be accessed via the hotbar button at the bottom of any codex gump or with the [CodexHotbar command.&lt;br /&gt;
&lt;br /&gt;
[[File:codexhotbarwildlands.png]]&lt;br /&gt;
&lt;br /&gt;
===Weapon Ability Hotbar===&lt;br /&gt;
* Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar&lt;br /&gt;
&lt;br /&gt;
[[File:weaponabilitytrigger1a.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Codex Stances, Finishers and Abilities==&lt;br /&gt;
===Arcane===&lt;br /&gt;
{{ArcaneCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Archery===&lt;br /&gt;
{{ArcheryCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fencing===&lt;br /&gt;
{{FencingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
{{FishingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Macing===&lt;br /&gt;
{{MacingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Swords===&lt;br /&gt;
{{SwordCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
{{WrestlingCodex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parrying===&lt;br /&gt;
{{ShieldCodex}}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Wizard%27s_Satchel&amp;diff=31492</id>
		<title>Wizard&#039;s Satchel</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Wizard%27s_Satchel&amp;diff=31492"/>
		<updated>2026-04-06T10:12:43Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:New Player]][[Category:Crafting]][[Category:QoL]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Players can craft Wizard&#039;s Satchels with the [[Tailoring]] skill under the Wizard&#039;s Satchels category&lt;br /&gt;
* There are Wizard&#039;s Satchels available in each Leather Material type&lt;br /&gt;
* Players can now shift-click a Wizard&#039;s Satchel that they are carrying or wearing and select &amp;quot;Add All in Backpack&amp;quot; to move all Reagents and Scrolls from their Backpack into the Wizard&#039;s Satchel&lt;br /&gt;
* Wizard&#039;s Satchels function similarly to [[Quiver|Quivers]], except they can only hold Reagents and Spell Scrolls&lt;br /&gt;
** Grants the owner a chance at not consuming Reagents or scrolls when casting spells&lt;br /&gt;
** Reduces the weight of any Reagents or Spell Scrolls stored inside&lt;br /&gt;
** Can be equipped (occupies the Outer Body layer) or be left in a player&#039;s backpack; both locations will provide the player weight reduction/consumption effects&lt;br /&gt;
** Can be dyed with [[Accessory Dyes]]&lt;br /&gt;
* Reagents and Scrolls stored in a Wizard&#039;s Satchel will no longer count against a player&#039;s Item Count (either while in Backpack or Equipped on Paperdoll)&lt;br /&gt;
&lt;br /&gt;
[[File:wizardssatchel1a.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Using Reagents from Wizard&#039;s Satchels==&lt;br /&gt;
* In order for a spellcast (non-scroll) to consider using reagents from a player&#039;s Wizard&#039;s Satchel, the satchel must contain every reagent required for the spellcast; i.e. the player cannot cast Energy Bolt using Black Pearl pulled from their backpack and Nightshade pulled from their satchel&lt;br /&gt;
* If the player has sufficient reagents to cast a spell in both their Wizard&#039;s Satchel and their Backpack, the satchel will take priority&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reduced Consumption Chance and Weight of Reagents and Scrolls==&lt;br /&gt;
* Players who have a Wizard Satchel equipped or in their backpack will have a chance that spellcasts (non-scroll) do not consume reagents, so long as the satchel has sufficient reagents to cast the spell in the first place&lt;br /&gt;
* Players casting spells from a Spell Scroll within a Wizard&#039;s Satchel will now have a chance to not consume the scroll similar to the chance for Reagents to not be consumed when casting with a Wizard&#039;s Satchel (chance is the same to not consume Spell Scroll as to not consume Reagents)&lt;br /&gt;
** This chance to not consume Spell Scrolls is a separate check from the [[Inscription]] skill check to not consume scrolls (i.e. players can make two checks to not consume scrolls)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A player with 100 Inscription Skill casts the Energy Bolt spell from a scroll in their Wizard&#039;s Satchel (Exceptional Quality, Mastercrafted Avarhide with 50% chance to not consume)&lt;br /&gt;
* The player has a 40% chance from Inscription to not consume the scroll&lt;br /&gt;
* If the Inscription mechanic fails, the player then also has 50% chance from the Wizard&#039;s Satchel to not consume the scroll&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Satchels have a base chance of 10% to not consume reagents on spellcast and then are adjusted further based on the satchel&lt;br /&gt;
&lt;br /&gt;
Reagents stored in a Wizard&#039;s Satchel have their base weight reduced by 10%, and then receive further weight reductions based on the satchel&lt;br /&gt;
&lt;br /&gt;
Spell Scrolls stored in a Wizard&#039;s Satchel have their base weight reduced by 20%, and then receive further weight reductions based on the satchel&lt;br /&gt;
&lt;br /&gt;
{{Template:WizardsSatchels}}&lt;br /&gt;
&lt;br /&gt;
Example: An Exceptional Quality, Mastercrafted satchel made with Avarhide Leather will have a 10% + 5% + 5% + 30% = &#039;&#039;&#039;50% chance to cast a spell and not consume reagents&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: An Exceptional Quality, Mastercrafted satchel made with Avarhide Leather will have a 10% + 5% + 5% + 30% = &#039;&#039;&#039;50% weight reduction for reagents&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: An Exceptional Quality, Mastercrafted satchel made with Avarhide Leather will have a 20% + 10% + 10% + 50% = &#039;&#039;&#039;90% weight reduction for spell scrolls&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Heat_of_Battle&amp;diff=31378</id>
		<title>Heat of Battle</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Heat_of_Battle&amp;diff=31378"/>
		<updated>2026-03-29T20:00:28Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PvP]]&lt;br /&gt;
Heat of Battle will be triggered by performing an aggressive action against another player regardless of notoriety&lt;br /&gt;
* Aggressive actions include attacking or stealing from a player&lt;br /&gt;
** Aggressive actions do not include retaliatory weapon swings your character makes when someone attacks you&lt;br /&gt;
* The Heat of Battle flag is now a visible buff on players in the [[Buff Bar]] (shown below)&lt;br /&gt;
* Heat of battle will prevent the player from utilizing any [[moongates]], recalling, or entering an inn room while it is active&lt;br /&gt;
* Heat of battle will enable the &amp;quot;PvP Mechanics&amp;quot; of an [[Aspect_Mastery|Aspect]]&lt;br /&gt;
&lt;br /&gt;
[[File:wikihobicon.jpg|center|link=Buff Bar]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Eldritch_Aspect&amp;diff=31256</id>
		<title>Eldritch Aspect</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Eldritch_Aspect&amp;diff=31256"/>
		<updated>2026-03-04T18:30:36Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Aspect]][[Category:PvM]]&lt;br /&gt;
==Eldritch Aspect Special==&lt;br /&gt;
&#039;&#039;&#039;Energy Surge:&#039;&#039;&#039; Inflicts (600 + (60 * Tier Level)) damage divided among creatures within a 6 tile radius and reduces their Magic Resist by (25 + (2 * Tier Level)) for 30 seconds. Also creates a Mana Well lasting 30 seconds that provides (10 + (2 * Tier Level)) mana available.&lt;br /&gt;
&lt;br /&gt;
[[File:eldritchaspectproc1.gif|link=]]&lt;br /&gt;
===Mana Wells===&lt;br /&gt;
* Mana wells are automatically used by the player when casting a spell, and are used regardless of range, however a player cannot draw from them while they are pvp flagged.&lt;br /&gt;
* Spell/Melee Aspect Effect Modifier [[Mastery Chain|mastery chain links]] only provide half their bonus towards the amount of mana each well gives.&lt;br /&gt;
* Players can have multiple active mana wells.&lt;br /&gt;
* Mana wells are only visible to the player who created them&lt;br /&gt;
&lt;br /&gt;
[[File:eldritchmanawell.jpg|link=]]&lt;br /&gt;
&lt;br /&gt;
==Eldritch Aspect Weapon==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:eldritchaspectweapon.jpg|link=]]&amp;lt;br /&amp;gt;Eldritch Aspect Weapon&lt;br /&gt;
|-&lt;br /&gt;
! Melee Accuracy Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10% + 2% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Tactics Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10 + 2 per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Chance&amp;lt;br /&amp;gt;(scales with weapon speed)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 0.5% + 0.05% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Effect:&amp;lt;br /&amp;gt;Energy Surge&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Inflicts (600 + (60 * Tier Level)) damage divided among creatures within a 6 tile radius and reduces their Magic Resist by (25 + (2 * Tier Level)) for 30 seconds. Also creates a Mana Well lasting 30 seconds that provides (10 + (2 * Tier Level)) mana available&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Eldritch Aspect Spellbook==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:eldritchaspectspellbook.jpg|link=]]&amp;lt;br /&amp;gt;Eldritch Aspect Spellbook&lt;br /&gt;
|-&lt;br /&gt;
! Mana Refund Chance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10% + 2% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Damage Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 10% + 2% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Chance&amp;lt;br /&amp;gt;(scales with spell circle)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 4% + 0.4% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Aspect Special Effect:&amp;lt;br /&amp;gt;Energy Surge&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Inflicts (600 + (60 * Tier Level)) damage divided among creatures within a 6 tile radius and reduces their Magic Resist by (25 + (2 * Tier Level)) for 30 seconds. Also creates a Mana Well lasting 30 seconds that provides (10 + (2 * Tier Level)) mana available.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Eldritch Aspect Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[File:eldritchaspectarmor.jpg|link=]]&amp;lt;br /&amp;gt;Eldritch Aspect Armor&lt;br /&gt;
|-&lt;br /&gt;
! Armor Rating Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 20% + 5% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Spell Damage Bonus&amp;lt;br /&amp;gt;Per 20 Mana Spent for 30 secs (Max 8x)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | ((3% + (1%* per player Eldritch Tier Level)) * (Mana Cost / 20))&lt;br /&gt;
|-&lt;br /&gt;
! Mana Refund Max Cap Increase&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1.5% + 0.5% per player Eldritch Tier Level&lt;br /&gt;
|-&lt;br /&gt;
! Effective [[Spirit Speak|Spirit Speak]]&amp;lt;br /&amp;gt;and [[Inscription|Inscription]] Skill Bonus&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 6 + 2 per player Eldritch Tier Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Eldritch Aspect Cloth==&lt;br /&gt;
* Hue 2615&lt;br /&gt;
* To Craft: 120 Tailoring, 1 Eldritch Distillation and 1 Wool&lt;br /&gt;
&lt;br /&gt;
[[File:eldritchaspectcloth.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
{{AspectTypes}}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Harvesting&amp;diff=31109</id>
		<title>Harvesting</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Harvesting&amp;diff=31109"/>
		<updated>2026-02-08T13:19:11Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:New Player]][[Category:Crafting]][[Category:PvM]][[Category:Mechanics]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Use Harvesting skills to acquire raw resources which can be refined into useful materials for [[Crafting]]&lt;br /&gt;
* Players will be occasionally be required to complete a [[Captcha]] when harvesting&lt;br /&gt;
* Harvesting skills do &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; receive a Shelter Dungeon Bonus&lt;br /&gt;
* Harvesting skills raise more slowly than other skills&lt;br /&gt;
* Players can double-click harvested resources to convert them into their crafting resource if they have a proper tool in their pack (i.e. convert logs into boards with a hatchet, raw fish into fish steaks with a dagger, ore into ingots with a pickaxe only while also near a forge)&lt;br /&gt;
* Whenever a player Recalls, Travels via Moongate, Hikes, Teleported or used an Adventurer&#039;s Rope they will have a 60 second delay before they can attempt to Harvest again&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-allthethings.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smart Harvest==&lt;br /&gt;
* Double-click a tool to begin Smart Harvesting&lt;br /&gt;
* The player will automatically harvest from any nearby &amp;quot;harvest nodes&amp;quot; that has resources remaining&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-smartharvestv2.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harvesting Material Weights==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Weight/Stones&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ore_iron.png|link=]]&amp;lt;br /&amp;gt;Ore&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ingot.png|link=]]&amp;lt;br /&amp;gt;Ingot&lt;br /&gt;
| 0.025&lt;br /&gt;
|-&lt;br /&gt;
| [[File:log.png|link=]][[File:board.png|link=]]&amp;lt;br /&amp;gt;Log/Board&lt;br /&gt;
| 0.025&lt;br /&gt;
|-&lt;br /&gt;
| [[File:leather1.png|link=]]&amp;lt;br /&amp;gt;Leather&lt;br /&gt;
| 0.025&lt;br /&gt;
|-&lt;br /&gt;
| [[File:rawfish.png|link=]]&amp;lt;br /&amp;gt;Raw Fish&lt;br /&gt;
| 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
* Requires a Fishing Pole and the [[Fishing]] skill&lt;br /&gt;
* Capture a variety of Fish, including [[Aquarium#Aquarium_Creatures|Aquarium Creatures]]&lt;br /&gt;
* Special Fish (large fish, crab, lobsters, etc) are used in high-level Cooking recipes&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-fishing.png|link=Fishing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forensic Evaluation==&lt;br /&gt;
* Requires a Skinning Knife and the [[Forensic Evaluation]] skill&lt;br /&gt;
* It is used on corpses of monsters, whereas using the knife on corpses of players will dismember the player into his/her body parts.&lt;br /&gt;
* Leather is used to craft armor and many other items&lt;br /&gt;
* Using Forensic Evaluation on corpses will also yield cooking ingredients and feathers from bird-type creatures&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-forensicevaluation.png|link=Forensic Evaluation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:resources-leather.png|link=Forensic Evaluation]]&lt;br /&gt;
&lt;br /&gt;
==Lumberjacking==&lt;br /&gt;
* Requires a Hatchet and the [[Lumberjacking]] skill&lt;br /&gt;
* Logs can be used to craft kindling, ships, furniture, addons and more&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-lumberjacking.png|link=Lumberjacking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-logs.png|link=Lumberjacking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
* Requires a Pickaxe and the [[Mining]] skill&lt;br /&gt;
* It is used on rock walls, floors of caves and boulders/individual rocks to obtain ore.&lt;br /&gt;
* Ore is turned into Ingots by double-clicking on the Ore while near a Forge, the chance to successfully smelt it is based on your Mining Skill, not the blacksmithing skill&lt;br /&gt;
* Ingots are used to create weapons, armor, tools and many other items&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-mining.png|link=Mining]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-resources-ore.png|link=Mining]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:crafting-mining-smeltingore.png|link=Mining]]&lt;br /&gt;
&lt;br /&gt;
==CAPTCHA==&lt;br /&gt;
* Players will occasionally be required to complete a [[Captcha]] when harvesting&lt;br /&gt;
* If a player fails a CAPTCHA three times, they will be &amp;lt;u&amp;gt;&#039;&#039;&#039;blocked and restricted from any form of harvesting&#039;&#039;&#039;&amp;lt;/u&amp;gt; for a set duration depending on the number of previous offenses&lt;br /&gt;
&lt;br /&gt;
[[File:newcaptcha.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Commodities==&lt;br /&gt;
* Players can purchase [[Commodities|Blank Commodity Deeds]] from a Banker&lt;br /&gt;
* Double-click a Blank Commodity Deed and target the resource to create a Resource Commodity&lt;br /&gt;
* Commodities are &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; blessed and can be stolen/looted&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-commoditydeed.gif|link=Commodities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource Maps==&lt;br /&gt;
* [[Resource Maps]] yield Fish, Leather, Logs and Ore&lt;br /&gt;
* They must be deciphered in the same manner as [[Treasure Hunting|Treasure Maps]], by a Cartographer&lt;br /&gt;
* Resource Maps must be completed by a harvester with the requisite skill (i.e. 65 mining to harvest a Dull Copper Resource Map)&lt;br /&gt;
* The Loot Goblin program can greatly aid you in finding the location of where the map is to be used https://forums.uooutlands.com/index.php?threads/witchers-updated-guide-to-tmaps-how-you-can-and-why-you-should-be-running-your-own-tmaps.3439/&lt;br /&gt;
[[File:resourcemaps.png|link=Resource Maps]]&lt;br /&gt;
&lt;br /&gt;
[[File:resourcemap-miningupaspot.gif|link=Resource Maps]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Harvesting&amp;diff=31108</id>
		<title>Harvesting</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Harvesting&amp;diff=31108"/>
		<updated>2026-02-08T12:53:15Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:New Player]][[Category:Crafting]][[Category:PvM]][[Category:Mechanics]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Use Harvesting skills to acquire raw resources which can be refined into useful materials for [[Crafting]]&lt;br /&gt;
* Players will be occasionally be required to complete a [[Captcha]] when harvesting&lt;br /&gt;
* Harvesting skills do &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; receive a Shelter Dungeon Bonus&lt;br /&gt;
* Harvesting skills raise more slowly than other skills&lt;br /&gt;
* Players can double-click harvested resources to convert them into their crafting resource if they have a proper tool in their pack (i.e. convert logs into boards with a hatchet, raw fish into fish steaks with a dagger, ore into ingots with a pickaxe only while near a forge)&lt;br /&gt;
* Whenever a player Recalls, Travels via Moongate, Hikes, Teleported or used an Adventurer&#039;s Rope they will have a 60 second delay before they can attempt to Harvest again&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-allthethings.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smart Harvest==&lt;br /&gt;
* Double-click a tool to begin Smart Harvesting&lt;br /&gt;
* The player will automatically harvest from any nearby &amp;quot;harvest nodes&amp;quot; that has resources remaining&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-smartharvestv2.gif|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Harvesting Material Weights==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Weight/Stones&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ore_iron.png|link=]]&amp;lt;br /&amp;gt;Ore&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ingot.png|link=]]&amp;lt;br /&amp;gt;Ingot&lt;br /&gt;
| 0.025&lt;br /&gt;
|-&lt;br /&gt;
| [[File:log.png|link=]][[File:board.png|link=]]&amp;lt;br /&amp;gt;Log/Board&lt;br /&gt;
| 0.025&lt;br /&gt;
|-&lt;br /&gt;
| [[File:leather1.png|link=]]&amp;lt;br /&amp;gt;Leather&lt;br /&gt;
| 0.025&lt;br /&gt;
|-&lt;br /&gt;
| [[File:rawfish.png|link=]]&amp;lt;br /&amp;gt;Raw Fish&lt;br /&gt;
| 0.025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
* Requires a Fishing Pole and the [[Fishing]] skill&lt;br /&gt;
* Capture a variety of Fish, including [[Aquarium#Aquarium_Creatures|Aquarium Creatures]]&lt;br /&gt;
* Special Fish (large fish, crab, lobsters, etc) are used in high-level Cooking recipes&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-fishing.png|link=Fishing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forensic Evaluation==&lt;br /&gt;
* Requires a Skinning Knife and the [[Forensic Evaluation]] skill&lt;br /&gt;
* It is used on corpses of monsters, whereas using the knife on corpses of players will dismember the player into his/her body parts.&lt;br /&gt;
* Leather is used to craft armor and many other items&lt;br /&gt;
* Using Forensic Evaluation on corpses will also yield cooking ingredients and feathers from bird-type creatures&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-forensicevaluation.png|link=Forensic Evaluation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:resources-leather.png|link=Forensic Evaluation]]&lt;br /&gt;
&lt;br /&gt;
==Lumberjacking==&lt;br /&gt;
* Requires a Hatchet and the [[Lumberjacking]] skill&lt;br /&gt;
* Logs can be used to craft kindling, ships, furniture, addons and more&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-lumberjacking.png|link=Lumberjacking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-logs.png|link=Lumberjacking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
* Requires a Pickaxe and the [[Mining]] skill&lt;br /&gt;
* It is used on rock walls, floors of caves and boulders/individual rocks to obtain ore.&lt;br /&gt;
* Ore is turned into Ingots by double-clicking on the Ore while near a Forge, the chance to successfully smelt it is based on your Mining Skill, not the blacksmithing skill&lt;br /&gt;
* Ingots are used to create weapons, armor, tools and many other items&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-mining.png|link=Mining]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-resources-ore.png|link=Mining]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:crafting-mining-smeltingore.png|link=Mining]]&lt;br /&gt;
&lt;br /&gt;
==CAPTCHA==&lt;br /&gt;
* Players will occasionally be required to complete a [[Captcha]] when harvesting&lt;br /&gt;
* If a player fails a CAPTCHA three times, they will be &amp;lt;u&amp;gt;&#039;&#039;&#039;blocked and restricted from any form of harvesting&#039;&#039;&#039;&amp;lt;/u&amp;gt; for a set duration depending on the number of previous offenses&lt;br /&gt;
&lt;br /&gt;
[[File:newcaptcha.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Commodities==&lt;br /&gt;
* Players can purchase [[Commodities|Blank Commodity Deeds]] from a Banker&lt;br /&gt;
* Double-click a Blank Commodity Deed and target the resource to create a Resource Commodity&lt;br /&gt;
* Commodities are &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; blessed and can be stolen/looted&lt;br /&gt;
&lt;br /&gt;
[[File:harvesting-commoditydeed.gif|link=Commodities]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resource Maps==&lt;br /&gt;
* [[Resource Maps]] yield Fish, Leather, Logs and Ore&lt;br /&gt;
* They must be deciphered in the same manner as [[Treasure Hunting|Treasure Maps]], by a Cartographer&lt;br /&gt;
* Resource Maps must be completed by a harvester with the requisite skill (i.e. 65 mining to harvest a Dull Copper Resource Map)&lt;br /&gt;
* The Loot Goblin program can greatly aid you in finding the location of where the map is to be used https://forums.uooutlands.com/index.php?threads/witchers-updated-guide-to-tmaps-how-you-can-and-why-you-should-be-running-your-own-tmaps.3439/&lt;br /&gt;
[[File:resourcemaps.png|link=Resource Maps]]&lt;br /&gt;
&lt;br /&gt;
[[File:resourcemap-miningupaspot.gif|link=Resource Maps]]&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Skeletal_Husk&amp;diff=30900</id>
		<title>Skeletal Husk</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Skeletal_Husk&amp;diff=30900"/>
		<updated>2026-01-14T21:22:43Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreaturePage}}&lt;br /&gt;
&lt;br /&gt;
Like Blade Spirits, Skeletal Husks are now &amp;quot;non-hostile&amp;quot; to players and tamed creatures and will never attack them&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Jackal_Spirit&amp;diff=30899</id>
		<title>Jackal Spirit</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Jackal_Spirit&amp;diff=30899"/>
		<updated>2026-01-14T21:21:31Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreaturePage}}&lt;br /&gt;
&lt;br /&gt;
Like the Energy Vortex, the Jackal Spirit are now &amp;quot;non-hostile&amp;quot; to players and tamed creatures and will never attack them&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Blade_Spirit&amp;diff=30898</id>
		<title>Blade Spirit</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Blade_Spirit&amp;diff=30898"/>
		<updated>2026-01-14T21:20:55Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreaturePage}}&lt;br /&gt;
&lt;br /&gt;
Blade Spirits are now &amp;quot;non-hostile&amp;quot; to players and tamed creatures and will never attack them&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Energy_Vortex&amp;diff=30897</id>
		<title>Energy Vortex</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Energy_Vortex&amp;diff=30897"/>
		<updated>2026-01-14T21:19:35Z</updated>

		<summary type="html">&lt;p&gt;Mortley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreaturePage}}&lt;br /&gt;
&lt;br /&gt;
Energy Vortexes are now &amp;quot;non-hostile&amp;quot; to players and tamed creatures and will never attack them&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:StatusEffects&amp;diff=30885</id>
		<title>Template:StatusEffects</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:StatusEffects&amp;diff=30885"/>
		<updated>2026-01-05T00:11:40Z</updated>

		<summary type="html">&lt;p&gt;Mortley: Created page with &amp;quot;{| class=&amp;quot;wikitable &amp;quot; style=&amp;quot;text-align:center;&amp;quot; |+*Table includes both player-applied and pet-applied buffs and debuffs* ! Buff/debuff ! Description |- |Bleed |style=&amp;quot;text-align:left&amp;quot;| Deals damage over 15 seconds. |- | Chill |style=&amp;quot;text-align:left&amp;quot;| Increases damage target takes from you and your followers for 60 seconds. Stacks up to 20% by default. |- | Cripple |style=&amp;quot;text-align:left&amp;quot;| Reduces the target&amp;#039;s defense, making them x% easier to hit. Similar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable &amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+*Table includes both player-applied and pet-applied buffs and debuffs*&lt;br /&gt;
! Buff/debuff&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Bleed]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Deals damage over 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chill]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases damage target takes from you and your followers for 60 seconds. Stacks up to 20% by default.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cripple]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Reduces the target&#039;s defense, making them x% easier to hit. Similar to accuracy&lt;br /&gt;
|-&lt;br /&gt;
| [[Disease]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Deals damage 4 times over 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enrage]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Causes the pet to deal X% increased damage for Y Seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[Entangle]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Roots the target in place.&lt;br /&gt;
|-&lt;br /&gt;
| [[Frenzy]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases the pet&#039;s attack speed by X% (usually 10%) for Y seconds (usually 30 seconds).&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamstring]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Slows the target. (Will be applied to players instead of a Hinder/Entangle effect)&lt;br /&gt;
|-&lt;br /&gt;
| [[Hex]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Reduces Magic Resist on the target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hinder]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|  Roots the target in place and stuns them.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pierce]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Reduces Armor on the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Poison]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Deals damage over time based on poison level. Your followers can combine for 1 total poison application and lower tiers of poison cannot overwrite higher tiers (you can&#039;t overwrite a Lethal poison with a Deadly poison)&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaken]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|  Reduces damage dealt by the target.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Fencing&amp;diff=30884</id>
		<title>Fencing</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Fencing&amp;diff=30884"/>
		<updated>2026-01-04T23:22:03Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]][[Category:PvM]][[Category:PvP]]&lt;br /&gt;
==Description==&lt;br /&gt;
* The Fencing skill determines the player&#039;s chance to attack or avoid attacks while using a Fencing-skill weapon. Fencing weapons are typically faster than average, but lower than average damage. Fencing weapons may be poisoned using the Poisoning skill. The Fencing special attack against creatures increases poison and disease damage against the target, and also applies Cripple debuff, which increases the chance to hit against the target.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Fencing grants the ability to use fast striking weapons&lt;br /&gt;
* All Fencing weapons, including two-handed weapons such as spears, can be poisoned using the [[Poisoning]] skill&lt;br /&gt;
* The chance to hit with a Fencing weapon is equal to (attacker&#039;s fencing skill + 50) / ((defender&#039;s weapon or wrestling skill + 50) * 2) plus any relevant accuracy bonuses&lt;br /&gt;
* Increases Base Weapon Damage by (25% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvM.&lt;br /&gt;
* Increases Base Weapon Damage by (10% * Skill / 100) as a secondary weapon skill (when using another weapon skill) in PvP.&lt;br /&gt;
&lt;br /&gt;
==PvM Special Attack==&lt;br /&gt;
* Only works against creatures, not other players&lt;br /&gt;
* Players have a 10% chance of inflicting a Fencing Weapon Special Attack against creatures&lt;br /&gt;
* This chance can be further increased via the [[Arms Lore | Arms Lore Skill]], [[Water Aspect | Water Aspect Armor]], or [[Mastery Chain | Mastery Chain Links]].&lt;br /&gt;
* Fencing Weapon Specials apply a stackable 8% Cripple Effect with a max effect of 24% on a target&lt;br /&gt;
* Fencing Weapon Specials have a Damage bonus of 25% + Player&#039;s To Hit Chance % Against Creature (capped at 100% chance to hit) where the To Hit Chance % will factor in the newly applied Cripple effect&lt;br /&gt;
* Reduces the target&#039;s Defense (chance to avoid Melee Hits) as well as increases the Damage the target takes from Melee-Inflicted Poison (player or creature) and from any form of Disease Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: An 8% Cripple Effect is applied to a creature&lt;br /&gt;
* Attackers that normally had a 50% chance to hit the creature will now have a 58% chance to hit&lt;br /&gt;
* Any Players or Player Followers that apply Poison to the target through a Melee attack, will now have their Poison Tick damage against the target increased by 8%&lt;br /&gt;
* Any Disease Damage against the target will be increased by 8%&lt;br /&gt;
&lt;br /&gt;
==Fencing Weapons==&lt;br /&gt;
{{Main|Armor &amp;amp; Weapons}}&lt;br /&gt;
&lt;br /&gt;
Fencing class weapons are crafted with [[blacksmithy]] or bought off NPCs.&lt;br /&gt;
&lt;br /&gt;
{{FencingWeaponClass}}&lt;br /&gt;
&lt;br /&gt;
==Codex==&lt;br /&gt;
{{Main|Weapon and Parry Codex}}&lt;br /&gt;
* Fencing weapons benefit from Stances and Finishers provided by a Codex of Fencing:&lt;br /&gt;
* Requires 80 Fencing and 80 Tactics to use&lt;br /&gt;
{{FencingCodex}}&lt;br /&gt;
&lt;br /&gt;
==Beneficial Skills==&lt;br /&gt;
Having these skills benefit Fencing:&lt;br /&gt;
&lt;br /&gt;
{{BeneficialSkillsWeapon}}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Activity&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]&lt;br /&gt;
|-&lt;br /&gt;
| 50-80&lt;br /&gt;
| Passively by Melee combat with a Fencing weapon in the [[New Player Dungeon]]&lt;br /&gt;
|-&lt;br /&gt;
| 80-100&lt;br /&gt;
| Passively by Melee combat with a Fencing weapon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:BeneficialSkillsMace_Fighting&amp;diff=30810</id>
		<title>Template:BeneficialSkillsMace Fighting</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:BeneficialSkillsMace_Fighting&amp;diff=30810"/>
		<updated>2025-12-25T19:06:39Z</updated>

		<summary type="html">&lt;p&gt;Mortley: Created page with &amp;quot;{| class=&amp;quot;wikitable &amp;quot; style=&amp;quot;text-align:center;&amp;quot; |+*Table only includes passive skill bonuses and does not include temporary or toggle-able effects* ! Skill ! Benefit ! Weapons |- |Anatomy |style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (20% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases Weapon Finisher chance by (100% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases Swing Speed by (5% * (Anatomy Skill / 100)) |All maces |- | Chivalry |style=&amp;quot;te...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable &amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+*Table only includes passive skill bonuses and does not include temporary or toggle-able effects*&lt;br /&gt;
! Skill&lt;br /&gt;
! Benefit&lt;br /&gt;
! Weapons&lt;br /&gt;
|-&lt;br /&gt;
|[[Anatomy]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (20% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases [[Weapon and Shield Codex|Weapon Finisher]] chance by (100% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases Swing Speed by (5% * (Anatomy Skill / 100))&lt;br /&gt;
|All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Chivalry]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases PvP Base Weapon Damage by (10% * (Chivalry Skill / 100))&lt;br /&gt;
|All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| &#039;&#039;&#039;0-100 Skill:&#039;&#039;&#039; Increases Base Weapon Damage by (-50% + (Tactics Skill / 200))&amp;lt;br&amp;gt;&#039;&#039;&#039;100+ Skill:&#039;&#039;&#039; Any additional skill increases Base Weapon Damage by (1% * (Tactics Skill - 100))&lt;br /&gt;
|All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Arms Lore]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Special Attack Chance by (10% * (Arms Lore Skill / 100))&amp;lt;br&amp;gt;Increases [[Weapon and Parry Codex#Weapon Abilities|Weapon Ability]] fill meter by an additional (10% * (Arms Lore Skill / 100)&amp;lt;br&amp;gt;Increases Swing Speed by (5% * (Arms Lore Skill / 100))&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Mining]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (25% * (Mining Skill / 100))&amp;lt;br&amp;gt;Reduced to Base Weapon Damage * (10% * (Mining Skill / 100)) in PvP.&lt;br /&gt;
| All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmithy]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases the damage of blacksmith-crafted weapons by (25% * (Blacksmithing Skill / 100))&amp;lt;br&amp;gt;Reduced to Base Weapon Damage * (10% * (Blacksmithing Skill / 100)) in PvP.&lt;br /&gt;
| All blacksmith-crafted maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases the damage of carpentry-crafted weapons by (25% * (Carpentry Skill / 100))&amp;lt;br&amp;gt; Reduced to Base Weapon Damage * (10% * (Carpentry Skill / 100)) in PvP.&lt;br /&gt;
|All carpentry-crafted maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Camping]]&amp;lt;br&amp;gt;[[Tracking]]&amp;lt;br&amp;gt;[[Forensic Evaluation]] &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (25% * Skill / 100)&amp;lt;br&amp;gt;Reduced to Base Weapon Damage by (10% * Skill / 100) in PvP.&lt;br /&gt;
|All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Archery]], [[Fencing]], [[Swordsmanship]],&amp;lt;br&amp;gt;[[Arcane]], [[Fishing]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|  When wielding a weapon of another weapon class, increases Base Weapon Damage by (25% * Skill / 100)&amp;lt;br&amp;gt;Reduced to Base Weapon Damage by (10% * Skill / 100) in PvP&lt;br /&gt;
| All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestling]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| When wielding a weapon of another weapon class, increases Base Weapon Damage by (25% * Skill / 100) in PvM only.&lt;br /&gt;
|All maces&lt;br /&gt;
|-&lt;br /&gt;
| [[Focus]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|  Increases Swing Speed and Accuracy by (15% * (Focus Skill / 100)) in PvM&amp;lt;br&amp;gt;Increases Base Weapon Damage by (10% * (Focus Skill / 100)) in PvP&lt;br /&gt;
|All maces&lt;br /&gt;
|- &lt;br /&gt;
| [[Item Identification]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases the Accuracy property of magical weapons by (50% * (Item Identification Skill / 100))&amp;lt;br&amp;gt;Increases the Damage property of magical weapons by (100% * (Item Identification Skill / 100))&amp;lt;br&amp;gt;Increases the Slayer propery of magical weapons by (50% * (Item Identification Skill / 100))&lt;br /&gt;
| All magical maces&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Template:BeneficialSkillsArchery&amp;diff=30809</id>
		<title>Template:BeneficialSkillsArchery</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Template:BeneficialSkillsArchery&amp;diff=30809"/>
		<updated>2025-12-25T18:55:28Z</updated>

		<summary type="html">&lt;p&gt;Mortley: Created page with &amp;quot;{| class=&amp;quot;wikitable &amp;quot; style=&amp;quot;text-align:center;&amp;quot; |+*Table only includes passive skill bonuses and does not include temporary or toggle-able effects* ! Skill ! Benefit ! Weapons |- |Anatomy |style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (20% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases Weapon Finisher chance by (100% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases Swing Speed by (5% * (Anatomy Skill / 100)) |All bows and crossbows |- | Chivalry...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable &amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+*Table only includes passive skill bonuses and does not include temporary or toggle-able effects*&lt;br /&gt;
! Skill&lt;br /&gt;
! Benefit&lt;br /&gt;
! Weapons&lt;br /&gt;
|-&lt;br /&gt;
|[[Anatomy]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (20% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases [[Weapon and Shield Codex|Weapon Finisher]] chance by (100% * (Anatomy Skill / 100))&amp;lt;br&amp;gt;Increases Swing Speed by (5% * (Anatomy Skill / 100))&lt;br /&gt;
|All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Chivalry]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases PvP Base Weapon Damage by (10% * (Chivalry Skill / 100))&lt;br /&gt;
|All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| &#039;&#039;&#039;0-100 Skill:&#039;&#039;&#039; Increases Base Weapon Damage by (-50% + (Tactics Skill / 200))&amp;lt;br&amp;gt;&#039;&#039;&#039;100+ Skill:&#039;&#039;&#039; Any additional skill increases Base Weapon Damage by (1% * (Tactics Skill - 100))&lt;br /&gt;
|All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Arms Lore]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Special Attack Chance by (10% * (Arms Lore Skill / 100))&amp;lt;br&amp;gt;Increases [[Weapon and Parry Codex#Weapon Abilities|Weapon Ability]] fill meter by an additional (10% * (Arms Lore Skill / 100)&amp;lt;br&amp;gt;Increases Swing Speed by (5% * (Arms Lore Skill / 100))&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases the damage of carpentry-crafted weapons by (25% * (Carpentry Skill / 100))&amp;lt;br&amp;gt; Reduced to Base Weapon Damage * (10% * (Carpentry Skill / 100)) in PvP.&lt;br /&gt;
|All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Camping]]&amp;lt;br&amp;gt;[[Tracking]]&amp;lt;br&amp;gt;[[Forensic Evaluation]] &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases Base Weapon Damage by (25% * Skill / 100)&amp;lt;br&amp;gt;Reduced to Base Weapon Damage by (10% * Skill / 100) in PvP.&lt;br /&gt;
|All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Fencing]],&amp;lt;br&amp;gt;[[Macing]], [[Swordsmanship]],&amp;lt;br&amp;gt;[[Arcane]], [[Fishing]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|  When wielding a weapon of another weapon class, increases Base Weapon Damage by (25% * Skill / 100)&amp;lt;br&amp;gt;Reduced to Base Weapon Damage by (10% * Skill / 100) in PvP&lt;br /&gt;
| All bows and crossbows&lt;br /&gt;
|-&lt;br /&gt;
| [[Focus]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|  Increases Swing Speed and Accuracy by (15% * (Focus Skill / 100)) in PvM&amp;lt;br&amp;gt;Increases Base Weapon Damage by (10% * (Focus Skill / 100)) in PvP&lt;br /&gt;
|All bows and crossbows&lt;br /&gt;
|- &lt;br /&gt;
| [[Item Identification]]&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Increases the Accuracy property of magical weapons by (50% * (Item Identification Skill / 100))&amp;lt;br&amp;gt;Increases the Damage property of magical weapons by (100% * (Item Identification Skill / 100))&amp;lt;br&amp;gt;Increases the Slayer propery of magical weapons by (50% * (Item Identification Skill / 100))&lt;br /&gt;
|All magical bows and crossbows&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Skill_Mastery&amp;diff=30718</id>
		<title>Skill Mastery</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Skill_Mastery&amp;diff=30718"/>
		<updated>2025-12-16T19:42:29Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Skill Mastery Scroll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Skill Mastery refers to the ability of players to increase their Total Skill Cap and Skill Cap for individual skills&lt;br /&gt;
* Type [skillmastery in game to open up the skill mastery page&lt;br /&gt;
* Starting Total Skill Cap for players is 700 points&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-skillmastery.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Mastery Orb==&lt;br /&gt;
* Players may increase their Total Skill Cap up to 720 points through use of Skill Mastery Orbs&lt;br /&gt;
* Skill Mastery Orbs increase the Total Skill Cap by 1 point&lt;br /&gt;
* Skill Mastery Orbs are found as  [[Loot|loot]] in various activities&lt;br /&gt;
* Skill Mastery Orbs can be exchanged for [[Arcane Essence|Arcane Essence]] via the [[Prevalia Exchange|Prevalia Exchange Officer]]&lt;br /&gt;
&lt;br /&gt;
[[File:skillmasteryorb1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Skill Mastery Scroll==&lt;br /&gt;
* Players may increase Individual Skill Caps for a variety of &#039;&#039;&#039;non-PvP skills&#039;&#039;&#039; up to 120 points through use of Skill Mastery Scrolls&lt;br /&gt;
* Skill Mastery Scrolls increase an individual Skill Cap by 1 point&lt;br /&gt;
* The Individual Skill Caps are independent of the Total Skill Cap, raising one individual skill doesn&#039;t increase your total skill cap equally&lt;br /&gt;
* Skill Mastery Scrolls are found as [[Loot|loot]] in various activities&lt;br /&gt;
* Skill Mastery Scrolls can be exchanged for [[Arcane Essence|Arcane Essence]] via the [[Prevalia Exchange|Prevalia Exchange Officer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:skillmasteryscroll1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Epic Skill Mastery Scroll==&lt;br /&gt;
* Increases the Skill Cap for all skills by 1&lt;br /&gt;
* Epic Skill Mastery Scrolls are purchased with [[Achievements#Achievement_Point_Exchange|Achievement Points]]&lt;br /&gt;
&lt;br /&gt;
[[File:epicskillmasteryscroll1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Skill Mastery Tome==&lt;br /&gt;
* Read about the [[Skill Mastery Tome]]&lt;br /&gt;
&lt;br /&gt;
[[File:skillmasterytome2b.png|link=Skill Mastery Tome]]&lt;br /&gt;
&lt;br /&gt;
==Example of Skill Mastery Scroll/Orb Usage==&lt;br /&gt;
* You have 7 skills at 100&lt;br /&gt;
* You are at the overall cap of 700 skill points&lt;br /&gt;
* To raise the cap of a skill to 120 you use 20 skill mastery scrolls&lt;br /&gt;
* Now you are able to raise that skill to 120, but are still bound by the overall 700 skill cap; you need to lower your other skills and reallocate 20 points to the one you wish to raise to 120&lt;br /&gt;
* OR if you also use 20 skill mastery orbs your overall skill cap raises to 720; now you can raise that particular skill to 120 while keeping the rest at 100&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
	<entry>
		<id>http://wiki.uooutlands.com/index.php?title=Skill_Mastery&amp;diff=30717</id>
		<title>Skill Mastery</title>
		<link rel="alternate" type="text/html" href="http://wiki.uooutlands.com/index.php?title=Skill_Mastery&amp;diff=30717"/>
		<updated>2025-12-16T19:41:50Z</updated>

		<summary type="html">&lt;p&gt;Mortley: /* Skill Mastery Orb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]]&lt;br /&gt;
==Summary==&lt;br /&gt;
* Skill Mastery refers to the ability of players to increase their Total Skill Cap and Skill Cap for individual skills&lt;br /&gt;
* Type [skillmastery in game to open up the skill mastery page&lt;br /&gt;
* Starting Total Skill Cap for players is 700 points&lt;br /&gt;
&lt;br /&gt;
[[File:wiki-skillmastery.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Mastery Orb==&lt;br /&gt;
* Players may increase their Total Skill Cap up to 720 points through use of Skill Mastery Orbs&lt;br /&gt;
* Skill Mastery Orbs increase the Total Skill Cap by 1 point&lt;br /&gt;
* Skill Mastery Orbs are found as  [[Loot|loot]] in various activities&lt;br /&gt;
* Skill Mastery Orbs can be exchanged for [[Arcane Essence|Arcane Essence]] via the [[Prevalia Exchange|Prevalia Exchange Officer]]&lt;br /&gt;
&lt;br /&gt;
[[File:skillmasteryorb1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Skill Mastery Scroll==&lt;br /&gt;
* Players may increase Individual Skill Caps for a variety of &#039;&#039;&#039;non-PvP skills&#039;&#039;&#039; up to 120 points through use of Skill Mastery Scrolls&lt;br /&gt;
* Skill Mastery Scrolls increase an individual Skill Cap by 1 point&lt;br /&gt;
* The Individual Skill Caps are independent of the Total Skill Cap, raising one individual skill doesn&#039;t increase your total skill cap equally&lt;br /&gt;
* Skill Mastery Scrolls are found as [[Loot|loot]] in various activities&lt;br /&gt;
&lt;br /&gt;
[[File:skillmasteryscroll1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Epic Skill Mastery Scroll==&lt;br /&gt;
* Increases the Skill Cap for all skills by 1&lt;br /&gt;
* Epic Skill Mastery Scrolls are purchased with [[Achievements#Achievement_Point_Exchange|Achievement Points]]&lt;br /&gt;
&lt;br /&gt;
[[File:epicskillmasteryscroll1.png|link=]]&lt;br /&gt;
&lt;br /&gt;
==Skill Mastery Tome==&lt;br /&gt;
* Read about the [[Skill Mastery Tome]]&lt;br /&gt;
&lt;br /&gt;
[[File:skillmasterytome2b.png|link=Skill Mastery Tome]]&lt;br /&gt;
&lt;br /&gt;
==Example of Skill Mastery Scroll/Orb Usage==&lt;br /&gt;
* You have 7 skills at 100&lt;br /&gt;
* You are at the overall cap of 700 skill points&lt;br /&gt;
* To raise the cap of a skill to 120 you use 20 skill mastery scrolls&lt;br /&gt;
* Now you are able to raise that skill to 120, but are still bound by the overall 700 skill cap; you need to lower your other skills and reallocate 20 points to the one you wish to raise to 120&lt;br /&gt;
* OR if you also use 20 skill mastery orbs your overall skill cap raises to 720; now you can raise that particular skill to 120 while keeping the rest at 100&lt;/div&gt;</summary>
		<author><name>Mortley</name></author>
	</entry>
</feed>