UO:PvE Wiki
The player reference for People vs Everything
Welcome to the UO:PvE wiki. Explore the shard’s creatures, loot, equipment, recipes, spells and mechanics in 136 guides and 7,095 reference entries.
New to the shard? Start with the realm at a glance, character creation and skills and caps.
Based on development files reviewed on 29 October 2026. See the audit scope for extraction limits and availability.
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Reference catalogues
- Monsters and NPCs (730) — Creature stats, difficulty, abilities, taming and loot.
- Items and equipment (3,010) — Weapons, armour, clothing, resources, tools and other source-defined items.
- Crafting recipes (768) — Ingredients, skill windows and requirements for all crafting systems.
- Spells (92) — Mana, reagents, casting requirements, effects and formulas.
- Weapon abilities (31) — Costs, skill requirements, effects and weapon assignments.
- Slayers and opposition (34) — Target families, inherited membership and opposition rules.
- Skills (51) — Every enabled skill and the systems that use it.
- World quests (250) — Objectives, rewards and conditions for world and legacy quests.
- Achievements (2,102) — Requirements, prestige points and titles for every achievement.
- Player commands (27) — Commands for the shard’s player systems.
Guild commissions are listed in the seven guild quest catalogues: 161 quests and 269 stages.
Guide contents
Getting started
- About this source audit — What was checked, how evidence is recorded and what still needs an in-game check.
- Britain field induction — Complete the first checklist to unlock D21–35 credit and the Field Operative title.
- The realm at a glance — The current development rules, supported character choices and the limits of this reference.
Character & combat
- All 51 playable skills — A complete index of the enabled skill set, with practical uses and guide links.
- Applying and curing poison — Magery poison strength depends on skill and distance; spell cures and weapon coatings follow separate formulas.
- Arachnid slayers — Arachnid Slayer and its 3 lesser families.
- Archery timing, ammunition and Velocity — Ranged attacks add a standing-time check and ammunition rules to the ordinary weapon swing calculation.
- Armor, elemental resistance and direct damage — Normal damage is weighted across five resistances; Armor Ignore uses a different path.
- Bind the Departed — Use [UndeadSummon to call one temporary bound undead companion, strengthened by Spirit Speak.
- Casting success and skill thresholds — A spell’s listed minimum is the beginning of its skill-check range, not a guaranteed successful cast.
- Character creation and playable races — Choose Human or Elf, distribute starting stats and skills, and begin with a basic adventuring kit.
- Combat formulas and shard limits — Quick access to exact formulas, casting costs, equipment caps, difficulty and loot rules.
- Combat support: Anatomy, Tactics, Mining and Lumberjacking — Physical damage draws on several support stats; axes use Lumberjacking and mace weapons use Mining.
- Demon slayers — Demon Slayer and its 1 lesser families.
- Detecting and removing traps — Detect Hidden locates traps; Remove Trap is a separate skill with two prerequisites.
- Elemental slayers — Elemental Slayer and its 7 lesser families.
- Faster Casting, FCR and cast delay — FC shortens spell wind-up; FCR shortens the recovery after a completed cast. The configured era adds a quarter-second timing adjustment.
- Fey slayers — Fey Slayer and its complete creature membership.
- Finding hidden characters — Active searches and enabled passive detection can reveal hidden opponents.
- Forensic Evaluation and Begging — Two social utility skills: investigate evidence or ask eligible NPCs for a small donation.
- Healing and bandage formulas — Bandage outcomes use two skills, while Dexterity controls timing and incoming damage cancels the current attempt.
- Health and stamina regeneration — Regeneration attributes change the interval between one-point recovery ticks.
- Hiding and moving unseen — Hide first, then use Stealth with light enough armour and sufficient Hiding.
- Humanoid slayers — Repond Slayer and its 3 lesser families.
- Inscription and spell damage — Inscription contributes up to 10 percentage points to supported spell-damage calculations, reaching its maximum at 100.0.
- Instruments and bard control — Musicianship supports three distinct ways to control eligible creatures.
- Item Identification and Arms Lore — Identify compatible items or inspect the condition of weapons, armour and barding.
- Life, mana and stamina leech — Weapon hit properties roll a chance to recover a fraction of actual damage; life leech has custom shared limits.
- LRC, LMC and resource consumption — Reagent saving is a chance; mana reduction changes the amount paid, with separate progression and spell limits.
- Magery and Necromancy conflict — Training both schools weakens their output once the opposing skill reaches 60.0.
- Mana regeneration and Meditation — Meditation, Intelligence, armor and Mana Regeneration combine into a timed one-mana recovery rate.
- Melee hit chance: skills, HCI and DCI — The standard hit roll compares weapon skills and net chance bonuses, with a 2% minimum and no separate 95% ceiling.
- Mounts and stabling — Ride your own healthy mount and stable eligible pets for 30 gold each.
- Moving casts and Hamstring — Players can move while casting the three supported schools. Hamstring is a separate player-versus-player movement ability.
- Necromancy followers and Animate Dead — Three animations, one bound undead and one Vengeful Spirit have separate limits, while sharing your follower slots.
- Parrying with shields and melee weapons — The shard uses a direct Parrying formula and does not require Bushido.
- Pet care, loyalty and bonding — Feed appropriate food, protect your bondable pets and use Veterinary with Animal Lore for bandage care.
- Picking locks — Use real lockpicks on a locked pickable container, then handle any trap separately.
- Poison damage, timing and families — Poison damage is recalculated from the victim’s current health, bounded by poison strength, then reduced by Poison Resistance.
- Poisoning and Taste Identification — Apply poison to compatible items or inspect food for poison.
- Reactive Armor, Magic Reflection and stat buffs — The current defensive Magery spells trade resistance types rather than using their old-era absorption behavior.
- Reading the spell reference — How to read all 91 registered spells and the custom Bind the Departed spell against the shard’s current rules.
- Reptilian slayers — Reptile Slayer and its 4 lesser families.
- Resisting Spells: resistance floors and resist rolls — Resisting Spells provides a resistance floor and opposes specific spell effects; it is not a second universal damage-reduction percentage.
- Skill training and locks — Use challenging actions, skill locks and NPC lessons to shape your build.
- Skills and the 1,200-point cap — Build across 51 playable skills, sharing a total base-skill cap of 1,200.0 points.
- Slayers and opposition — The shard’s 25 active weapon/book slayers, seven groups, nine talisman slayers and the different rules for weapons, spells and barding.
- Snooping and Stealing — Inspect a nearby pack or attempt a permitted theft, with criminal and young-player restrictions.
- Spell damage: rolls, Intelligence, SDI and resistance — Standard Magery damage uses a spell-specific roll, additive damage bonuses and an Evaluating Intelligence multiplier.
- Spell interruption and Protection — Moving while casting is allowed, but damage and equipment changes can still interrupt a cast.
- Spell schools and mana — Magery, Necromancy and Chivalry are enabled, with different casting, damage and resource rules.
- Stamina loss, carrying weight and fatigue — Injury and carrying too much can reduce stamina and therefore slow weapon swings.
- Stats, health, stamina and mana limits — Raw training caps, effective stat caps and resource caps are different limits.
- Swing speed, stamina and SSI — Swing delay advances in quarter-second steps and cannot be shorter than 1.25 seconds.
- Talisman slayers — All nine talisman slayer families and their exact creature-class membership.
- Taming and companion clearance — A pet’s control slots determine its progression requirements, alongside Animal Taming, Animal Lore and available follower space.
- Tracking and Herding — Find nearby creatures with Tracking or guide eligible wildlife with a shepherd’s crook.
- Training your pet’s level — Permanent companions can reach level 30 and gain up to 10% extra damage against eligible monsters.
- Undead slayers — Undead Slayer and its complete creature membership.
- Using Meditation — Recover mana through a trance when armour and circumstances allow.
- Using the Character Sheet — Open [Character to see your stats, progression journal and reputation in one place.
- Weapon abilities — All 31 registered weapon abilities, their current availability, costs, conditions and local implementation differences.
- Weapon damage: calculation order and caps — Weapon damage passes through several separate stages; the status-bar damage bonus is only one of them.
- Weapon hit spells, area effects and lower defence — Hit properties trigger after positive weapon damage and use separate damage or debuff rules.
Guilds & quests
- Bard School: quest catalogue — All 23 Bard School quest definitions, with prerequisites, ordered objectives and rewards.
- Civic faction pledges — Support one of four factions and earn standing through qualifying encounters.
- Crafter Guild: quest catalogue — All 23 Crafter Guild quest definitions, with prerequisites, ordered objectives and rewards.
- Daily guild commissions — One rotating offer per guild per UTC day, with scaling fixed when accepted.
- Earning guild reputation — Qualifying crafts, bard work, hostile theft and meaningful hunts raise guild standing.
- Fighting Academy: quest catalogue — All 23 Fighting Academy quest definitions, with prerequisites, ordered objectives and rewards.
- Guild commissions — Seven guilds offer 140 permanent quests plus 21 daily definitions with sequential objectives.
- Guild ranks and titles — Five ranks require reputation and current base skill; Adept unlocks cosmetic guild titles.
- Guild services and service marks — Find the right guildmaster and provisioner and buy decorative guild keepsakes.
- Hunter Guild: quest catalogue — All 23 Hunter Guild quest definitions, with prerequisites, ordered objectives and rewards.
- Joining the seven NPC guilds — Join several NPC guilds and keep each reputation record separately.
- Mage Council: quest catalogue — All 23 Mage Council quest definitions, with prerequisites, ordered objectives and rewards.
- Ossuary Covenant: quest catalogue — All 23 Ossuary Covenant quest definitions, with prerequisites, ordered objectives and rewards.
- Thieves Guild: quest catalogue — All 23 Thieves Guild quest definitions, with prerequisites, ordered objectives and rewards.
- Town and community standing — Local service builds town and community trust; crimes against peaceful vendors reduce it.
Adventures & loot
- Artifact award chances and selection — The separate fame, luck, eligibility and item-selection rolls behind shared artifact rewards.
- Boats and dry docking — Manage anchors, navigation and a clear deck before packing up a boat.
- Camping and bedroll logout — Light kindling, wait for a secure camp and use a bedroll to log out.
- Crime and town guards — Guard protection depends on the current region and the act being judged.
- Death and corpse recovery — Recover belongings promptly and check loot permissions before touching another corpse.
- Decoding and digging treasure maps — Cartography decodes the map; Mining widens the digging search radius.
- Dungeon charters — Buy an owner-bound Hunter charter for three waves at a fixed difficulty.
- Exact ordinary loot budgets — One completed ordinary encounter uses one difficulty tier, regardless of how many legacy loot packs its script requests.
- Fighting in the Fracture — Learn wave timing, party scaling, commanders and the demon arena hazard.
- Fishing and treasure recipe bonuses — Fish catches, treasure-map chests and SOS salvage each have their own refinement-recipe roll.
- Fishing in shallow and deep water — Fish nearby water on foot; deeper water and higher skill unlock special catches.
- Fracture leaderboards — Compare runs within matching variants, entry difficulties and party sizes.
- Fracture rewards, retreat and recovery — Cleared waves bank gold; a qualifying run can also award one equipment choice across the party.
- House permissions and secure storage — Control co-owners, friends and access levels; secure containers separately from decorations.
- Hunter field contracts — Repeatable six-band contracts pay XP, gold and Hunter reputation.
- Hunter Guild bounties — Choose a prey family, complete meaningful kills, then return to a Hunter master for one reward cache.
- Message bottles and SOS shipwrecks — Use an SOS location and Fishing to recover shipwreck salvage and a treasure chest.
- Ordinary loot by difficulty — Eligible monsters use one ordinary treasure budget, with tiered gold, equipment and magical-property limits.
- Parties and corpse-loot permission — Coordinate with up to 10 characters and choose whether party members may loot your corpse.
- Placing and owning a house — Use a placement tool, review capacity and price, and find a valid live-world plot.
- Player-run guilds — Create a named player organisation and manage its roster separately from NPC societies.
- Portal stones and escalating expeditions — Rare undead and demon drops open escalating runs through the Fracture.
- Preparing a Fracture party — One to five eligible players must pass the same ready check before an expedition consumes its token.
- Public moongates — Choose from currently enabled facets and destinations at a placed public gate.
- Reading the complete creature catalogue — The catalogue covers every concrete creature class in the shard source, including inherited variants and noncombat NPCs.
- Returning from death — Seek a suitable healer or player resurrection and accept the offer in a valid location.
- Runes, runebooks and magical travel — Mark valid locations, store runes and check travel restrictions before recalling or gating.
- Shared artifact reward pools — Candidate artifacts for Paragon and Mondain’s Legacy rewards, with separate eligibility rules.
- Special drops, harvest and reward hooks — Creature scripts, harvesting and encounter systems add rewards through distinct source paths.
- The Despise expedition — A weekly three-floor public expedition with a shared contributor treasure chest.
- The full difficulty formula — Difficulty combines effective health, melee pressure, spellcasting, resistance skill and special abilities, then applies explicit exceptions.
- Understanding monster difficulty — Difficulty runs from 1 to 100 and connects encounter strength, progression clearance and ordinary loot.
- World incursions — Three-wave wilderness events defined on Trammel; accessibility depends on the shard’s facet policy.
Progression & rewards
- Achievements, prestige and titles — Track daily-life milestones, monster defeats and collections for prestige and cosmetic titles.
- Adventurer levels and encounter clearance — Earn encounter XP and field milestones to open harder progression through level 60.
- Banking and gold — Use bank speech and understand the account-gold ledger used by the current expansion defaults.
- Buying and selling with NPC vendors — NPC stock, accepted goods and restocking are specific to each vendor.
- Equipment tiers and effective caps — Artifact and refinement requirements, plus the equipment bonuses available at each progression band.
- Item insurance — Insure eligible carried equipment and fund renewal before the next death.
- Reclaiming equipment for tickets — Exchange one eligible magic item after reviewing a permanent-destruction confirmation.
- Running and buying from player vendors — Place a vendor in a suitable public house, price inventory and keep wages funded.
- Secure player trading — Review both sides of the trade window and allow room for delivery or cancellation.
- The reclamation ticket shop — Spend tickets on cloth, dyes, decorations and level-gated ethereal mounts.
Crafting & resources
- Crafting success and exceptional quality — How recipe skill windows, secondary skills, talismans and exceptional-quality rolls work.
- Crafting with the right material — Recipe requirements, material selection and the two crafting interfaces in the code.
- Discovering refinement recipes — Eighteen learnable recipes come from eligible monsters, fishing, treasure and SOS chests.
- Enhance Potions and drinking rules — Enhance Potions scales supported potion amounts, with an additional bonus from Alchemy.
- Equipment enhancement — Enhancement checks, material conversion and the rolls that can destroy an item.
- Equipment repair — Repair difficulty, durability loss and the difference between a crafter and a repair deed.
- Gathering and smelting — How expanded resource veins, skill gates and the forge work together.
- Heal, Cure and Refresh potions — Potion strengths, shared healing cooldowns, cure chances and stamina restoration.
- Refining metal equipment — Apply one learned refinement to eligible metal gear, or replace its existing refinement at full cost.
- Resmelting equipment — Which crafted metal items can return ingots, how much is returned and the Mining thresholds.
- Stat boosts and explosion potions — Strength and Dexterity boosts share magic buff slots; explosion damage combines enhancement, Alchemy and target-count splitting.
- The ten expanded metals — Skill gates and equipment bonuses for Tin through Aetherium.
- The ten expanded woods — Gather and craft with ten additional species, from Birchwood to Ghostwood.
- Wooden furniture and add-ons — How a selected wood is carried into the name and colour of crafted objects.