Fighting in the Fracture
From UO:PvE Wiki
Learn wave timing, party scaling, commanders and the demon arena hazard.
Development source reviewed on 29 October 2026. In-game availability is unverified.
Wave structure#
The first wave starts ten seconds after entry, then cleared waves have a fifteen-second break. All enemies must be defeated before the next wave is scheduled. A commander replaces the first enemy every third wave; D100 always has a commander.
Restless Crypt and sepulchral portals spawn 5 + party size enemies per wave. Other variants spawn 3 + party size. Some enemies cast spells in every variant. Iron Ossuary adds 25% health on top of the usual scaling.
Health and damage scaling#
The baseline health below is multiplied by 1 + 0.25 × (party size − 1), then by 1.8 for a commander. A five-player party therefore doubles the baseline health. These values precede Iron Ossuary’s additional 25%. Integer rounding can affect the final result.
Party size also increases the enemy count, but does not multiply each enemy’s base damage. A rift enemy’s damage range is 4 + floor(D / 7) to 8 + floor(D / 5), and each resistance is min(55, floor(D / 2)).
| Assigned difficulty | Baseline health |
|---|---|
| D2–20 | 85 |
| D21–35 | 180 |
| D36–50 | 380 |
| D51–65 | 750 |
| D66–80 | 1,400 |
| D81–95 | 2,600 |
| D96–100 | 4,200 |
Burning ground#
The Cinder Vault and infernal portal variant mark a living member’s position with a fire effect. The first mark is scheduled eight seconds into a wave, with a three-second warning before damage. After a strike, the next mark is scheduled ten seconds later.
Move more than one tile away from the marked position. The strike hits living participants still within one tile for fire damage with a base amount of 5 + floor(D / 3); the ordinary damage system handles mitigation.
Arena boundaries#
Players cannot harm one another inside a rift. Damage and healing cannot cross between a rift and the outside world. Recall and gates are blocked; teleport can work when both ends remain inside the allowed region. Use [Rift to leave.
A run ends when no participating player is alive inside, when its time expires or when its completion condition is reached. This audit reviewed the rules in source; movement, line of sight and encounter feel still require a client playtest.
Source notes
Show 6 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:191
Enemy count, commander cadence, spellcasters and Iron healthProjects/UOContent/Engines/Adventures/AdventureItems.cs:69
Enemy stat and party-health formulasProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:283
Wipe and timeout checks, hazard timing and fire damageProjects/UOContent/Engines/Adventures/RiftModels.cs:72
No PvP and travel restrictionsProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:34
Cross-boundary interaction checksProjects/UOContent/Misc/Notoriety.cs:60
Cross-boundary restrictions are connected to the harmful/beneficial permission hooks; second hook at line157
Category: Adventures & loot