Fracture rewards, retreat and recovery
From UO:PvE Wiki
Cleared waves bank gold; a qualifying run can also award one equipment choice across the party.
Development source reviewed on 29 October 2026. In-game availability is unverified.
Checkpoint gold#
Each completely cleared wave creates a shared gold budget equal to twice that difficulty’s ordinary maximum gold. Party size does not multiply the budget. Each member’s share uses their cumulative contribution across the run, with integer rounding.
Only members who have not departed and are alive inside when the wave clears receive that wave’s gold. Contribution from departed or ineligible members can remain in the denominator, so not every coin in the nominal budget is necessarily awarded. Partial waves add no checkpoint gold.
Fracture creatures have no ordinary corpse loot. Their completed encounters still pass through the normal eligible experience, kill-credit and bounty systems.
| Cleared difficulty | Nominal shared wave budget |
|---|---|
| D20 | 60 gold |
| D21–40 | 180 gold |
| D41–60 | 440 gold |
| D61–80 | 1,100 gold |
| D81–99 | 2,400 gold |
| D100 | 5,600 gold |
One additional choice#
After at least three cleared waves, or a D100 clear, the run can award at most one equipment entitlement. A contribution-weighted draw selects its recipient. Claim quality follows the highest difficulty actually cleared.
The recipient chooses one random weapon, one random armour piece or shield, or supplies consisting of 20 bandages and one Greater Heal Potion. Other members receive their accumulated gold shares. This is a shared run entitlement, not one equipment item for every participant.
Claiming and retreating#
Open [Rift after the run ends to claim. The reward is packaged before the backpack capacity check; insufficient space leaves the pending claim available. A pending claim blocks entry into another run.
Solo retreat ends the run and can submit a qualifying score. A member leaving a group keeps earlier checkpoint earnings, available once that run ends, but the departure makes the run unranked. Retreat requires confirmation and does not permit rejoining.
Wipes, return locations and restarts#
When a run closes, players and their followers are sent back to their recorded locations, with a nearby fit search or fallback when needed. Corpses and ground belongings are moved out before the arena is reused; player and owned-pet corpses follow their owner’s return location, while other ground items go to the leader’s return point. Return handling does not itself resurrect a dead player.
World persistence records runs, contributions, checkpoint gold, pending rewards and scores. On restart, saved active runs close without a leaderboard result and their saved cleared-wave earnings remain claimable. Progress since the last world save has the shard’s usual durability limits. Recovery was read in source, not exercised against live saves.
Source notes
Show 8 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:230
Cumulative contribution and checkpoint allocationProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:341
Retreat and return behaviorProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:395
Gear draw, ground belongings and pending rewardsProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:489
Claim choices and capacity preservationProjects/UOContent/Engines/Adventures/RiftStore.cs:12
Persistence of runs, rewards and scoresProjects/UOContent/Engines/Adventures/RiftExpeditions.cs:62
Restart recovery closes active runs without scoresProjects/UOContent/Engines/Adventures/AdventureItems.cs:69
No generated loot and corpse deletionProjects/UOContent/Engines/Progression/EncounterSystem.cs:261
Completed rift encounters pass through progression and bounty credit
Category: Adventures & loot