UO:PvE WikiPeople vs EverythingVisit the realm website
Wiki navigation

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 difficultyNominal shared wave budget
D2060 gold
D21–40180 gold
D41–60440 gold
D61–801,100 gold
D81–992,400 gold
D1005,600 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.

  1. Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:230
    Cumulative contribution and checkpoint allocation
  2. Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:341
    Retreat and return behavior
  3. Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:395
    Gear draw, ground belongings and pending rewards
  4. Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:489
    Claim choices and capacity preservation
  5. Projects/UOContent/Engines/Adventures/RiftStore.cs:12
    Persistence of runs, rewards and scores
  6. Projects/UOContent/Engines/Adventures/RiftExpeditions.cs:62
    Restart recovery closes active runs without scores
  7. Projects/UOContent/Engines/Adventures/AdventureItems.cs:69
    No generated loot and corpse deletion
  8. Projects/UOContent/Engines/Progression/EncounterSystem.cs:261
    Completed rift encounters pass through progression and bounty credit

Category: Adventures & loot