Credit goes to Bacacay for writing this guide:
At its core, PvP in the Outlands is a hybrid of T2A, UOR and custom mechanics, with T2A being predominant. This means:
- Instahit and Quick Switch Weapons
- Precasting and Disarm
- Heal through Poison (Based on poison level)
- Alchemy and Inscription as viable PvP skills
- Rebalanced Spell Disrupts
- Mini Heal Mitigation
- Magic Spellbooks
- Skill Mastery System
Instahit and Quick Switch Weapons
The most important thing to learn first off is how instahit and "quick switch" works together. First of all, your current weapon swing timer is always determined by what you have swung last, as opposed to what you have equipped last. The timer is only influenced by swings, so therefore equipping different weapons has no effect on it. So let's say that you swung a halberd 1 minute ago, that means if you equip a katana 1 minute after that and attempt to swing, the swing will be ready right away. Secondly, this shard has what is called slow to fast switching.
What this means is after a swing, a faster weapon will always be ready to swing at it's own timer as opposed to the original weapon swing. So after a halberd swing, a katana will always swing on it's own timer as opposed for waiting for the swing delay of the halberd. Working off that same idea, if you equip a heavy crossbow after a halberd, you have to wait the crossbow timer, because it's slower.
The same applies to a katana swing and then switching to the halberd, you must wait the halberd timer to swing. Movement delay on swing also doesn't exist outside of archery, which has a movement delay of .5 of a second, and swings are instant the moment you attack.
Precasting works basically the same as most servers, outside of a couple of things that make it slightly different.
- A spell cast must complete before you attempt to arm your weapon or it will be interrupted. The same applies for wearing any item, so you can use the action of equipping a clothing or armor item to cancel a spell. However, you can still drink potions during the casting process and it will not interrupt your spell.
- Attempting to drink a potion once the precast is complete will cancel the spell.
Heal Through Poison
For the most part heal through poison works how you would expect, but there's one caveat. Higher poison levels mitigate ALL heals through it, including heal potions and obviously spells. Bandage healing is a special case in that it follows the healing mitigation rule instead of curing poison and not healing, but in PvM only. It works how you'd expect in PvP, curing poison on the bandage heal and not healing hit points at all.
- Lesser Poison: 100% of normal healing amount
- Regular Poison: 100% of normal healing amount
- Greater Poison: 75% of normal healing amount
- Deadly Poison: 50% of normal healing amount
- Lethal Poison: 25% of normal healing amount
Lesser Cure Potion
- Lesser Poison: 75% Chance
- Regular Poison: 50% Chance
- Greater Poison: 25% Chance
- Deadly Poison: 0% Chance
- Lethal Poison: 0% Chance
Regular Cure Potion
- Lesser Poison: 100% Chance
- Regular Poison: 75% Chance
- Greater Poison: 50% Chance
- Deadly Poison: 25% Chance
- Lethal Poison: 0% Chance
Greater Cure Potion
- Lesser Poison: 125% Chance
- Regular Poison: 100% Chance
- Greater Poison: 75% Chance
- Deadly Poison: 50% Chance
- Lethal Poison: 25% Chance
- Bandaging Attempts: Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)
- Cure and Arch Cure: Chance = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))
Progressive Chance Increase:
Whenever a player fails to cure their target (via potion, bandage, spell) the next cure attempt on that target gains a cumulative bonus to future cure attempts equal to 50% of the current chance. Whenever a target is cured, their cumulative cure bonuses are reset to 0%
- A player attempting to cure Deadly Poison with a greater cure potion has a 50% cure chance
- If they fail, their next cure chance would be 75%
- If they fail again, their next cure chance would be 112.5%
Rebalanced Spell Disrupts
Purple potions are not heat-seeking, but do have an Alchemy damage bonus. How they work exactly is as follows:
- Explosion Potion damage is modified by (50% * (Alchemy Skill / 100))
- Explosion Potions have a 5 second timer and must be thrown before 1 second remains on the timer
- While in flight, the explosion potion's timer will continue to tick
- If a player attempts to throw an Explosion Potion and cannot (due to LOS / range / etc), they may double click the same potion or any Explosion Potion in their pack (or use a razor / steam Explosion Potion hotkey) to attempt to throw the potion again (provided more than 1 second remains on the timer)
- Each tile the potion travels takes 50 milliseconds after the throw at 1, which means the potion will explode in .4 of a second at maximum range.