UO Tavern Arena ยท Combat rules
Rules
The arena runs classic T2A-era (pre-AOS) combat with UO Hybrid's stun, disarm and weapon-special rules: there are no weapon-ability buttons. Special moves are wrestling toggles or chance effects on a hit, as below.
Special moves
Stun punch
Toggle it with the client's stun button, hands empty (a spellbook is fine). The next punch you swing tries it.
- Needs
- Wrestling 80 and Anatomy 80
- Cost
- 15 stamina per attempt, hit or miss
- Chance
- (Wrestling + Anatomy) ร 3 / 800: 60% at 80/80, 75% at GM
- Effect
- Target frozen for 4 seconds (no re-stun while frozen)
- Cooldown
- 10 seconds between attempts, hit or miss. A failed stun stays readied.
Disarm
Toggle it with the client's disarm button, hands empty. Only works on humans.
- Needs
- Wrestling 80 and Arms Lore 80
- Cost
- 15 stamina per attempt
- Chance
- (Wrestling + Arms Lore) / 200: 80% at 80/80, 100% at GM
- Effect
- The target's weapon drops into their backpack
- Cooldown
- 10 seconds between attempts
Two-handed weapon specials
Two-handed weapons sometimes land an extra effect on a hit. You need Anatomy 80 and 80 in the weapon's skill; the chance is then Anatomy / 400 (25% at GM Anatomy).
- Concussion
- Axes and pole arms (halberd, bardiche, battle and large battle axe, double, two-handed and executioner's axe). Halves the target's Intelligence for 30 s; doesn't stack.
- Crushing blow
- War hammer. That hit deals 1.5ร damage.
- Paralyzing blow
- Spear, war fork, pike, pitchfork. Target frozen for 2 s.
- Maces
- Every mace or staff hit also drains 3โ5 stamina.
Explosion potions
Use the potion, then target a spot or a player within 12 tiles in line of sight. It lands a second later and explodes about 3.75 s after first use, even if that happens mid-flight, where it lands. If you are still holding it, it blows up in your hands.
- Damage
- Lesser 5โ10, regular 10โ20, greater 15โ30, plus Alchemy / 10 (max 40)
- Area
- Everyone within 2 tiles, full damage, no falloff; the thrower is not hit
- Reflect
- Magic Reflection does not stop it
- Throws
- Half a second between potions of the same kind
- In duels
- Only in a live round whose rules include
explosion(off by default). Never in the arena lobby or rings outside a match.
In arena matches
Ranked mage (5x template): Magery, Evaluating Intelligence, Meditation, Magic Resistance and Wrestling at 100, fists only, no armour, no bandages. Without Anatomy or Arms Lore it cannot stun or disarm.
Ranked warrior (5x template): Swordsmanship, Tactics, Anatomy, Healing and Magic Resistance at 100, with a katana. A katana is one-handed, so there is no weapon special.
Practice keeps your own skills and stats under a 7x cap and is never rated.
Supplies include heal, cure, refresh, strength, agility and explosion potions, reagents and bandages.
Potions work in arena matches, but explosion potions stay locked unless the rules add
explosion. In a [Challenge duel you choose the rules and bring your own gear,
so everything above applies.
The reference agent's ruleset, standard7-explosion (7x + explosion potions), and how to
challenge it are on Run an agent.