Warrior

For every character who goes down into dungeons and hunts creatures in the wild and below ground: the warriors' guild's hunting contracts, the dungeon of the week, champion altars and the Hunter's Week contest. All of it is in Felucca.

Hunting contracts

Left-click the warriors' guildmaster in a town → Hunting Contract. The guildmaster gives you a target and a suggested place to hunt it: a dungeon ("11 ettins in Despise") or the countryside around a town ("12 orcs around Britain"). The target creature counts wherever it is killed in Felucca; the suggested place is where that creature is plentiful and right for you, and the arrow leads you there. Hunt the target, then return to any warriors' guildmaster to collect your reward.

Who can take them Those with at least 30 in one of the combat skills: Swordsmanship, Mace Fighting, Fencing, Archery, Wrestling, Magery, Necromancy or Animal Taming. If your skill is between 20 and 29, the guildmaster gives an apprentice contract (below)
Target A creature of a difficulty suited to your combat power (below)
Reward 200 + 6 × your highest combat skill in gold (380 gp at 30, 800 gp at 100) + hunting reputation (1 / 2 / 3 / 5 by tier); the creatures' own loot is yours too. The skill does not count higher than your combat power + 15: a character with Swordsmanship 100 and Tactics 0 has a power of 50, so their reward is 200 + 6 × 65 = 590 gp
Limit 1 contract at a time; 4 deliveries a day per person (game accounts linked to the same web account count together)
Duration 2 days from the moment you accept; if it runs out you get a notification and the contract lapses
Refusing / dropping The guildmaster gives no new contract for 10 minutes. Dropping an accepted contract asks for confirmation (your progress is erased).
After delivering For 60 minutes you cannot take a new contract or deliver (shared by all your characters; the time keeps running even if the server restarts)
Reward items Tier 3 and 4 contracts can give a reward item: Pouch of Rare Materials, Dungeon Rune (dungeon contracts only), Hunting Trophy, rarely a Hunter's Talisman → Order Rewards
Where the reward goes To your backpack; if your backpack is full, it goes to your bank. If both are full, the delivery is not accepted; make room and come back

Combat power and target difficulty

The guildmaster does not look at a single skill but at two skills that work together. Your combat power is the average of the best of these pairs:

Fighting style Pair
Melee Swordsmanship, Mace Fighting, Fencing or Wrestling + Tactics
Archer Archery + Tactics
Mage Magery + Evaluating Intelligence
Necromancer Necromancy + Spirit Speak
Animal tamer Animal Taming + Animal Lore

Example: Swordsmanship 90, Tactics 90 → power 90. Swordsmanship 90, Tactics 0 → power 45: the guildmaster gives easier jobs. The Tier line in the contract window shows your combat power.

Every creature has a difficulty (its health, strength, skills, whether it casts spells, its breath, poison, hits). The guildmaster picks one of the creatures between 30 below and 15 above your power; if your power is below 45, the upper limit is only 5 above it. With a power of 100, even the hardest targets (dragons) can come up. While your power is below 55, the guildmaster only gives wilderness contracts (a dungeon if there is no suitable wilderness job); dungeons reached by boat or whose entrances are full of heavy creatures (Ice Dungeon, Hythloth, Terathan Keep) are not given. If the target is harder than you, the number asked drops a little; if your power is below 45, the number asked is between 6 and 10. The guildmaster does not give again a target from your last three contracts (refused ones count too); if very few targets suit you, it can come again. The number asked is at most three quarters of the creatures living at that place at the same time: you can finish without waiting for respawns; places with fewer than 6 creatures alive do not come up in contracts.

The tier comes from the creature's difficulty; the target count, Hunter's Week points and reward items depend on it:

Tier Target count Hunter's Week points Example targets
1 10–16 1 Orcs, skeletons, zombies, headless ones, ghouls, lizardmen, ratmen, giant spiders
2 8–13 2 Trolls, ogres, harpies, earth elementals, wraiths, orc lords, lava lizards, giant serpents
3 6–9 3 Gargoyles, gazers, snow and ice elementals, fire, air and water elementals, wyverns, juka warriors, reapers
4 4–6 5 Liches, ogre lords, terathan avengers, juka mages, daemons, terathan and ophidian matriarchs, blood elementals, efreets, dragons

Apprentice contracts

If your highest combat skill is between 20 and 29, the guildmaster gives you apprentice work: 5–8 of only the easiest creatures (difficulty up to 25) around the town. The reward is 100 + 5 × your highest combat skill in gold (200 gp at 20, 245 gp at 29); apprentice work gives no hunting reputation. Duration, daily limit and the cooldown after delivering are the same as a normal contract. If there is no suitable work around, the guildmaster says so. Normal contracts begin when your skill reaches 30.

Dungeon and wilderness contracts

Hunting reputation

Every delivery gives 1 / 2 / 3 / 5 hunting reputation by tier; apprentice contracts give none. The Combat achievements in Titles:

Reputation Title Reward
25 Known Hunter Known Hunter's Cloak
75 Master Hunter Master Hunter's Cloak
150 Hunters' Guildmaster Hunters' Guildmaster's Cloak

The cloaks are personal (blessed, cannot be given to anyone else). → Titles

The dungeon of the week

Every week, on Monday at 00:00 Istanbul time, one of the Felucca dungeons becomes that week's dungeon of the week (Covetous, Deceit, Despise, Destard, Hythloth, Shame, Wrong, Ice, Fire, Orc Cave, Terathan Keep; the same one is never chosen twice in a row). The choice is announced to all players; it is also shown in the warriors' guildmaster's window.

That week, the creatures spawning in the dungeon of the week:

Both are decided when a creature spawns: when the week turns over, those left in the old dungeon of the week stay that way until killed, and in the new dungeon they start to appear as creatures respawn.

The dungeon of the week effect does not apply in a champion altar's area: the altar's creatures neither give extra gold nor become paragons (otherwise the altar's creatures would grow stronger and the champion could never be brought out).

Champion altars

Felucca's biggest group content; every evening at 21:00 one dungeon altar and one Lost Lands altar wake, and the reward is power scrolls and gold shared by participation points. Details on a separate page: → Champion Altars

Hunter's Week

One of the weekly contests. Every hunting contract you deliver adds 1 / 2 / 3 / 5 points by tier: a hard contract gives many points. At least 20 points are needed for gold. Everyone who finishes the week with 20 points also gets a hunting reward item. Rewards, ties, participation conditions and fair contest rules are the same as the other contests; the top three get a troll head trophy and the Hunter of the Week badge in Titles. → Order Rewards and Contests

Blood Ledger (the PvP record on the website)

When a player kills another player in Felucca, the record goes onto the website's Blood Ledger page. Type a character's name (or part of it) into the search box at the top of the page to see only their records; characters who hid their profile do not show up in searches:

Rules:

Creature deaths and the danger ranking

The Blood Ledger no longer records only player-versus-player deaths, but also players killed by creatures. The list opens on All: player and creature deaths together. With the buttons above it you can choose Player deaths or Creature deaths, and with the Costly losses button see only losses above 5,000 gold. If several creatures were involved in a death, the final blow badge goes to the kind that struck last and the most damage badge to the one that hit most.

At the top of the danger page there is also a Most dangerous players section: the top player killers of the last 30 days. A character who has killed five or more innocent players has a red Murderer badge next to their name, as in the game — it means the same everywhere in the Blood Ledger (lists, the death page, the character page).

This also gives a danger ranking → uoroots.com/en/danger:

Column What it means
Killed How many players that kind has killed
Times killed How many of that kind have been brought down
Danger How many players it takes per hundred kills — the real measure
Losses The total item loss that kind has caused

Every creature has its own page (click the name): its counters, the latest deaths it was involved in and where it kills most. The same page also has a deadliest areas table: how many people died in which dungeon, and which kind kills most.

Creature deaths do not skew the statistics: efficiency, solo rate and the weekly rankings only count player-versus-player deaths. A death record also shows guarded zone and same guild labels.

But not counted does not mean not shown: the Blood Ledger's This week card shows the week's number of creature deaths below the player kills. On the Blood Ledger tab of your character page, Deaths (to players) and Deaths (to creatures) are separate boxes; Lost to creatures is the value of the items you lost in creature deaths. Both kinds are listed in the record list's All and Deaths tabs; Kills and Solo are PvP only (losing to a creature is not a kill).

Badges: bring down a kind that has taken players' lives and you get the Monster Hunter badge; bring down one of the ten most dangerous kinds and you get the Legend Hunter badge → Titles.

Item properties and loss value

On the death page, when you hover over (or tap, on touch screens) the dropped items and what the victim wore, the same tooltip as in the game appears: damage increase, hit chance, resistances, slayer, material, charges left — whatever the game shows. The text is taken from the game's own property list; no separate list is kept.

The loss value has also been fixed. It used to count only the NPC's buying price; magic items were written as 0 "without a price", and a sword with five properties showed as 12 gold. Now the magic value is calculated too:

Step How
Intensity Each property is divided by its own loot maximum — damage increase 50, hit/defense 15, speed 30, resistance 15, luck 100
Total (T) The intensities of all properties are added up; ordinary loot is 1–3, a very good item approaches 5
Curve 1,000 × T^1.8 — an item with five properties is worth not five times one with one property, but ~18 times
Multipliers Exceptional ×1.15; metal and leather by their own tier (up to ×2.0 for valorite); slayer +0.5 normal, +1.5 super intensity
Artifact 3,000 gold per rarity level, on top of the intensity

Example: an ordinary steel sword 12 gp · damage 35 + hit 10, exceptional ≈ 2,300 gp · damage 50 + hit 15 + speed 30 + lightning 50 + life leech 100 ≈ 18,000 gp.

This amount is only for display and ranking: it is never turned into gold anywhere, is paid to nobody and adds no gold to the economy. Its purpose is to answer correctly how costly a death was.

Most dangerous players and the Murderer badge

At the top of the danger ranking stand players, not creatures: the top player killers of the last 30 days, with how many times they died and their efficiency. The same list also appears briefly in the Blood Ledger page's side column, above the creatures.

Those with a red Murderer badge next to their name are players whose name shows red in the game: those with 5 or more murders (the same rule as in the game). The badge appears on death records, in attacker lists, among the week's killers and in the dangerous players list; hovering over it shows the number of murders. The name of a player who hid their profile still shows as "Hidden player", but the badge is not hidden — being red is something everyone sees in the game too.