Mentula UO Player Wiki
A player reference for Mentula UO systems, items, progression, housing, combat, and world content.
Player Commands
| Command | What it does |
|---|---|
[Level / [PvmLevel | Opens your PVM level, aspects, bonuses, and rewards. |
[PetLevel / [PetPvmLevel | Opens pet PVM progression for a selected pet. |
[PetBreedingInfo | Shows breeding information for a selected pet, including gender, fertility, quality, young status, and cooldown. |
[SummonLevel / [SummonPvmLevel | Shows progression for magery summons and Summon Creature options. |
[FamiliarLevel / [FamiliarPvmLevel | Shows necromancy familiar progression. |
[Organizeme | Sorts your backpack into named bags by item type. Empty bags delete themselves. |
[DepositArtifact | Deposits a cursed artifact at a bank and removes the carrier curse. |
[FactionQuest | Opens your current faction quest window. |
[ForfeitChess | Forfeits your active Battle Chess match. |
Beta Testing Stuff
These features are for testing periods only. Staff can turn them on or off as needed.
| Testing feature | What it does |
|---|---|
[setskill | Lets players set a skill for testing when staff has testing commands enabled. |
[setstat | Lets players set Strength, Dexterity, or Intelligence for testing when staff has testing commands enabled. |
| Test Skill Setter | A testing tool that can temporarily set all skills to 100 or 120. Turning it off returns the character's skills to their previous values. |
| Testing supply crate | A large testing crate placed in the player's bank. It opens organized supply menus for potions, reagents, necro reagents, bandages, apples, petals, runics, crafting resources, and other testing supplies. Supplies refill automatically when removed. |
| Beta reward dyes | Beta testing reward vendors can offer special Mentula beta dyes and dyed cloth earned through testing rewards. |
| Instant character deletion | Characters can be deleted without the normal waiting period. |
Playable Races
Mentula currently supports Humans and Orcs.
| Race | Details |
|---|---|
| Human | 5% Swing Speed Increase race bonus. |
| Orc | 15% Damage Increase race bonus. |
Skills
Most skills follow normal SE-style UO rules. Skills with Mentula-specific behavior are noted below.
Mentula skill bonuses
| Skill or system | Bonus values |
|---|---|
| Arms Lore | 33.0 skill: +5 Hit Chance, +5 Defense Chance, +10 Damage Increase. 66.0 skill: +10 Hit Chance, +10 Defense Chance, +20 Damage Increase. 100.0 skill: +15 Hit Chance, +15 Defense Chance, +35 Damage Increase. |
| Arms Lore + Blacksmithy | At 100.0 Blacksmithy and 100.0 Arms Lore, runic smithing gains a 40% high-roll chance. If the item has room, Arms Lore can add 1 extra property, up to the normal 5-mod cap, and can improve roll intensity. |
| Hiding and Stealth traps | Trap damage uses the average of Hiding and Stealth. 100 average skill gives +8% trap damage, 110 gives +10%, 115 gives +12%, and 120 gives +15%. Scaling starts after 50 average skill. |
| Trapmaking | Trapmaking can level up to 50. Crafted traps give XP: Spike 55, Saw 70, Fire 85, Poison Gas 90. Trapmaking adds up to +20% trap damage. Players can have 2 placed traps at once. Trap placement has a 10-minute cooldown and placed traps decay after 10 minutes. |
| Provocation control | Bards can choose normal provoke or temporary control. Control lasts 30 seconds. After control ends, that creature cannot be controlled again for 2 minutes. Bard-controlled creatures deal 10% less damage to players. |
| Taste Identification | At 50.0 Taste ID, meals and drinks restore extra stamina equal to 5% of max stamina, minimum 5 stamina. At 100.0 Taste ID, food and drink infusions unlock. A player can have up to 3 active infusions, and matching benefits cannot stack with themselves. |
| Food and drink infusions | Infusions give real bonuses such as stats, regen, hit chance, defense chance, damage increase, Use Best Weapon Skill, and broth protection. No food or drink infusion gives Faster Casting or Faster Cast Recovery. |
| Begging | Begging has a 30-second cooldown. Strong begging results can give pity pouches. Citizen reputation changes vendor prices: 25, 50, and 75 reputation give 4%, 7%, and 10% discounts. -25, -50, and -75 reputation cause 8%, 15%, and 25% markups. |
Skill behavior notes
| Skill | Behavior |
|---|---|
| Tracking | Can find nearby creatures, players, and placed player traps. |
| Hiding | Breaks active targeting when the hide succeeds. |
| Stealth | Uses SE-style hiding requirements. |
| Remove Trap | Trap owners have easier removal access under Mentula's SE-style rules. |
| Animal Lore | Displays pet information including base damage, stats, skills, loyalty, and breeding details. |
Meal infusions
Meal infusions come from food and drinks when the eater has enough Taste Identification. They are short buffs, not permanent stats.
| Food or drink group | Effect | Duration |
|---|---|---|
| Meat foods | Strength +5% and Damage Increase +5%. | 3 minutes |
| Vegetables | Defense Chance +5%. | 2 minutes |
| Fruit and sweets | Hit Point Regen +5. | 2 minutes |
| Fish, seafood, mushrooms, and exotic foods | Use Best Weapon Skill. | 2 minutes |
| Soups, stews, broth, and miso | 15% chance to take half damage when hit. | 20 seconds |
| Bread, pizza, quiche, bento, and water | Stamina Regen +5. | 2 minutes |
| Cheese and dairy | Mana Regen +5 and Stamina Regen +5. | 2 minutes |
| Eggs | Dexterity +5% and Stamina Regen +5. | 3 minutes |
| Ale | Strength +5 and Hit Chance +5%. | 3 minutes |
| Cider | Dexterity +5% and Stamina Regen +5. | 3 minutes |
| Liquor | Damage Increase +5% and Hit Point Regen +5. | 2 minutes |
| Wine | Intelligence +5% and Mana Regen +5. | 3 minutes |
| Green tea | Mana Regen +5 and Defense Chance +5%. | 2 minutes |
| Coffee | Stamina Regen +5 and Hit Chance +5%. | 2 minutes |
| Hot cocoa | Hit Point Regen +5 and Mana Regen +5. | 2 minutes |
- 0.0 Taste ID: food and drinks fill hunger or thirst normally, but no infusion is applied.
- 50.0 Taste ID: food and drinks restore 5% max stamina, minimum 5 stamina.
- 100.0 Taste ID: food and drink infusions unlock.
- Players can have up to 3 different meal infusions active at once.
- The same benefit cannot stack with itself. For example, two Mana Regen foods cannot both apply at the same time.
- After using an infusion, that benefit stays on a 5-minute digestion timer before it can be used again.
- No infusion gives Faster Casting or Faster Cast Recovery.
Core skill values
| Skill | Useful values |
|---|---|
| Anatomy | Used in the weapon damage formula. At 100.0 Anatomy, it contributes about +55% to base weapon damage scaling before the rest of the damage formula is applied. |
| Tactics | Used in the weapon damage formula. At 100.0 Tactics, it contributes about +68.75% to base weapon damage scaling before the rest of the damage formula is applied. |
| Lumberjacking | Applies to axe damage. At 100.0 Lumberjacking, it contributes about +30% to axe damage scaling. Mentula also lets 100 Lumberjacking and 100 Swordsmanship raise two-handed hatchet Armor Ignore damage up to 45. |
| Evaluating Intelligence | Scales offensive magery spell damage. At 100.0 Eval Int, spell damage scales to about 120% of the spell's base damage before other bonuses and resists. At 120.0 Eval Int, it scales to about 138%. |
| Inscription | Supports magery spell damage. At 100.0 Inscription or higher, magery spell damage gains a +10% scribe bonus. |
| Magery | Controls spell success, spell access, and several spell strength checks. Mentula also lets 120 Magery resurrect players with 45% health. |
| Spell Damage Increase | Item-based spell damage increase is still limited by SE-style PVP caps: 15% normally, or 30% for focused spell builds. |
| Parrying | Block chance depends on Parrying skill and the weapon/shield setup being used. Shields, two-handed weapon setups, and Bushido/Ninjitsu setups do not all calculate the same way. |
Skill list
| Skill | How it works |
|---|---|
| Alchemy | Makes potions. Higher skill improves potion crafting success. |
| Anatomy | Improves weapon damage and healing results. At 100.0 Anatomy, it contributes about +55% to base weapon damage scaling. |
| Animal Lore | Shows pet information such as stats, skills, loyalty, and breeding details. |
| Animal Taming | Used to tame creatures and control stronger pets. |
| Archery | Ranged weapon skill for bows and crossbows. |
| Arms Lore | Gives Hit Chance, Defense Chance, and Damage Increase bonuses at 33, 66, and 100 skill. Also improves runic blacksmithing when paired with 100 Blacksmithy. |
| Begging | Opens NPC begging interactions. Higher skill improves pity results, reward chances, and citizen reputation outcomes. |
| Blacksmithy | Crafts and repairs metal armor and weapons. With 100 Arms Lore, runic smithing gains a 40% chance at stronger rolls. |
| Bowcraft/Fletching | Crafts bows, crossbows, arrows, and bolts. |
| Bushido | Samurai combat skill. Supports weapon abilities, parry-style defense, and Bushido specials. |
| Camping | Utility skill for campfires and wilderness-style actions. |
| Carpentry | Crafts wooden items, furniture, containers, and house deco. |
| Cartography | Decodes treasure maps and supports treasure hunting. |
| Chivalry | Paladin spell skill. Uses tithing points and Karma-based holy abilities. |
| Cooking | Cooks food. With Taste Identification, different food groups can give temporary stat, mana regen, damage reduction, or Use Best Weapon Skill effects. |
| Detecting Hidden | Reveals hidden players, creatures, or traps nearby. |
| Discordance | Bard skill that weakens a target's combat ability. |
| Evaluating Intelligence | Improves offensive magery damage. At 100.0 Eval Int, spell damage scales to about 120% of base before other bonuses and resists. |
| Fencing | Melee weapon skill for fencing weapons such as krysses, spears, and daggers. |
| Fishing | Catches fish and supports sea hunts. Some sunken chests require 100 Fishing. |
| Focus | Improves passive stamina and mana recovery. |
| Forensic Evaluation | Examines corpses and can reveal information about deaths or thieves. |
| Healing | Uses bandages to heal, cure poison, and resurrect with enough skill and Anatomy. |
| Herding | Moves animals with a shepherd's crook. |
| Hiding | Lets the character hide. Together with Stealth, it can increase placed trap damage up to +15%. |
| Inscription | Creates scrolls and spellbooks. At 100.0 Inscription or higher, magery spell damage gains a +10% scribe bonus. |
| Item Identification | Identifies item information and works with item inspection. |
| Lockpicking | Opens locked containers. Grandmaster Lockpicking is needed for some sunken treasure chests. |
| Lumberjacking | Harvests wood. With 100 Lumberjacking and 100 Swordsmanship, a two-handed hatchet can raise Armor Ignore damage up to 45. |
| Macing | Melee weapon skill for mace weapons. |
| Magery | Casts classic mage spells. At 120 Magery, Resurrection brings players back with 45% health. Magery also supports summons and can resurrect pets. |
| Meditation | Improves active and passive mana recovery, especially for mage builds. |
| Mining | Harvests ore and stone for crafting. |
| Musicianship | Base bard skill required for bard abilities. |
| Necromancy | Casts necromancer spells and summons familiars. Familiars can level through PVM. |
| Ninjitsu | Ninja combat and utility skill with movement, forms, and special abilities. |
| Parrying | Improves blocking with shields and certain weapon setups. |
| Peacemaking | Bard skill used to calm creatures or stop combat briefly. |
| Poisoning | Applies poison to weapons and improves poison-related tactics. |
| Provocation | Bard skill used to make creatures fight. Mentula also offers a 30-second Control option with a 2-minute creature cooldown. |
| Remove Trap | Used to disarm traps on containers and other trap sources. |
| Resisting Spells | Reduces or resists harmful magical effects. |
| Snooping | Lets players look inside other backpacks when allowed by the rules and situation. |
| Spirit Speak | Necromancy support skill. Also required for Mentula's Summon Creature setup. |
| Stealing | Used to steal items when allowed by rules and criminal restrictions. |
| Stealth | Lets hidden characters move quietly. Together with Hiding, it can increase placed trap damage up to +15%. |
| Swordsmanship | Melee weapon skill for swords, axes, and many bladed weapons. |
| Tactics | Improves weapon damage. At 100.0 Tactics, it contributes about +68.75% to base weapon damage scaling. |
| Tailoring | Crafts cloth and leather armor, clothing, and related items. |
| Taste Identification | At 50.0 skill, food and drinks give a stamina boost. At 100.0 skill, food and drink infusions unlock. |
| Tinkering | Crafts tools, jewelry, mechanical items, and Mentula player traps. Trapmaking levels to 50 and can add up to +20% trap damage. Runic tinkering tools can create magic jewelry and weapons. |
| Tracking | Tracks players, creatures, and nearby player traps. |
| Veterinary | Uses bandages on animals and pets. Veterinarians can resurrect pets without a wait. |
| Wrestling | Unarmed combat skill. Also helps casters avoid spell interruption in close combat. |
PVM Leveling and Aspects
Characters gain PVM experience from killing monsters. Stronger monsters give more experience. PVM bonuses are for monster hunting only and do not boost PVP.
Max level
Player PVM max level is 150.
PVM marks
Earned from monster hunting and spent at the PVM reward vendor.
Aspects
At major PVM levels, players choose one aspect from that level's three options.
Level bonuses
Player levels give basic PVM scaling before aspect effects are added.
- Monster damage bonus scales with level, up to +20%. Mythic Hunter raises that scaling cap to +28%.
- Monster damage reduction scales with level, up to +15%. Mythic Hunter raises that scaling cap to +20%.
- Total outgoing PVM bonus is capped so stacked bonuses stay controlled.
Minor PVM bonus points
Between aspect unlock levels, players earn minor PVM bonus points. These are spent from [Level.
| Minor bonus | What it does |
|---|---|
| Monster Damage | +0.5% damage against monsters per point. |
| Monster Defense | +0.5% damage reduction against monsters per point. |
| Mana Increase | +0.5% maximum mana per point. |
| Mana Regen | Every 2 points gives +1 Mana Regen. |
| Hit Point Increase | +0.5% maximum hit points per point. |
| Stamina Increase | +0.5% maximum stamina per point. |
| PVM Mark Gain | +0.5% PVM mark gain per point. |
Each minor bonus type can hold up to 40 points. PVM minor bonuses turn off during active PVP.
PVP rule
PVM bonuses do not apply to PVP or player-vs-player pet combat.
Aspect unlocks
At each listed level, choose one of the three aspects. Each choice affects PVM only.
| Level | Aspect | What it does |
|---|---|---|
| 1 | Bloodlust | Kill chains build up to +10% damage against monsters. The chain fades if you stop killing for too long. |
| 1 | Ironhide | Monsters deal 5% less damage to you. |
| 1 | Treasure Sense | Slightly increases PVM mark rewards and lets kills uncover small extra finds such as gold, gems, or marks. |
| 10 | Execution | Monsters below 20% health take +15% finishing damage. |
| 10 | Grave Hunger | Undead kills grant bonus PVM XP and release a soul effect. |
| 10 | Beast Bond | Your pets, bonded pets, summons, and familiars deal +10% damage to monsters. |
| 20 | Thorns | Monsters have a 25% chance to take return damage when they hit you. |
| 20 | Frostbite | Your hits have an 8% chance to briefly freeze a monster for 1 second. |
| 20 | Spell Surge | With 80+ Magery, attacks have an 8% chance to surge for +12% bonus monster damage. |
| 30 | Dragonbrand | Dragonkind take +8% damage from you. |
| 30 | Demonbane | Daemons and demons take +8% damage from you. |
| 30 | Gravebound | Undead take +8% damage from you and deal 8% less damage to you. |
| 40 | Void Surge | Kills have a 3% chance to trigger Void Surge for 45 seconds, increasing PVM XP and monster damage. |
| 40 | Soul Harvest | Powerful monster kills grant bonus XP and restore health, mana, and stamina. |
| 40 | Champion Focus | Powerful monsters take +10% damage and count extra toward daily hunts. |
| 50 | Pack Leader | Pets, bonded pets, summons, and familiars deal +8% more damage to monsters. |
| 50 | Arcane Ward | Magical monsters deal 8% less damage to you. |
| 50 | Relic Hunter | Powerful monsters can award relic-style finds, including runic fragments, repair deeds, boss caches, and rare lesser runic caches from apex monsters. |
| 60 | Frenzy | Kill streaks restore stamina, and every fifth streak kill restores some health. |
| 60 | Stoneheart | When you are under half health, monsters deal 8% less damage to you. |
| 60 | Mana Wellspring | With 80+ Magery, attacks have a 10% chance to restore mana and add +8% monster damage. |
| 75 | Reaper | Monsters below 25% health take +12% additional finishing damage. |
| 75 | Guardian Angel | While below 33% health, monster hits have an 8% chance to trigger a protective heal. |
| 75 | Riftwalker | Monster hits have an 8% chance to reduce that hit by 35%. |
| 90 | Apex Predator | Apex monsters take +12% damage and deal 10% less damage to you. |
| 90 | Titanbreaker | Monsters with 2500+ health take scaling bonus damage. Hits have a 15% chance to drain monster stamina and mana. |
| 90 | Deathless | While below 35% health, monsters deal 10% less damage to you. |
| 110 | Inferno | Attacks have a 12% chance to flare for +10% fire-themed monster damage. |
| 110 | Glacial Prison | Attacks have a 12% chance to add +6% damage and freeze a monster for 1.5 seconds. |
| 110 | Stormcall | Attacks have a 12% chance to add +8% damage and drain monster stamina. |
| 130 | Mythic Hunter | Raises level-scaling PVM damage cap from +20% to +28%, and level-scaling monster damage reduction cap from +15% to +20%. |
| 130 | Void Ascendant | Void Surge lasts 75 seconds instead of 45 and gives stronger Void Surge damage and XP bonuses. |
| 130 | Gold Rush | Powerful monster kills can drop bonus gold and sometimes bonus gems. |
Pets, Breeding, and Pet PVM Leveling
Bonded and tamed pets gain PVM levels from monster hunting. Pet bonuses are PVM-only.
Pet rules
- Pet max PVM level is 75.
- Pet bonding time is 1 minute.
- Pets have abilities and instinct paths.
Movement rule
Owners, guild members, and party members can move through friendly pets. Enemies can still be blocked.
Ethereal mounts
Mounted ethereal mounts do not count against follower slots while being ridden.
Stable claim list
Stablemasters support a claim-list window that shows stabled pets with their important stats and lets players claim pets directly from the list.
Pet Breeding
Bonded pets can be bred at a Pet Breeding Doctor. Parents must be the same creature type.
How breeding starts
Double-click the Pet Breeding Doctor, add one male parent and one female parent, then provide 500 food and 500 water.
Parent rules
Parents must be bonded, alive, fertile, off cooldown, controlled by the breeder, and the same creature type.
Offspring growth
Offspring are born with a temporary Young title. Young pets use about half of their adult stats and skills. After 3 days, they reach full strength.
Food and Water
Breeding requires 500 food and 500 water.
Plant foods
Fruit, vegetables, hay, animal feed, wheat, and similar foods.
Meat and fish foods
Meat, ribs, fish, fish steaks, poultry, bacon, ham, beef, pork, sausage, jerky, and similar foods.
Water
Larger water containers add more water than smaller containers.
Breeding Quality
Pets show breeding quality under their name. Normal tames show Natural. Bred pets roll one of five quality classes.
| Quality | What it means |
|---|---|
| Weak | Below average adult stats. |
| Healthy | Normal adult stats. |
| Strong | Better adult stats. |
| Exceptional | High adult stats. |
| Prime | Best adult stat range. |
Command: Use [PetBreedingInfo and target a pet to check gender, fertility, quality, Young timer, and breeding cooldown.
Summons and Familiars
Summons gain PVM levels and keep progress between casts.
Magery summons
Daemon, elementals, Blade Spirit, Energy Vortex, and Summon Creature options level by fighting monsters. Progress is stored by summon type.
Summon Creature
Summon Creature has multiple creature choices. It requires Magery and Spirit Speak.
- Void Demon is a high-end summon tuned around dragon-level strength and dragon follower-slot cost.
- Drake is tuned around normal drake strength and follower-slot cost.
- Ice Guardian is tuned around ice elemental strength and uses 2 follower slots.
- A Creeper uses the Mentula ghoul body and is tuned around lich-level strength.
- Enslaved Ratmage uses the rat mage style and is tuned around ratman mage strength with a little extra health.
Necromancy familiars
| Familiar | What it gives |
|---|---|
| Death Adder | Commandable combat familiar. Gains familiar damage against monsters, can apply stronger poison as it levels, and has a 14% poison trigger at level 25+. At level 55+, the triggered poison can be Deadly. |
| Dark Wolf | Owner damage familiar. At level 10+, the owner gains +3% PVM damage while the wolf is active. At level 25+, the owner gains another +8% damage against monsters below 33% health. At level 65+, the owner has an 8% chance for an extra +10% burst. |
| Horde Minion | Owner damage familiar. At level 20+, the owner gains +8% PVM damage against undead. At level 45+, the owner has a 10% chance for an extra +10% burst. At level 65+, the owner has an 8% chance for an extra +12% burst. |
| Vampire Bat | Life-steal familiar. At level 15+, it has a 16% chance to heal itself when it attacks, and the owner receives part of that healing. At level 40+, it gains extra damage reduction while badly hurt. |
| Shadow Wisp | Mana familiar. At level 20+, it has a 16% chance to restore owner mana and drain monster mana when it attacks. At level 30+, it gains extra damage reduction against monsters. |
All familiars also gain base familiar scaling from levels: more health, more damage, more armor, and higher combat skills. Familiar bonuses are PVM-only.
| Familiar level scaling | Maximum bonus |
|---|---|
| Health | Up to +40% max health. |
| Base damage | Up to +24% familiar damage. |
| Combat skills | Up to +18 skill to Magic Resist, Tactics, Wrestling, and Poisoning. |
| Armor | Up to +20 armor. |
| PVM damage reduction | Up to 32% reduction from monster damage, depending on level and familiar type. |
Death Adder poison scaling
| Level | Poison behavior |
|---|---|
| 1-9 | Regular/Greater poison mix. |
| 10+ | Mostly Greater poison. |
| 25+ | Chance for Deadly poison. |
| 45+ | Mostly Deadly poison. |
| 65+ | Chance for Lethal poison. |
Loot, Tiered Monsters, and Item Power
Monster loot depends on creature strength, monster variant, luck, and the loot tier assigned to that creature.
Gold and item power are tuned by monster strength. Low creatures should give small gold and low-power gear, while strong, high-end, boss, and champion monsters are where the best rolls belong.
| Creature tier | Loot |
|---|---|
| Low tier | Lower magic gear, usually 2 mods and sometimes 3. |
| Mid tier | Mid-range magic gear, usually 3 mods and sometimes 4. |
| High tier | Higher magic gear, usually 4 mods and sometimes 5. |
| Boss/champion | 5-mod drops and artifact chances. |
Monster variants
Normal monsters can spawn as stronger variant versions. The variant title appears in the monster name so players can tell it is not a normal spawn.
- Variants are tougher than normal versions of the same monster.
- Higher variants can use better loot rolls than the base monster.
- A low monster with a strong variant can still be worth killing because the variant improves its reward tier.
- Variants are separate from paragons. A monster can be part of the tiered monster system without being a paragon.
Tiered monster chests
Tiered monsters can also drop small loot chests. These chests are meant to feel like bonus finds, not guaranteed jackpot drops. Higher chest tiers roll more items, better intensity ranges, and better variety than lower chest tiers.
- Chest contents scale by tier and can include gold, supplies, gear, and rare finds.
- Potions in these chests use stacks instead of one-by-one clutter.
- Wands and other useful supplies can appear as bonus loot.
- Gear inside these chests follows the same tier idea: lower chests roll lower gear, higher chests can roll stronger gear.
- Some rare clothing and trinkets can appear from these chests at very low chances.
Boss hunter caches
Boss hunter caches are higher-end reward caches. They can include stronger loot rolls and socket-grade gems instead of ordinary gem filler.
Paragons
Most non-boss monsters can have a chance to spawn as paragons. Paragon and tiered monster chances are rarer on lower creatures and scale by monster tier. Bosses and champions are excluded from normal paragon spawning.
Paragons have their own artifact pool and are separate from boss/champion artifact drops.
Luck
Luck improves loot quality. Players with very high luck, especially around 1400 or more, have a much better chance at stronger property intensities and better overall loot rolls than players with little or no luck.
Item Power Level
Wearable items show an Item Power Level. This number is a quick way to judge how strong an item is, but it does not add any bonus by itself.
- Power Level looks at the item type, property count, property strength, resists, sockets, and useful custom mods such as Lower Bandage Cost.
- Power Levels can go above 100.
- Two items with the same number of mods can score differently if one has better properties.
- Sockets increase the score because socketed gear has more upgrade value.
- Artifacts do not roll sockets.
Weapon and spellbook leveling
Weapons and magic spellbooks with useful combat properties can gain progress from real combat. Normal blank spellbooks do not level. Progress comes from hitting valid enemies and from kills; training dummies, allies, and friendly targets do not count.
| Level | Name | Bonus |
|---|---|---|
| 0 | Untouched | No leveling bonus. |
| 1 | Tempered | +1% to eligible existing mods. |
| 2 | Blooded | +2% to eligible existing mods. |
| 3 | Battleworn | +3% to eligible existing mods. |
| 4 | Warforged | +4% to eligible existing mods. |
| 5 | Legendary | +5% to eligible existing mods. |
What raises item score
| Item type | How scoring works |
|---|---|
| Weapons | Hit Chance, Defense Chance, Lower Defense, Mana Leech, strong hit spells, Swing Speed, and Damage Increase score well. Hit Lightning scores highest among hit spells, then Fireball, Harm, and Magic Arrow. |
| Armor | High resists matter. Hits, Mana, Mana Regen, Hit Point Regen, Lower Mana Cost, Lower Reagent Cost, and Enhance Potions also raise the score based on usefulness and value. |
| Jewelry | High Hit Chance, Defense Chance, useful stat bonuses, casting, Lower Mana Cost, Lower Reagent Cost, mana, and regen properties are valued higher. Casting 1/3 scores better than 1/2 or 0/2. |
| Shields | Shields have fewer useful property types than weapons or jewelry, so strong shield rolls such as 15 Hit Chance and 15 Defense Chance score higher than the mod count alone would suggest. |
| Resists | Resists are included in the score. High resists on armor or shields can push an item much higher even if the item has fewer visible magic mods. |
Monster weapons do not roll resists, Hit Dispel, or item durability bonus. Night Sight and Reflect Physical are not part of the normal spawnable monster-loot or crafted-item mod pool.
Durability bonus on armor
Durability Bonus is an armor-only property. On armor, it also adds small resist bonuses based on the durability bonus amount: 10% or higher gives +1 to each resist, 50% or higher gives +2 to each resist, and 100% gives +3 to each resist.
Artifacts, Bosses, and Champions
Bosses and champions use a set artifact list.
Champion/boss artifact chance
Bosses and champions have a 12% artifact drop chance.
Approved boss/champion artifact pool
The pool includes selected Doom artifacts, selected Greater Tokuno artifacts, and custom Mentula artifacts.
Boss rotation
The boss rotation spawns one boss at a time. The next boss can spawn one hour after the active boss dies. Active boss messages appear every 5 minutes.
Power scrolls and stat scrolls
Bosses can also drop power scrolls and stat scrolls at lower chances. Power scrolls can raise skill caps toward 120. Stat scrolls can improve the total stat cap.
Cursed artifacts
The artifact carrier curse applies to champion-obtained cursed artifacts. When a player obtains one, they become an artifact carrier. Their name is shown to the world map, travel magic is blocked, and the artifact cannot be moved or insured until deposited at a bank with [DepositArtifact.
- If the carrier dies, the cursed artifact drops on their corpse.
- Whoever picks it up becomes the carrier.
- The artifact can be used and insured normally after bank deposit.
Fishing and Sea Hunts
Fishing includes marks, tools, sea monsters, sunken chests, and sea-themed loot.
Fishing vendor currencies
- Angler Marks
- Tideglass Shards
Angler reward chests
The angler vendor sells five chest tiers: Driftwood, Saltwater, Deepwater, Abyssal, and Leviathan. Higher tiers cost more and roll better loot.
| Chest | Cost | Special clothing chance |
|---|---|---|
| Driftwood Cache | 4 Angler Marks, 1 Tideglass Shard | 20% |
| Saltwater Cache | 7 Angler Marks, 2 Tideglass Shards | 17% |
| Deepwater Cache | 10 Angler Marks, 3 Tideglass Shards | 14% |
| Abyssal Chest | 35 Angler Marks, 5 Tideglass Shards | 11% |
| Leviathan Angler Cache | 50 Angler Marks, 10 Tideglass Shards | 8% |
Angler chests contain gold, random magic gear, socket-grade gems, and sea-themed finds. Each chest has a small 1% chance at one shell. Higher tiers can roll stronger special clothing, from small +1 style bonuses in the lowest tier up to stronger +5 style bonuses in the highest tier. Sea dyes use the same general tiered chance idea when they appear from these caches.
Special sea clothing can roll small resists, Luck, and either Lower Reagent Cost or Lower Bandage Cost. Pirate hats are the only sea clothing piece that can roll Fishing.
Lower Bandage Cost
Lower Bandage Cost reduces how often equipped gear consumes bandages. It can roll on armor and hats from loot using the same general range as Lower Reagent Cost. The bonus adds together across equipped items and can reach 100% total, similar to Lower Reagent Cost for spells. A single item does not roll 100% by itself.
Sea Hunt creatures
Special krakens and sea serpents can spawn in random water areas. They can carry sunken treasure chests. The fishing mini-game can also rarely pull up a kraken or sea serpent encounter.
Sunken treasure chests
Sunken chests require Grandmaster Lockpicking and 100 Fishing. Chests can contain gold, gems, magic gear, wands, bandages, sea dyes, skill scrolls, treasure maps, MIBs, and sea artifacts.
Sea artifacts
| Artifact | Type | Properties |
|---|---|---|
| Old Harpoon | Short Spear | Hit Harm 50%, Mana Leech 40%, Hit Chance 10%, Damage Increase 50%, Stamina +5. |
| Captain's Boots | Boots | Swordsmanship +10. |
| Crewman's Cap | Skullcap | Physical Resist 10, Fire Resist 5, Cold Resist 10, Poison Resist 10, Energy Resist 10, Hit Chance 10%, Defense Chance 10%, Strength +2. |
| Captain Cuntington's Quick Blade | Cutlass | Swing Speed 40%, Mana Leech 45%, Hit Fireball 45%, Hit Lower Defense 30%, Damage Increase 35%. |
Mentula Gardening
Plants are grown through the Mentula Garden Shed.
Garden Shed
Placeable shed used for seeds, growing, watering, tending, and harvesting.
Seeds
Mentula offers a variety of custom plants as well as classic plants and a new way to grow seeds.
Collection
Custom plants include bright, dark, toxic, grave, fantasy, and horror styles.
Example plants
Blood Vine, Grave Rose, Mooncap Mushroom, Ember Orchid, Void Lily, Frost Fern, Swamp Lotus, Thorned Nightshade, Black Glass Cactus, Vampire Pitcher Plant, Frozen Heart Bloom, Grinning Grave Bloom, Soul Lantern Cactus, Pearlscale Lotus, Dragonfire Cabbage, and many more.
Crafting, Runics, and Gear
Runic tools
Runic tools create magic crafted gear.
- Runic smithing hammers craft armor and weapons.
- Runic tinkering tools use the same tier system as smithing hammers.
- Tinkered jewelry gets jewelry-appropriate properties.
- Tinkered weapons and hatchets can roll weapon properties from the runic tier.
- The Mentula Runic Crucible lets players select the exact runic tool they want instead of receiving a random runic cache.
Mentula Runic Crucible
The crucible uses runic fragments and bank gold. Each tier only requires the fragment types listed for that tier in the crucible window.
| Tier | Uses | Notes |
|---|---|---|
| Lesser Runic | 40 | Starter runic tier. |
| Adept Runic | 35 | Mid runic tier. |
| Master Runic | 30 | Includes Mentula runic sewing, fletcher, and dovetail tools between the older upper tiers. |
| Legendary Runic | 25 | Highest crucible runic tier. |
Arms Lore and blacksmithing
Blacksmiths with 100.0 Blacksmithy and 100.0 Arms Lore get better runic crafting rolls for weapons and armor.
When a runic hammer rolls an item, the hammer tier chooses the base number of properties. Arms Lore can raise that count by one if the item has room.
- A 3-mod runic roll can have a chance to become 4 mods.
- A 4-mod runic roll can have a chance to become 5 mods.
- An item already at the max stays at the max.
Arms Lore also improves the chance for higher property values.
Balanced two-handed melee
Two-handed melee weapons can spawn or craft with Balanced.
Meditation armor rules
Studded armor and bone armor are medable. Chainmail allows meditation at about half the normal benefit rate.
Self Repair armor bonus
Armor with Self Repair can grant Hit Point Regen while it is in good condition. Every 3 points of Self Repair gives +1 Hit Point Regen, but the armor must be within 6 durability points of its max durability for the bonus to apply.
Transmog deeds
Transmog deeds change armor or clothing appearance to another valid item of the same wearable slot.
Repair All Deeds
Repair All Deeds repair durable items. Blacksmiths sell them.
Mount barding deeds
Animal trainers sell dragon barding deeds and horse barding deeds. The deed lets you choose a metal type.
Socketed Gear
Eligible normal armor and jewelry can roll sockets and be upgraded with socket-grade gems.
Socket-grade gems come in different qualities. Higher quality gems give stronger versions of the same bonus.
Socket gem quality
| Quality | Bonus strength | Rule |
|---|---|---|
| Chipped | +1 | Works in 1-socket or 2-socket gear. |
| Flawless | +2 | Works in 1-socket or 2-socket gear. |
| Ancient | +3 | Made for gear with exactly 1 socket. |
One-socket gear can use Ancient gems for one stronger bonus. Two-socket gear can use two smaller bonuses for more flexibility.
Socket gem bonuses
| Gem | Socket bonus |
|---|---|
| Ruby | Fire Resist |
| Sapphire | Cold Resist |
| Emerald | Poison Resist |
| Amethyst | Energy Resist |
| Citrine | Physical Resist |
| Tourmaline | Stamina |
| Amber | Enhance Potions |
| Diamond | Luck |
| Star Sapphire | Mana |
| Ecru Citrine | Lower Mana Cost |
| Fire Ruby | Damage Increase |
| Blue Diamond | Defense Chance Increase |
| Dark Sapphire | Spell Damage Increase |
| Turquoise | Hit Chance Increase |
| Perfect Emerald | Lower Reagent Cost |
| Brilliant Amber | Mana Regen |
| White Pearl | Hit Point Increase |
The bonus amount comes from the gem quality. For example, a Chipped Ruby gives Fire Resist +1, a Flawless Ruby gives Fire Resist +2, and an Ancient Ruby gives Fire Resist +3 if the item has exactly 1 socket.
Socket information appears in the item property window, and socketed gear receives an item power level increase.
Storage, Loadouts, and Supplies
Storage Trunk
The Storage Trunk stores common supplies and saved loadouts. It can hold reagents, necro reagents, greater potions, bandages, enchanted apples, golden apples, petals, smoke bombs, shurikens, bolas, trapped pouches, and similar items.
Mentula Soul Stone
The Mentula Soul Stone stores up to 40 skill entries, allows duplicate skills, stores stats up to 125 per stat, and supports saved templates.
Backpack organization
[Organizeme sorts backpacks into named bags. Empty organize bags remove themselves.
PVP Progression
PVP kills, deaths, and spendable PVP points are tracked separately.
- Killing another player awards a PVP Kill Point.
- Every 2 PVP deaths removes 1 spendable PVP point.
- The death penalty affects total spendable points, not the lifetime kill count.
- The Open World PVP Board tracks kills, deaths, and title progress.
- Anti-farm cooldown is set to 10 minutes.
PVP rewards can include titles and dye rewards. Dye reward tiers unlock from PVP progress and can be claimed again later if the player earns enough new PVP points.
Factions
Mentula has three custom factions:
Factions use two main progression types: faction kill points and War Marks.
| Type | Use |
|---|---|
| Faction kill points | Raise your standing inside your faction and affect faction rank. |
| War Marks | Spent at the faction reward store for faction-only rewards. |
Faction quest givers
Each faction has its own quest giver. Players join, take quests, check faction options, and use the faction store through their faction NPC.
Faction quests
Faction Quest Commanders offer repeatable faction jobs. Players can only have one active faction quest at a time. Use [FactionQuest to reopen your current quest window.
Quest objects such as banners, shrines, orders, crates, and command tables are created for active quests. Banner burning, shrine desecration, and similar objectives require the nearby spawned enemies to be killed before the quest can be completed.
Faction quest guards and targets are special quest enemies. Normal blue NPCs, pets, vendors, healers, and other protected targets still use normal criminal rules.
| Quest | Goal | Reward |
|---|---|---|
| Scout Landmark | Travel to the marked landmark and report from nearby. | 5 War Marks. |
| Spy Report | Report near the target landmark while hidden or trained in Hiding/Stealth. | 1 kill point, 14 War Marks. |
| Burn Enemy War Banners | Find 3 enemy faction banners, equip and light a torch, then double-click each banner to burn it. | 1 kill point, 10 War Marks. |
| Sabotage Supplies | Use a lit torch to destroy 4 enemy supply crates. | 1 kill point, 16 War Marks. |
| Hunt Enemy Scouts | Kill 5 enemy faction scouts near a landmark. | 1 kill point, 12 War Marks, chance at a faction supply cache. |
| Hunt War Beasts | Kill 4 enemy faction war beasts. | 1 kill point, 18 War Marks. |
| Recover War Supplies | Find a stolen supply crate and drag it onto a Faction Quest Commander. | 1 kill point, 15 War Marks, chance at a faction supply cache. |
| Steal Documents | Steal enemy war documents and return them to a Faction Quest Commander. | 1 kill point, 18 War Marks. |
| Capture Field Banner | Capture an enemy field banner and return it to a Faction Quest Commander. | 2 kill points, 28 War Marks, faction war chest. |
| Plant False Orders | Plant false orders at an enemy command table. | 1 kill point, 16 War Marks. |
| Desecrate Shrine | Use a lit torch on an enemy war shrine. | 1 kill point, 20 War Marks. |
| Assassinate Officer | Kill a named enemy faction officer. | 2 kill points, 30 War Marks, faction war chest. |
| Slay Enemy Captain | Kill a stronger enemy faction captain near a landmark. | 2 kill points, 25 War Marks, faction war chest. |
| Hold The Line | Defeat 8 enemy attackers near the marked location. | 2 kill points, 30 War Marks, faction war chest. |
| Murder Opposing Faction Member | Kill one real player from another faction. Same-faction kills do not count. | 2 kill points, 35 War Marks, faction war chest. |
Faction reward rules
- Faction gear cannot be worn by non-faction members.
- Faction reward gear cannot be repaired.
- Faction-made gear spawns with max durability.
- Faction Runic Hammers are close to valorite hammer power and create faction-locked gear.
Faction supply caches
Faction supply caches are one-use supply bags. They weigh 40 stones and open a supply menu for faction-use consumables. A cache can dispense up to 500 of each reagent and 50 each of Greater Refresh, Greater Heal, and Greater Cure potions. Once the supplies are dispensed, the cache is consumed.
Leaving a faction
Leaving a faction takes 2 days. During that time, the character is marked as a traitor. Members of that faction can kill traitors for extra faction rewards.
Mentula Arena Stone
The Mentula Arena Stone runs 1v1 pure mage duels and tracks wins/losses.
- Arena list shows Arena 1 and Arena 2.
- Melee attacks are blocked inside the arena zone.
- Spells are allowed.
- Summons, fields, wall of stone, recall, gate, teleport, and help-stuck are blocked.
- Mana regeneration is reduced by 25% during arena fights.
- Mounted players have their mount sent to the stable for the match.
Battle Chess and Tower Defense
Battle Chess lets two players challenge each other at a life-sized chessboard. Pieces move by chess rules, take turns, and fight when one piece captures another.
- Players use the Battle Chess control window to select pieces and valid destination squares.
- The game shows whose turn it is and blocks moves that are not legal for the selected piece.
- Players are kept near their side of the board during a match so they can watch and play without walking onto the board.
- Use
[ForfeitChessto forfeit an active match.
Battle Chess rewards and records
The Battle Chess Leader Board tracks player wins and losses. Players can play for a gold match reward or wager personal items through the betting pot. When items are wagered, the winner receives both wagered items.
Tower Defense
Tower Defense sends waves of monsters down a marked path toward a core. Players defend the core directly and with fireball towers.
- Teams can include up to 5 players.
- Enemy strength scales with team size.
- Tower deeds are awarded during the match, usually every other wave.
- Monsters focus on marching the path and attacking the core at the end.
- Reward chests scale by participation and can include useful loot, socket gems, and a chance at a random paragon artifact.
- Gold rewards scale by participant count, with 25,000 gold per participating player.
Player Bounties
Bounties are paid through player heads.
- A player with a bounty is killed.
- The killer cuts the corpse and takes the head.
- The head must be brought to The Bounty Head Collector within 10 minutes.
- The original cutter receives the full bounty value.
- If someone else takes the head and turns it in, the value is reduced by 10%.
Bounty rewards can include a Head Hunter bag with a rare chance at the Elite Head Hunter orc mask.
Housing
House placement
The house placement menu includes custom foundations and prebuilt homes.
Floating houses
Floating houses are customizable water homes with movement controls. Floating house cannons can be placed and fired from floating homes.
House Raffle Stone
House raffles sell tickets for a prize house. The winner receives a deed for that house. Each player can win one house raffle.
Magic, Combat, and Skills
SE combat foundation
Mentula uses SE-era combat, weapon specials, necromancy, bushido, ninjitsu, and selected ML-style item properties.
Necromancy
Necromancy uses Mentula SE-style rules. Some effects appear on the buff bar.
Bandages
| Bandage type | What it does |
|---|---|
| Bandages | Normal Healing and Veterinary bandages. |
| Enhanced Bandages | Improved bandages created through the Fountain of Life. |
| Antidote Bandages | Special healer-sold bandages that improve poison-cure reliability. When they cure poison, they can also apply part of the healing that would have happened. |
| Cooling Bandages | Special healer-sold bandages that apply 3% fire damage reduction for 5 seconds after the bandage finishes. Starting another bandage before the previous one finishes cancels the pending fire-protection application instead of stacking it. |
Armor Ignore
Armor Ignore can reach 40 damage with two-handed weapons. Hatchets can reach 45 with 100 Lumberjacking and 100 Swordsmanship.
Arms Lore combat bonuses
Arms Lore gives combat bonuses at these skill levels.
| Arms Lore | Combat bonus |
|---|---|
| 33.0 | +5 Hit Chance, +5 Defense Chance, +10 Damage Increase |
| 66.0 | +10 Hit Chance, +10 Defense Chance, +20 Damage Increase |
| 100.0 | +15 Hit Chance, +15 Defense Chance, +35 Damage Increase |
Bard control option
Provocation can offer Entice or Control. Entice works like normal provocation. Control lets the bard command a monster for up to 30 seconds, with cooldown limits and reduced PVP damage.
Player traps
Tinkers can craft traps. Anyone can use them. Hiding and Stealth increase trap damage. Players can place 2 traps at a time. Trap placement has a 10-minute cooldown. Traps decay after 10 minutes. Tracking can find nearby traps.
| Hiding/Stealth skill | Trap damage bonus |
|---|---|
| 100 | 8% |
| 110 | 10% |
| 115 | 12% |
| 120 | 15% |
Trapped pouches
Trapped pouches are meant as low-damage trap pouches and should only deal 1 to 3 damage when triggered.
Hidden allies
Players in the same party or guild can see each other while hidden/stealthed.
Vendors
Vendors have infinite stock for listed items.
| Vendor | Notable items |
|---|---|
| Alchemist | Greater potions, poison types, enchanted apples, golden apples. |
| Mage / Necromancer | Full spellbooks for 25,000 gold each. |
| Provisioner | Smoke bombs, fukiya darts, fukiyas, shurikens, bolas, trapped pouches. |
| Scribe | Runebooks and inscription supplies. |
| Healer | Normal bandages, Antidote Bandages, and Cooling Bandages. |
| Blacksmith | Repair All Deeds. |
| Animal Trainer | Dragon barding deeds and horse barding deeds. |
Donation store
The donation store is cosmetics-only. Mentula Donation Coins are valued at 1,000 coins per $1. Cosmetic dyes cost 3,000 coins. Cosmetic deeds and ethereal mounts are commonly priced at 5,000 coins. Small decoration deeds such as a normal ladder deed can cost 1,000 coins, and the Mentula Garden Shed deed can cost 3,000 coins.
Consumable cooldowns
| Item | Cooldown | Notes |
|---|---|---|
| Enchanted Apple | 1 minute | Helps remove curse effects. |
| Golden Apple | 5 minutes | 10% mana regen for 60 seconds. |
| Bola | 2 minutes | Prevents immediate reuse. |
| Conflagration Potion | 90 seconds | Creates a fire field effect. |
| Greater Conflagration Potion | 90 seconds | Creates a stronger fire field effect. |
| Confusion Blast Potion | 60 seconds | Pacifies nearby valid creatures for a short time. |
| Greater Confusion Blast Potion | 60 seconds | Pacifies a larger area of nearby valid creatures for a short time. |
Trapped pouches are red while armed. After the trap fires, they return to normal color and name.
World Flavor
Lost Lands rifts
Rifts can open in Mentula's Lost Lands. When a rift opens, the server announces its coordinates. Enemies pour out around the rift and stay near the rift area instead of wandering across the map.
- If the rift is not defeated within about 1 hour, it closes and can return later somewhere else.
- After the rift spawn is cleared, The Rift Father appears as the mini boss.
- The Rift Father has a 5% chance to drop a rift artifact. The Riftbound Signet is rarer than the other rift artifacts.
Known rift artifacts
| Artifact | Properties |
|---|---|
| Riftfang | Swing Speed 30%, Damage Increase 50%, Hit Harm 50%, Hit Lower Defense 25%, Mana Leech 25%, Hit Chance 10%. |
| Riftward Gorget | Damage Increase 25%, Hits +10, Lower Mana Cost 8%, Self Repair 3, and resists: 10 physical / 8 fire / 8 cold / 8 poison / 10 energy. |
| Voidstitched Tunic | Dexterity +8, Stamina +10, Defense Chance 10%, Lower Mana Cost 10%, Self Repair 3, and resists: 8 physical / 6 fire / 10 cold / 8 poison / 10 energy. |
| Riftwalkers | Dexterity +2, Luck +120. |
| Riftbound Signet | Faster Cast Recovery 3, Faster Casting 1, Lower Mana Cost 8%, Spell Damage Increase 15%, Magic Resist +10. |
Escort quests
Seekers of Adventure and peasants can offer escort quests to landmarks. Rewards can include gold, a blue reward pouch, trinkets, and random gear.
Peasant rescue quests
Some peasants can ask for help rescuing a loved one from nearby monsters. The quest opens with an offer window, shows a difficulty, points the player toward the danger, and rewards a bag with gold and gear based on the threat.
Retired commander quests
Retired commanders can send players to wipe out deserter camps and recover captured scouts.
Masked smuggler quests
Masked smugglers can hand players a loaded pack horse and ask them to deliver it to a peculiar individual. Recall and gate travel are blocked during the run, but public moongates can still be used. Ambushers may attack along the route. At the exchange, the player can deliver the goods or betray the deal and fight for the shipment.
NPC chatter
Hireable and wandering NPCs can talk, respond to their name, argue, swear, and roam.
Wandering riders
Wandering mounted NPCs can travel between areas, use public moongates, fight enemies, heal themselves, and carry loot they have picked up during their travels. Blue riders and red murderer riders can fight each other, and red riders may attack players.
Fountain of Life
The Fountain of Life converts bandages into enhanced bandages. It holds up to 1000 charges and can be used once every 3 days per player.
Basic Game Mechanics
Skills and stats
Skills control character actions. Skills above 100 need power scrolls. Stats affect health, stamina, mana, carry weight, swing speed, and casting.
Skill scrolls
Skill Scrolls can be found as loot and grant instant skill gains of +1 or +2. There are no +3 Skill Scrolls. They increase the skill value, not the cap. Once a skill reaches 100.0, small skill scrolls stop working. Power scrolls are needed to raise the cap toward 120, and skills from 100 to 120 must still be trained.
Power scrolls
Power scrolls raise a skill cap, commonly to 110, 115, or 120 depending on the scroll.
Insurance
Normal gear can be insured. Cursed artifact-carrier items cannot be insured until deposited at a bank.
Death and resurrection
Wandering healers and priests heal resurrected players. A player-cast Resurrection spell heals for 45% when the caster has 120 Magery. Veterinarians can resurrect pets immediately.
Character deletion
Characters can be deleted without the normal 7-day waiting period.