Mentula UO

Mentula UO Player Wiki

A player reference for Mentula UO systems, items, progression, housing, combat, and world content.

Commands

Player Commands

CommandWhat it does
[Level / [PvmLevelOpens your PVM level, aspects, bonuses, and rewards.
[PetLevel / [PetPvmLevelOpens pet PVM progression for a selected pet.
[PetBreedingInfoShows breeding information for a selected pet, including gender, fertility, quality, young status, and cooldown.
[SummonLevel / [SummonPvmLevelShows progression for magery summons and Summon Creature options.
[FamiliarLevel / [FamiliarPvmLevelShows necromancy familiar progression.
[OrganizemeSorts your backpack into named bags by item type. Empty bags delete themselves.
[DepositArtifactDeposits a cursed artifact at a bank and removes the carrier curse.
[FactionQuestOpens your current faction quest window.
[ForfeitChessForfeits your active Battle Chess match.
Testing phase

Beta Testing Stuff

These features are for testing periods only. Staff can turn them on or off as needed.

Testing featureWhat it does
[setskillLets players set a skill for testing when staff has testing commands enabled.
[setstatLets players set Strength, Dexterity, or Intelligence for testing when staff has testing commands enabled.
Test Skill SetterA 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 crateA 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 dyesBeta testing reward vendors can offer special Mentula beta dyes and dyed cloth earned through testing rewards.
Instant character deletionCharacters can be deleted without the normal waiting period.
Characters

Playable Races

Mentula currently supports Humans and Orcs.

RaceDetails
Human5% Swing Speed Increase race bonus.
Orc15% Damage Increase race bonus.
Skills

Skills

Most skills follow normal SE-style UO rules. Skills with Mentula-specific behavior are noted below.

Mentula skill bonuses

Skill or systemBonus values
Arms Lore33.0 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 + BlacksmithyAt 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 trapsTrap 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.
TrapmakingTrapmaking 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 controlBards 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 IdentificationAt 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 infusionsInfusions 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.
BeggingBegging 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

SkillBehavior
TrackingCan find nearby creatures, players, and placed player traps.
HidingBreaks active targeting when the hide succeeds.
StealthUses SE-style hiding requirements.
Remove TrapTrap owners have easier removal access under Mentula's SE-style rules.
Animal LoreDisplays 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 groupEffectDuration
Meat foodsStrength +5% and Damage Increase +5%.3 minutes
VegetablesDefense Chance +5%.2 minutes
Fruit and sweetsHit Point Regen +5.2 minutes
Fish, seafood, mushrooms, and exotic foodsUse Best Weapon Skill.2 minutes
Soups, stews, broth, and miso15% chance to take half damage when hit.20 seconds
Bread, pizza, quiche, bento, and waterStamina Regen +5.2 minutes
Cheese and dairyMana Regen +5 and Stamina Regen +5.2 minutes
EggsDexterity +5% and Stamina Regen +5.3 minutes
AleStrength +5 and Hit Chance +5%.3 minutes
CiderDexterity +5% and Stamina Regen +5.3 minutes
LiquorDamage Increase +5% and Hit Point Regen +5.2 minutes
WineIntelligence +5% and Mana Regen +5.3 minutes
Green teaMana Regen +5 and Defense Chance +5%.2 minutes
CoffeeStamina Regen +5 and Hit Chance +5%.2 minutes
Hot cocoaHit 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

SkillUseful values
AnatomyUsed 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.
TacticsUsed 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.
LumberjackingApplies 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 IntelligenceScales 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%.
InscriptionSupports magery spell damage. At 100.0 Inscription or higher, magery spell damage gains a +10% scribe bonus.
MageryControls spell success, spell access, and several spell strength checks. Mentula also lets 120 Magery resurrect players with 45% health.
Spell Damage IncreaseItem-based spell damage increase is still limited by SE-style PVP caps: 15% normally, or 30% for focused spell builds.
ParryingBlock 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

SkillHow it works
AlchemyMakes potions. Higher skill improves potion crafting success.
AnatomyImproves weapon damage and healing results. At 100.0 Anatomy, it contributes about +55% to base weapon damage scaling.
Animal LoreShows pet information such as stats, skills, loyalty, and breeding details.
Animal TamingUsed to tame creatures and control stronger pets.
ArcheryRanged weapon skill for bows and crossbows.
Arms LoreGives Hit Chance, Defense Chance, and Damage Increase bonuses at 33, 66, and 100 skill. Also improves runic blacksmithing when paired with 100 Blacksmithy.
BeggingOpens NPC begging interactions. Higher skill improves pity results, reward chances, and citizen reputation outcomes.
BlacksmithyCrafts and repairs metal armor and weapons. With 100 Arms Lore, runic smithing gains a 40% chance at stronger rolls.
Bowcraft/FletchingCrafts bows, crossbows, arrows, and bolts.
BushidoSamurai combat skill. Supports weapon abilities, parry-style defense, and Bushido specials.
CampingUtility skill for campfires and wilderness-style actions.
CarpentryCrafts wooden items, furniture, containers, and house deco.
CartographyDecodes treasure maps and supports treasure hunting.
ChivalryPaladin spell skill. Uses tithing points and Karma-based holy abilities.
CookingCooks food. With Taste Identification, different food groups can give temporary stat, mana regen, damage reduction, or Use Best Weapon Skill effects.
Detecting HiddenReveals hidden players, creatures, or traps nearby.
DiscordanceBard skill that weakens a target's combat ability.
Evaluating IntelligenceImproves offensive magery damage. At 100.0 Eval Int, spell damage scales to about 120% of base before other bonuses and resists.
FencingMelee weapon skill for fencing weapons such as krysses, spears, and daggers.
FishingCatches fish and supports sea hunts. Some sunken chests require 100 Fishing.
FocusImproves passive stamina and mana recovery.
Forensic EvaluationExamines corpses and can reveal information about deaths or thieves.
HealingUses bandages to heal, cure poison, and resurrect with enough skill and Anatomy.
HerdingMoves animals with a shepherd's crook.
HidingLets the character hide. Together with Stealth, it can increase placed trap damage up to +15%.
InscriptionCreates scrolls and spellbooks. At 100.0 Inscription or higher, magery spell damage gains a +10% scribe bonus.
Item IdentificationIdentifies item information and works with item inspection.
LockpickingOpens locked containers. Grandmaster Lockpicking is needed for some sunken treasure chests.
LumberjackingHarvests wood. With 100 Lumberjacking and 100 Swordsmanship, a two-handed hatchet can raise Armor Ignore damage up to 45.
MacingMelee weapon skill for mace weapons.
MageryCasts classic mage spells. At 120 Magery, Resurrection brings players back with 45% health. Magery also supports summons and can resurrect pets.
MeditationImproves active and passive mana recovery, especially for mage builds.
MiningHarvests ore and stone for crafting.
MusicianshipBase bard skill required for bard abilities.
NecromancyCasts necromancer spells and summons familiars. Familiars can level through PVM.
NinjitsuNinja combat and utility skill with movement, forms, and special abilities.
ParryingImproves blocking with shields and certain weapon setups.
PeacemakingBard skill used to calm creatures or stop combat briefly.
PoisoningApplies poison to weapons and improves poison-related tactics.
ProvocationBard skill used to make creatures fight. Mentula also offers a 30-second Control option with a 2-minute creature cooldown.
Remove TrapUsed to disarm traps on containers and other trap sources.
Resisting SpellsReduces or resists harmful magical effects.
SnoopingLets players look inside other backpacks when allowed by the rules and situation.
Spirit SpeakNecromancy support skill. Also required for Mentula's Summon Creature setup.
StealingUsed to steal items when allowed by rules and criminal restrictions.
StealthLets hidden characters move quietly. Together with Hiding, it can increase placed trap damage up to +15%.
SwordsmanshipMelee weapon skill for swords, axes, and many bladed weapons.
TacticsImproves weapon damage. At 100.0 Tactics, it contributes about +68.75% to base weapon damage scaling.
TailoringCrafts cloth and leather armor, clothing, and related items.
Taste IdentificationAt 50.0 skill, food and drinks give a stamina boost. At 100.0 skill, food and drink infusions unlock.
TinkeringCrafts 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.
TrackingTracks players, creatures, and nearby player traps.
VeterinaryUses bandages on animals and pets. Veterinarians can resurrect pets without a wait.
WrestlingUnarmed combat skill. Also helps casters avoid spell interruption in close combat.
Progression

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 bonusWhat 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 RegenEvery 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.

LevelAspectWhat it does
1BloodlustKill chains build up to +10% damage against monsters. The chain fades if you stop killing for too long.
1IronhideMonsters deal 5% less damage to you.
1Treasure SenseSlightly increases PVM mark rewards and lets kills uncover small extra finds such as gold, gems, or marks.
10ExecutionMonsters below 20% health take +15% finishing damage.
10Grave HungerUndead kills grant bonus PVM XP and release a soul effect.
10Beast BondYour pets, bonded pets, summons, and familiars deal +10% damage to monsters.
20ThornsMonsters have a 25% chance to take return damage when they hit you.
20FrostbiteYour hits have an 8% chance to briefly freeze a monster for 1 second.
20Spell SurgeWith 80+ Magery, attacks have an 8% chance to surge for +12% bonus monster damage.
30DragonbrandDragonkind take +8% damage from you.
30DemonbaneDaemons and demons take +8% damage from you.
30GraveboundUndead take +8% damage from you and deal 8% less damage to you.
40Void SurgeKills have a 3% chance to trigger Void Surge for 45 seconds, increasing PVM XP and monster damage.
40Soul HarvestPowerful monster kills grant bonus XP and restore health, mana, and stamina.
40Champion FocusPowerful monsters take +10% damage and count extra toward daily hunts.
50Pack LeaderPets, bonded pets, summons, and familiars deal +8% more damage to monsters.
50Arcane WardMagical monsters deal 8% less damage to you.
50Relic HunterPowerful monsters can award relic-style finds, including runic fragments, repair deeds, boss caches, and rare lesser runic caches from apex monsters.
60FrenzyKill streaks restore stamina, and every fifth streak kill restores some health.
60StoneheartWhen you are under half health, monsters deal 8% less damage to you.
60Mana WellspringWith 80+ Magery, attacks have a 10% chance to restore mana and add +8% monster damage.
75ReaperMonsters below 25% health take +12% additional finishing damage.
75Guardian AngelWhile below 33% health, monster hits have an 8% chance to trigger a protective heal.
75RiftwalkerMonster hits have an 8% chance to reduce that hit by 35%.
90Apex PredatorApex monsters take +12% damage and deal 10% less damage to you.
90TitanbreakerMonsters with 2500+ health take scaling bonus damage. Hits have a 15% chance to drain monster stamina and mana.
90DeathlessWhile below 35% health, monsters deal 10% less damage to you.
110InfernoAttacks have a 12% chance to flare for +10% fire-themed monster damage.
110Glacial PrisonAttacks have a 12% chance to add +6% damage and freeze a monster for 1.5 seconds.
110StormcallAttacks have a 12% chance to add +8% damage and drain monster stamina.
130Mythic HunterRaises level-scaling PVM damage cap from +20% to +28%, and level-scaling monster damage reduction cap from +15% to +20%.
130Void AscendantVoid Surge lasts 75 seconds instead of 45 and gives stronger Void Surge damage and XP bonuses.
130Gold RushPowerful monster kills can drop bonus gold and sometimes bonus gems.
Companions

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.

QualityWhat it means
WeakBelow average adult stats.
HealthyNormal adult stats.
StrongBetter adult stats.
ExceptionalHigh adult stats.
PrimeBest adult stat range.

Command: Use [PetBreedingInfo and target a pet to check gender, fertility, quality, Young timer, and breeding cooldown.

Summoned allies

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

FamiliarWhat it gives
Death AdderCommandable 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 WolfOwner 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 MinionOwner 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 BatLife-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 WispMana 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 scalingMaximum bonus
HealthUp to +40% max health.
Base damageUp to +24% familiar damage.
Combat skillsUp to +18 skill to Magic Resist, Tactics, Wrestling, and Poisoning.
ArmorUp to +20 armor.
PVM damage reductionUp to 32% reduction from monster damage, depending on level and familiar type.

Death Adder poison scaling

LevelPoison behavior
1-9Regular/Greater poison mix.
10+Mostly Greater poison.
25+Chance for Deadly poison.
45+Mostly Deadly poison.
65+Chance for Lethal poison.
Rewards

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 tierLoot
Low tierLower magic gear, usually 2 mods and sometimes 3.
Mid tierMid-range magic gear, usually 3 mods and sometimes 4.
High tierHigher magic gear, usually 4 mods and sometimes 5.
Boss/champion5-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.

LevelNameBonus
0UntouchedNo leveling bonus.
1Tempered+1% to eligible existing mods.
2Blooded+2% to eligible existing mods.
3Battleworn+3% to eligible existing mods.
4Warforged+4% to eligible existing mods.
5Legendary+5% to eligible existing mods.

What raises item score

Item typeHow scoring works
WeaponsHit 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.
ArmorHigh 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.
JewelryHigh 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.
ShieldsShields 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.
ResistsResists 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

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.

Doom artifacts Greater Tokuno artifacts Crimson Cincture Conjurer's Trinket Human Fey Leggings Quiver of Infinity Mentula leather 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.
Water content

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.

ChestCostSpecial clothing chance
Driftwood Cache4 Angler Marks, 1 Tideglass Shard20%
Saltwater Cache7 Angler Marks, 2 Tideglass Shards17%
Deepwater Cache10 Angler Marks, 3 Tideglass Shards14%
Abyssal Chest35 Angler Marks, 5 Tideglass Shards11%
Leviathan Angler Cache50 Angler Marks, 10 Tideglass Shards8%

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

ArtifactTypeProperties
Old HarpoonShort SpearHit Harm 50%, Mana Leech 40%, Hit Chance 10%, Damage Increase 50%, Stamina +5.
Captain's BootsBootsSwordsmanship +10.
Crewman's CapSkullcapPhysical 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 BladeCutlassSwing Speed 40%, Mana Leech 45%, Hit Fireball 45%, Hit Lower Defense 30%, Damage Increase 35%.
Gardening

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

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.

TierUsesNotes
Lesser Runic40Starter runic tier.
Adept Runic35Mid runic tier.
Master Runic30Includes Mentula runic sewing, fletcher, and dovetail tools between the older upper tiers.
Legendary Runic25Highest 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.

Gear upgrades

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

QualityBonus strengthRule
Chipped+1Works in 1-socket or 2-socket gear.
Flawless+2Works in 1-socket or 2-socket gear.
Ancient+3Made 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

GemSocket bonus
RubyFire Resist
SapphireCold Resist
EmeraldPoison Resist
AmethystEnergy Resist
CitrinePhysical Resist
TourmalineStamina
AmberEnhance Potions
DiamondLuck
Star SapphireMana
Ecru CitrineLower Mana Cost
Fire RubyDamage Increase
Blue DiamondDefense Chance Increase
Dark SapphireSpell Damage Increase
TurquoiseHit Chance Increase
Perfect EmeraldLower Reagent Cost
Brilliant AmberMana Regen
White PearlHit 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.

Quality of life

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.

Player conflict

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.

Faction war

Factions

Mentula has three custom factions:

Marauders Dominion Saints

Factions use two main progression types: faction kill points and War Marks.

TypeUse
Faction kill pointsRaise your standing inside your faction and affect faction rank.
War MarksSpent 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.

QuestGoalReward
Scout LandmarkTravel to the marked landmark and report from nearby.5 War Marks.
Spy ReportReport near the target landmark while hidden or trained in Hiding/Stealth.1 kill point, 14 War Marks.
Burn Enemy War BannersFind 3 enemy faction banners, equip and light a torch, then double-click each banner to burn it.1 kill point, 10 War Marks.
Sabotage SuppliesUse a lit torch to destroy 4 enemy supply crates.1 kill point, 16 War Marks.
Hunt Enemy ScoutsKill 5 enemy faction scouts near a landmark.1 kill point, 12 War Marks, chance at a faction supply cache.
Hunt War BeastsKill 4 enemy faction war beasts.1 kill point, 18 War Marks.
Recover War SuppliesFind 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 DocumentsSteal enemy war documents and return them to a Faction Quest Commander.1 kill point, 18 War Marks.
Capture Field BannerCapture an enemy field banner and return it to a Faction Quest Commander.2 kill points, 28 War Marks, faction war chest.
Plant False OrdersPlant false orders at an enemy command table.1 kill point, 16 War Marks.
Desecrate ShrineUse a lit torch on an enemy war shrine.1 kill point, 20 War Marks.
Assassinate OfficerKill a named enemy faction officer.2 kill points, 30 War Marks, faction war chest.
Slay Enemy CaptainKill a stronger enemy faction captain near a landmark.2 kill points, 25 War Marks, faction war chest.
Hold The LineDefeat 8 enemy attackers near the marked location.2 kill points, 30 War Marks, faction war chest.
Murder Opposing Faction MemberKill 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.

Duels

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.
Strategy games

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 [ForfeitChess to 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.
Open world danger

Player Bounties

Bounties are paid through player heads.

  1. A player with a bounty is killed.
  2. The killer cuts the corpse and takes the head.
  3. The head must be brought to The Bounty Head Collector within 10 minutes.
  4. The original cutter receives the full bounty value.
  5. 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.

Homes

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.

Combat rules

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 typeWhat it does
BandagesNormal Healing and Veterinary bandages.
Enhanced BandagesImproved bandages created through the Fountain of Life.
Antidote BandagesSpecial 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 BandagesSpecial 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 LoreCombat 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 skillTrap damage bonus
1008%
11010%
11512%
12015%

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.

Shops

Vendors

Vendors have infinite stock for listed items.

VendorNotable items
AlchemistGreater potions, poison types, enchanted apples, golden apples.
Mage / NecromancerFull spellbooks for 25,000 gold each.
ProvisionerSmoke bombs, fukiya darts, fukiyas, shurikens, bolas, trapped pouches.
ScribeRunebooks and inscription supplies.
HealerNormal bandages, Antidote Bandages, and Cooling Bandages.
BlacksmithRepair All Deeds.
Animal TrainerDragon 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

ItemCooldownNotes
Enchanted Apple1 minuteHelps remove curse effects.
Golden Apple5 minutes10% mana regen for 60 seconds.
Bola2 minutesPrevents immediate reuse.
Conflagration Potion90 secondsCreates a fire field effect.
Greater Conflagration Potion90 secondsCreates a stronger fire field effect.
Confusion Blast Potion60 secondsPacifies nearby valid creatures for a short time.
Greater Confusion Blast Potion60 secondsPacifies 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

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

ArtifactProperties
RiftfangSwing Speed 30%, Damage Increase 50%, Hit Harm 50%, Hit Lower Defense 25%, Mana Leech 25%, Hit Chance 10%.
Riftward GorgetDamage Increase 25%, Hits +10, Lower Mana Cost 8%, Self Repair 3, and resists: 10 physical / 8 fire / 8 cold / 8 poison / 10 energy.
Voidstitched TunicDexterity +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.
RiftwalkersDexterity +2, Luck +120.
Riftbound SignetFaster 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.

Core knowledge

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.