- Med gains with passive meditation. Didn't do this until uor. Though might be like this on purpose for easier gains
- Tactics used to gain pretty much at par with weapon skill raised. Tactics gains way slower then weapons here. This could be due to weapon skills gaining on misses and hits, where as tactics only gains with a hit. Weapons used to only gain on a hit as well. But Could make them both raise on misses

- target bars stay up even after you have left the target a few screen away.
- if you backpack has 125 items and you try to put more in it doesnt let you because of max items but displays more. 126, 127.....
-----------------------------------Added June 8-------------------------------------
- NPCs (in town anyways) if attacked but not killed will stay in combat mode forever or server reset?
------------------------------------June 29-----------------------------------------
- Monster AI again. I'd love to see this era correct


These are all the links I can find at this time. But will always keep searching
good one that shows some exact monster stats. Use The Hunters Link from this page to see almost all of the monsters from t2a era with locations, descriptions and loot
http://web.archive.org/web/199910132348 ... /abyss.htm
brief monster list for each dungeon
http://web.archive.org/web/199910091013 ... ungeon.htm
Monster AI
Monsters will “path-find” better and will react to combat situations more intelligently. The net effect of monster AI will be that monsters will be more difficult and challenging to fight. The exact reactions monsters can have will not be detailed. Players will need to learn monsters’ behavior through fighting them and watching their reactions. (taken from uor patch notes)
http://update.uo.com/design_196.html
------------------july 8-----------------
-There was a recast timer for Reative armour that did not allow you to keep recasting it once it wore off. What that time is I dont know. Maybe 5 minutes? (will search for time)
---------------------- August 17------------------
- Poison damages are not revealing you after you are hidden or invised
- Could only sell max 5 items per transaction to vendors. This would solve getting checks back from vendors as this never happened. Anything you overloaded from a vendor would drop to ground infront of you whether buying or selling. Money, regs etc did not matter. If you were selling things and are getting near max weight you had to bank and sell again or else money would start dropping on ground.
- Detect hidden currently raises skill while using it in a house
Mini-update with small fixes Feb 26 1999 11:25AM - House owners and friends will be able to instantly reveal anyone hidden in their house, regardless of skill level, on the grounds that they know their house better than any stranger. This will not cause the skill to go up.
- empty bottles on ground
Feb 2 1999 10:57AM - Using a healing potion will now place the empty vial in your backpack, instead of at your feet.
I remember this for all potions. Never do I remember bottles dropping to the ground after use, or if they did it got changed pretty early into t2a era still. They must have listed this one because it was a bug at the time while the other ones worked correctly?
- Mar 28 1999 9:35AM CST - Dropping the deed on the architect will sell the deed to him. The money you get will be placed in your bank box automatically
- Currently Co Owners cannot place guildstones in the house they are co owned to.
Co-owners Nov 23 1999 2:50PM CST - Co-owners will be able to do everything that an owner can, except:
Transfer ownership of the house, Re-deed a house, Add another co-owner, Change the house locks.
I'm also adding the strong box info because I remember reading somewhere this is not introduced yet? and since we have co owners here you go -
Co-owners can also place one secure container, called a "strongbox".
To place a strongbox the co-owner must say, "I wish to place a strongbox". The strongbox will appear at your feet.
The strongbox can only be accessed by the co-owner who placed it and the owner of the house.
A strongbox can hold up to 25 items and has no weight restrictions. Note that the strongbox is a secure container, but items in the box do not count against the total number of lockdowns for that house. These strongboxes are additional storage.
A strongbox belonging to a co-owner that is removed will become unsecure (and subject to decay) as soon as it is accessed again.
Other characters on the same account that are being treated as co-owners will NOT be able to place a strongbox.
- Patch notes for october 1 1998
Explosion potions no longer set off other explosion potions. We regret that our earlier post seemed to indicate that the explosion potion was changed only at the request of the City of Oasis, without input from other player sources. Reports from the City of Oasis on Sonoma, which was suffering from terrorist bombs during their periodic Fight Nights, and subsequent support from other player commentary brought this issue to our attention. Please note that the explosion potions were never intended to be instant-kill tools. From now on, explosion potions will only detonate themselves.
__________________________________________________________________________
will add to this list instead of making new post if I come across more and will delete ones fixed or I am wrong about