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Author SHA1 Message Date
Kamron Batman
54c0040ac8
test: run tile-dependent tests on synthetic terrain instead of client files (#2725)
## Summary

About 114 tests skipped on CI because they needed the official client files (`tiledata.mul`, map and multi files). They gave CI no signal, and locally they ran against whichever client a developer had installed. The test hosts now build their own world instead, so every test runs on CI and runs the same on every machine. CI simulation: Server.Tests 837 passed, UOContent.Tests 1131 passed, **0 skipped**.

- **Generated tile data.** The fixtures write a pre-HS `tiledata.mul` from a small invented tile kit (`Server.Tests/Terrain/TestTiles`) and load it through the real `TileData.Load()`. The test hosts no longer read any client directory (`MODERNUO_CLIENT_PATH`, `MODERNUO_TEST_DATA_DIR` and `C:\Ultima Online Classic` are gone from test code). The file is written to `SyntheticData` in each test project's output, overwritten every run and removed by `dotnet clean`.
- **Injected terrain.** `TestTerrain` stamps land and statics into Felucca and Trammel, which share one terrain. Writes after startup must go in a `TestTerrain.Scope()`, which puts back every block it touched and keeps the step cache fresh.
- **Prefab scenes.** Seven named scenes (town, causeway, sewer walkway, coastline, deep sea, map-edge sea, an upstairs room with an L-shaped counter) replace the Britain coordinates the pathing, AI and fishing tests relied on. Each scene-based test asserts its scene is present first, so a missing scene fails instead of passing on flat ground. Stamping all seven takes 3-5 ms.
- **Multi footprints.** Contrived footprints for the three multi IDs content looks up (0x74, 0x7A, 0x0) are seeded through a new internal `MultiData.SetComponents`.
- **Fingerprint.** `StepCacheFile.HashTileDataFile` is extracted so a test can show that a one-flag change to the file changes the fingerprint, while runtime table mutation does not.

### Engine changes

- `TileMatrix.GetLandBlock`/`GetStaticBlock`: on a map without its files, return the block injected with `SetLandBlock`/`SetStaticBlock`, or the default when nothing was injected. Maps with files take the same path as before.
- `MultiData.SetComponents` (internal): registers a footprint without multi files.

### Test changes worth a look

- Values that were properties of real Britain terrain (probes at Z 10, a pinned plain walk mask of 0xC1) are re-pinned to the synthetic plain (Z 0, 0xFF).
- No tests were deleted. The multi walkability and boat-deck tests assert movement behaviour over a footprint, not what a real multi looks like, so they run on the contrived footprints.
- Maps 0 and 1 keep file indexes 0 and 1, and every stamp writes both, rather than sharing one file index. On a map without files the getters never consult the shared-file cache, and its patch bits would hide one facet's injection from the other.

## Test plan

- [x] `dotnet test -p:SolutionDir=... --filter "Category!=Manual"` with the client env vars pointed at an empty directory: 837 + 1131 passed, 0 skipped, 0 failed
- [x] Mutation check: removing the step-cache clear from `TestTerrain` makes the stale-cache tests fail
- [x] CI green on all platforms
2026-10-18 22:07:40 -07:00
Kamron Batman
00134cac33
test: fix shared state, CI-vacuous tests and harness duplication (#2722)
Follow-up to #2721. It fixes how the remaining tests behave and changes no production code.

## CI
- Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway.
- The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI.

## Tests that passed on CI without testing anything
- **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them.
- **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels.
- **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters.
- **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.)
- **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse.

## Shared state
Every test that changes process-wide state now restores it, even when an assert fails:
- **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests.
- **StepCache settings and caches**, via `StepCacheStateScope`.
- **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests.
- **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed.
- **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity.
- **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests.
- **Shared statics.** Classes reading shared static allowlists joined the sequential collection.

## Duplication
New shared helpers replace copy-pasted harness code:
- **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`.
- **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`.

Dead oracle packet classes are removed.

## Cost
| Test | Before | After |
|---|---|---|
| `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) |
| Event scheduler recurrence loop | 473ms | 1ms |
| CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) |
| AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) |
| Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) |
| Bulk removal | 100k children | 20k children |
| OPL hash distribution | 60k builds | 10k builds |

## Shard-tuning decoupling
- AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning.
- The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm.
- Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher.

## Tests
| Run | Server.Tests | UOContent.Tests |
|---|---|---|
| With client files | 812 pass | 1,123 pass |
| Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip |

- The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`.
- The 15 new UOContent skips are the map-dependent guards above.
- Total run time with client files is about 5s, down from about 8s.
2026-10-18 20:11:33 -07:00
Kamron Batman
9a25054809
test: remove trivial, duplicate and content-value tests (#2721)
## Summary
Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally.

Removed:
- **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior.
- **Exact duplicates** of a surviving test on the same code path.
- **Obsolete regressions** whose failure can no longer be expressed.
- **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix.

## How it was decided
1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files.
2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code.
3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way.

Whole files removed:
- `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone.
- `LordOaksTests` and `MeerEnragedTests` (single-creature tests).
- `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers).
- `NetworkStatsTests`.
- `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`).
- `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay.

## Tests
- Server.Tests: 811 pass.
- UOContent.Tests: 1,123 pass.

A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
2026-10-18 20:08:19 -07:00
Sergi Rosell
b2c9b18ca1
fix: fishing by era: deep water, serpents, SOS, big fish and magic fish (#2718)
Part of #2687, after #2709. One commit per section, in the same order.

### Failures, maps, bottles and colored nets

A GM's cast fails about a quarter of the time in any water, from the fishing table's last row, and deep water is no harder than a river. Maps and bottles are 0.5% per roll from T2A on, and 1 net in 100 is colored in every era.

This removes the last row, so a cast only fails its skill check. From UO:R a cast in deep water checks skill from 65 to 115, through a `Fishing.MutateResource` override. Publish 5, which "was known as the Renaissance Publish", made deep water harder: "because the difficulty level is higher, the rate of success for pulling up SoS bottles will be lower." [O3] From LBR maps and bottles come up more often and 1 net in 10 is colored, both from Publish 16, which came out in parts during LBR [O14].

| Change | Era | Source |
|---|---|---|
| No "nothing" row | All | #2687 found no source for it; "A prepatch, you never failed catching something at GM" [S15]; a GM succeeds every time in lakes and rivers [C1] |
| Deep water: nothing below 65 skill | UO:R on | "The minimum required skill level to catch *anything* in deep water is 65." [S5–S7] |
| Deep water: 10% at 70, 70% at GM | UO:R on | "Even at 70, it is only about a 10% chance of success in deep water." [S14]; 29% of casts fail before Publish 16 and 30% after [F1, F2]; 70% success at 100 offshore [C1] |
| Maps (skill − 80) / 2400, bottles (skill − 80) / 1500 | LBR on | A bottle "about once per hour" until October 2002 [S1–S6], then "a special item (a net, a message in a bottle or a treasure map) about five times per hour" [S7]; bottles went from 0.4% of catches before Publish 16 [F1] to 1.7% after [F2] |
| Colored nets: none, then 10% | LBR on | "With Publish 16, we got a nice surprise--colored special fish nets!" [F4]; "Any net created has a 10% chance of being colored." [F3] |

- From LBR a GM's deep-water catches are 0.8% maps and 1.3% bottles. Chrome counted 0.9% and 1.3% [C1], the FCB 0.7% and 1.7% after Publish 16 [F2]. Nets and big fish stay at 0.5%, close to both counts.
- At Stratics' 280 casts an hour [S1–S6], that is about one bottle an hour from UO:R to UOTD and five nets, maps or bottles an hour from LBR, the two rates Stratics gives.
- The gain chance rises as the success chance falls, so above 65 a cast in deep water gains faster than one near land, Publish 5's "best method for gaining at high levels" [O3]. Below 65 it neither catches nor gains.
- Chrome's table also has three kinds of water near land, with difficulties of 15, 35 and 55. No other source has them, so near land stays at 0–100.

### Deep water is at least 14 tiles from land

`SpecialFishingNet.FullValidation` decides what counts as deep water: where a special fishing net works, where maps, bottles, nets and big fish can be caught, and from UO:R where a cast is harder. It checks the target and 20 points on its four diagonals, 5 to 25 tiles out. Nothing off those points is read, so a spot 8 tiles from shore can count as deep, while one with land 15 to 25 tiles away on a diagonal does not.

The sources give one rule in every era: land at least 14 tiles away. This checks every land tile within 13 of the target. ModernUO has no server lines inside a map, so the only boundary is the map's edge, which counts as land as before. Only land tiles are read, so statics such as rocks are ignored. `SOS.FindLocation` had its own copy of the old check and now calls `FullValidation`, so wrecks follow the same rule.

- 1999 to 2000: "which means you must be at least 14 tiles away from all land" [S1–S4]
- March 2001: "14 tiles away from any land mass" [F5]
- 2001 to 2002: "which means you must be at least 14 tiles away from all land and server lines" [S5–S7]
- Today: "You need to be a minimum of 14 tiles from land or a server boundary to be in ‘deep water’." [O9]

One guide from January 2000 says "16 tiles away from land" [S9]; every other source says 14.

- In the area an SOS picks from on Felucca, 59% of spots pass the old check and 63% pass the new one; in Ilshenar's two sea regions, 16% and 30%.
- The check reads up to 729 land tiles instead of 21: about 6 µs per check in a Release build, against under 0.1 µs before; a cast makes at most two.

### Sea serpents

In ModernUO a sea serpent comes up from fishing only with a treasure map, a bottle or a net, which it carries. A quarter are deep sea serpents. It has no timer, and nothing makes it attack the fisherman first.

This follows the notes of March 28, 1999 and Publish 4. A fished serpent attacks the fisherman at once. Five minutes after it surfaced it goes back to deep water, taking what it carries, unless someone is still fighting it: it took damage in the last two minutes and has not healed to full since, which is what ModernUO's damage entries record. From T2A, at 80 skill or more in deep water, 1% of casts also bring up a serpent that carries nothing, whether the cast catches something or not. 1 serpent in 10 is a deep sea serpent.

| Change | Era | Source |
|---|---|---|
| Attacks the fisherman at once | All | "Sea Serpents will now immediately attack the fisherman that brought them from the deep." [O1] |
| Goes back after 5 minutes unless fought | All | "Sea Serpents will return to deep water after 5 minutes if not attacked." [O1]; "will return to the depths after a brief period if they are not engaged" [S10] |
| 1% of casts bring up an empty serpent | T2A on | "Fishermen at over 80 skill will have a chance to pull up a sea serpent regardless of whether they succeed or fail at fishing when in deep sea." [O2]; 1% at 80 or more, before the skill check [B1] |
| 1 in 10 is a deep sea serpent | All | "A small percentage of Sea Serpents will be Deep-Sea Serpents." [O1]; about 10% [B1]; 9.8% and 10.8% of the serpents counted [F1, F2] |

- Publish 4 gives no rate. The 1% comes from a post by Hance, a UO developer, in December 2000 [B1]; T2A uses it too, since it is the rule Publish 4 brought in (our inference). The FCB's counts agree: 1.76% of casts brought up a serpent and 55% of serpents carried nothing, so about 1% of casts brought up an empty one [F1] (our calculation).
- Before Publish 4 serpents came up "on failure" [O1], and Stratics kept "if you are fishing with 80+ skill and you fail" from July 1999 to 2002 [S1–S7]. Publish 4 is the last rule in T2A, so it is the one used from T2A.
- Hance also relays a side comment that the empty serpent cancels the rest of the cast [B1]. If it did, no cast could bring up two serpents, but the FCB saw two from one cast on 0.96% of serpents [F1], and Chrome caught empty serpents together with fish and footwear [C1]. So the cast goes on.
- Hance's post also needs room in the backpack for a fish and fish left in the spot [B1]. A spot with no fish left already ends the cast before the roll, unless an SOS keeps the cast going (next section). A full backpack doesn't: ModernUO doesn't check for room before a cast, so neither does the serpent.
- Serpents from a special fishing net are unchanged; Hance's post says nets don't follow its formula [B1].

### The SOS chest

In ModernUO, a fisherman carrying an SOS within 60 tiles of its spot brings up the chest on 1 catch in 8 and a shipwrecked item on the other 7. The SOS also lets a cast go on where the fish have run out.

This makes the chest 1 catch in 4, in every era. From UO:R an SOS needs 65 skill, and below that the cast is an ordinary one.

| Change | Era | Source |
|---|---|---|
| The chest on 1 catch in 4 | All | "You have a 25% chance of getting the chest and a 75% chance of getting something else with each cast." [F3]; "a 25% chance to fish up the actual treasure chest" [S7] |
| An SOS needs 65 skill | UO:R on | 65 in the chest's row of Stratics' table: "The skills mentioned above are minimum skills needed to fish up the corresponding item." [S5–S7] |

- No source gives a number before October 2002, or any for ModernUO's 1 in 8, so the 25% applies in every era. The other catches keep ModernUO's seven kinds of shipwrecked items, equally likely. Hanse's die splits them in three: "One roll is body parts; another roll is shells, barrel staves, globes, etc.; another roll is paintings, broken clocks, etc.; and another is the chest itself." [F3]
- Stratics' guide of November 2000 has neither the chest's row nor the 65 for deep water [S4]. The May 2001 version, during Third Dawn, has both: "The minimum required skill level to catch *anything* in deep water is 65." [S5] The first section applies that from UO:R, after Publish 5 made deep water harder [O3], so the chest follows it (our inference). An SOS's spot is picked in deep water, but a cast within 60 tiles of it can be nearer land, so the 65 is checked on its own.
- Below 65 there are no shipwrecked items either, because Hanse's die is rolled once you "can even attempt to get a treasure chest" [F3] (our reading). Before UO:R an SOS still works at any skill; the only period line on it is "You do not have to be GM Fisherman to actually fish up the treasure from a bottle, only to fish up A bottle." [S9]

### Fishing reveals from T2A

ModernUO reveals a hidden fisherman from ML. The notes of March 28, 1999 already say "If you are hidden, fishing will now unhide you." [O1], so this reveals from T2A, at the same two points: the splash and the end of the cast.

### Big fish and the leviathan's artifact

In ModernUO every big fish weighs 3 to 200 stones and gives max(16, weight) / 4 steaks, and the net thrower has a 1 in 4 chance at an artifact at any skill.

| Change | Era | Source |
|---|---|---|
| Big fish weigh 100 stones | Before SE | "They weigh 100 stones each" [S5–S7]; Publish 28 "Added variable weight and fisherman's mark on big fish" [O6] |
| A steak per 5 stones, at least 4 | SE on | "now its weight / 5 will determine number of fish steaks (minimum of 4)" [O7] |
| The net thrower's own chance at an artifact: 1 in 4, only at GM | SE on | "Give the fabled net thrower (if a GM Fisherman) a 1 in 4 chance of getting a minor artifact (not modified by luck or damage)." [O6] |

- Before SE a big fish keeps ModernUO's weight / 4 steaks, 25 for 100 stones: no source gives a number before Publish 29.
- Publish 27 names only the attackers' chance: "Minor Artifacts will have a chance of spawning in each attacker's backpack after a paragon creature or a leviathan is slain." [O5] Publish 28 adds the thrower's roll [O6], so before SE there is none (our inference). The attackers' chance is unchanged.

### Magic fish

From SE the prized, wondrous and truly rare fish give +1 for 12 seconds instead of +5 for a minute [C1]. A Stratics FAQ of January 5, 2005 already says "The stat boost fish used to provide the person who ate it a +5 boost, but now it's only one or two points, and lasts only a short while." [S16]

- Stratics still gives +5 in December 2002 [S7] and no note dates the change. [S16], during SE, is the earliest source with the new values, so the eras before SE keep +5 and ModernUO's minute (our inference).
- Today's guide gives "Adds 8 – 12% to your Dexterity for 150 seconds when eaten" [O9]. No note dates that change either, so it is left out.

### The white pearl at an SOS's spot

From ML the white pearl is a bonus on top of the catch, but it went through `Fishing.Construct`'s SOS branch: at an SOS's spot the fisherman read "You have found a white pearl!" and got a shipwrecked item or the chest, a second SOS roll in the same cast. The pearl now skips that branch.

The keys are #2687's, plus:
- [O14] uo.com, the 2002 publishes: Publish 16 in parts on April 23, July 23, September 20 and December 2, 2002. https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/
- [S14] Stratics fishing board, FAQ 1.2 "How do I train fishing?", January 5, 2005. https://web.archive.org/web/20050410171430/http://boards.stratics.com/php-bin/uo/showthreaded.php?Cat=&Board=uofisherman&Number=5622892
- [S15] Stratics fishing board, a post on Publish 5's SOS change, April 25, 2000. https://web.archive.org/web/20000511000424/http://boards.stratics.com:80/cgi-bin/forums/showflat.pl?Cat=21&Board=uofisherman&Number=144300&page=0&view=collapsed&sb=5
- [S16] The FAQ of [S14], 1.4 "What's with the horned leather and scales? (Resources)", January 5, 2005, in the FAQ's flat view. https://web.archive.org/web/20050410171356/http://boards.stratics.com/php-bin/uo/showflat.php?Cat=&Number=5622877&page=0&view=collapsed&sb=5&o=&fpart=1
- [F1] The Fishin' Statistician, 11,101 casts from August 2001 to April 2002, before Publish 16. Skill and water not stated; most likely GM and mostly deep water, since the counts include big fish and serpents. https://web.archive.org/web/20020609120859/http://www.thefcb.com:80/novellettes/stats.html
- [F2] The same page, 7,371 casts from July 2002 to February 2003, after Publish 16, with nets, maps and bottles counted too. https://web.archive.org/web/20030216074120/http://www.thefcb.com:80/novellettes/stats.html
- [F3] The FCB's interview with Hanse, an OSI designer, October 21, 2002. https://web.archive.org/web/20021104194424/http://www.thefcb.com:80/Hanse.htm
- [F4] The FCB's encyclopaedia, colored nets, last modified July 13, 2002. https://web.archive.org/web/20020715111230/http://www.thefcb.com:80/encyclopaedia/colornets.html
- [F5] The FCB's "Illustrated Treatise on Deep Water Defined", by Captain Pickles and Mason, last modified March 20, 2001. https://web.archive.org/web/20010419135823/http://www.thefcb.com:80/novellettes/deep-water.html
- [B1] Brikan's skill guide, which quotes a post on Origin's boards by Hance, a UO developer, on December 20, 2000; most likely Hanse, the OSI designer the FCB interviewed in 2002. Page last modified February 3, 2007. https://web.archive.org/web/20070715201811/http://www.jgnn.com:80/uo/bk/2skill/skill.htm
- [C1] Chrome's fishing page on OSI's Yamato shard, captured November 25, 2007: 5,000 offshore catches at GM, a table of success by water and what each magic fish does. https://web.archive.org/web/20071125144104/http://www.geocities.co.jp:80/Playtown-Yoyo/4812/fishing02.html
2026-10-18 17:34:10 -07:00
Sergi Rosell
f4ba6036fe
fix: fishing catch chances by era and the leviathan's treasure map (#2709)
Part of #2687. Magic fish and footwear roll the same in every era: magic fish get rarer with skill (5% at 0 skill, 1% at GM) and footwear has a 20% chance at 0 skill. The leviathan rolls the generic 1% for its level 5 map.

A fishing table row can now end at an expansion, so each era gets its own magic fish and footwear rows. The chances at GM come from the Fishing Council of Britannia's cast counts before and after Publish 16, which came out in parts from April to December 2002, during LBR [O14]. The leviathan gets its 25% through a `BaseCreature.TreasureMapChance` override; leviathans only come from the fabled net, which already needs AOS.

| Change | Era | Source |
|---|---|---|
| Footwear: 75% at 0 skill, 2.5% at GM | T2A to UOTD | "The beginning fisherman will find this item on his hook most of the times" [S1–S7]; 2.5% of catches [F1] |
| Footwear: 75% at 0 skill, 10% at GM | LBR on | The same quote; 10.5% of catches [F2] |
| Magic fish: 80 skill, 2.5% at GM | T2A to UOTD | 80 from July 1999 to October 2002 [S1–S6, S9]; 2.4% of catches [F1] |
| Magic fish: no minimum, 5% at GM | LBR to SA | 0 from December 2002 [S7], so the minimum went in late 2002, during LBR; 5.6% of catches [F2] |
| Magic fish: 80 skill again | HS on | Still 0 in June 2010, during SA [S13]; 80 today [O9]. HS is the first expansion after that |
| Leviathan's map: 25% | AOS | Publish 27: "It also has a 25% chance to carry a level 5 treasure map." [O5] |

- These are chances per roll. The FCB's counts leave out empty casts, so they line up once the "nothing" row #2687 lists is gone (a follow-up PR removes it); while it stays, footwear is 3.2% of a GM's catches before LBR and 12% from LBR.
- No source counts footwear below GM, so 75% at 0 skill only follows Stratics' "most of the times". The numbers in my comment were placeholders.
- 80 again from HS is the one change beyond my comment, which proposed no minimum from LBR on.

The keys are #2687's, plus:
- [O14] uo.com, the 2002 publishes: Publish 16 in parts on April 23, July 23, September 20 and December 2, 2002. https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/
- [F1] The Fishin' Statistician, 11,101 casts from August 2001 to April 2002, before Publish 16; skill not stated, most likely GM. https://web.archive.org/web/20020609120859/http://www.thefcb.com:80/novellettes/stats.html
- [F2] The same page, 7,371 casts from July 2002 to February 2003, after Publish 16; skill not stated either. https://web.archive.org/web/20030216074120/http://www.thefcb.com:80/novellettes/stats.html
- [S13] Stratics' fishing guide, captured June 5, 2010. https://web.archive.org/web/20100605065528/http://uo.stratics.com:80/content/skills/fishing.shtml
2026-10-17 14:41:58 -07:00