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Ultima Online timers: durations, cooldowns and immunity windows

For official shards · 25 timers · every figure quoted from uo.com or marked [!] as unpublished

How long a thing lasts, and how soon it can happen to you again. Every one of these is printed somewhere and no two of them are printed in the same place — the disarm immunity is on uo.com’s Special Moves page, the bandage timing is on uo.com’s Healing page, and the few figures uo.com does not publish are marked [!] as unpublished. This is all of them in one table, quoted closely enough that you can go and check any of uo.com’s.

Open the timers in the toolkit → — where you can search them by a word.

Locked down, and how soon it can happen again

Every one of these stops you doing something, and every one of them has a second timer saying how long you are safe afterwards — which is the number that decides whether a chain works.

WhatTimerWhat that means in playPrinted where
Disarm5s disarmed · 10s immune“A successful Disarm leaves the victim unable to re-arm another weapon for 5 seconds.” And: “Applies a 10 second disarm immunity timer when performed using weapons.” So the answer to “how often can somebody be disarmed” is once every ten seconds — and the five seconds they spend unarmed sits inside that ten, not on top of it.uo.com, Special Moves
Sleep (Mysticism)up to ~15s asleep [!] · 3–12s immune [!]uo.com: “The spell is broken if the target receives damage. The target will have a brief immunity to sleep if recently slept or paralysed.” uo.com puts no number on the brief. The unpublished figures are a sleep of up to about 15 seconds [!], and an immunity that runs from 3 to 12 seconds depending on the target's Resisting Spells [!] — a target needs at least 30 Resisting Spells before it lasts any longer than 3 [!]. So against a target with no Resisting Spells it is three seconds; against a resist mage it is twelve.uo.com, Mysticism · the figures: unpublished [!]
→ and a nerve strike blocks a sleepread the two togetherThis is the one worth knowing and neither page says it outright. Sleep's immunity covers anybody “recently slept OR PARALYSED” — and Nerve Strike paralyses. So landing a nerve strike buys the target a window in which a Sleep will not take. Two sentences on two pages; the fact is the join between them.uo.com, Mysticism + uo.com, Special Moves
Nerve Strikediminishing · resets after 5sIn PvP only: first hit 100% damage, second 80%, third 65%, fourth and after 50%. “Diminishing returns will reset if a player has not used Nerve Strike in the last 5 seconds.” So it is not the TARGET who recovers — it is the attacker's own chain that lapses. Stop nerving for five seconds and the next one is back to full. It also grants “a brief immunity to paralize after a successful attack”, and needs real Bushido rather than skill off items.uo.com, Special Moves
Paralyzing Blow3s player / 6s NPC · 6–8s immune“Duration is 3 seconds (player), 6 seconds (NPC).” And: “paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.” The immunity outlasts the paralysis by more than twice over, which is the whole reason a fast weapon cannot simply chain it.uo.com, Special Moves
Paralyze (Magery)a formula, not a fixed timeTake your Evaluating Intelligence ÷ 10, subtract the target's Resisting Spells ÷ 10, and that is how many seconds it lasts, three times as long against a creature [!]. If that comes to zero or less the spell does nothing [!] — so against a target whose Resisting Spells matches your Eval, it simply does not land.Unpublished [!]
Mortal Strike8s player / 14s NPC · 8s immune“Lasts for 8 seconds (player) or 14 seconds (NPC).” And: “An 8 second immunity timer is granted once Mortal is removed.” Removed, not expired — curing it early starts the eight seconds early too.uo.com, Special Moves
Dismount5s on foot“Will be unable to remount for 5 seconds.”uo.com, Special Moves
Bleed Attackup to 10s · 5s reduced“The target will bleed for several seconds, taking damage as time passes for up to ten seconds.” And: “grants five second effect reduction once removed.”uo.com, Special Moves
Purge Magiconce per 8s · +16s if it disrupted“Players can only be purged once every 8 seconds”, and “the target will be immune to purge effects for an additional 16 seconds if they are affected by the mana disruption.”uo.com, Mysticism

How long your own buffs last

The other half of a timer: not how long they are stopped, but how long you have before you have to spend the mana again.

WhatTimerWhat that means in playPrinted where
Consecrate Weapon3–11s“Lasts for 3 to 11 seconds.” The range is skill; the low end is short enough that it is a mid-fight recast rather than a pre-buff.uo.com, Chivalry
Enemy of One~1.5–3 minutes“Duration approximately 1.5-3 minutes, depending on skill and karma.”uo.com, Chivalry
Confidence4s of regeneration“The Confidence ability also greatly increases your regeneration rate for 4 seconds when you activate it.”uo.com, Bushido
Block6s“Raises your defenses for 6 seconds.”uo.com, Special Moves
Feint6s“Duration is 6 seconds.”uo.com, Special Moves
Talon Strikeup to 7s at 120“Can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill.” True skill again — skill off items does not lengthen it.uo.com, Special Moves
Armor Pierce3s of +10% incoming“Applies a ‘pierced armor’ effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves.” And a warning for archers: “ranged weapons with this special move will not reset duration if the target is currently under the effect” — so re-applying it early wastes the shot.uo.com, Special Moves
Enchant (Mysticism)base 150s“Duration scales based on the level of the spell to be enchanted, base duration 150 seconds.”uo.com, Mysticism
Honorable Execution7s lockoutThe cost, not the benefit: “inability to use Bushido spells or special moves for 7 seconds.” Seven seconds with no Confidence and no Evasion is a long time to be standing in front of somebody.uo.com, Bushido

Healing, and what you have to wait for

WhatTimerWhat that means in playPrinted where
Bandage8s max · 6s self at 100 DEX · 2s on somebody else“Maximum heal duration is 8 seconds, at 100 dexterity the self-heal duration is 6 seconds, healing another character, 2 seconds.” Healing somebody else is three times faster than healing yourself, at any dexterity.uo.com, Healing
Bandage — poison and bleedat half the heal time“For healers with 80 skill or greater in Healing and Anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects.” So a bandage is a cure at three seconds and a heal at six, off one action.uo.com, Healing
Bandage — taking damage mid-healscales with dexterity“Trying to heal while taking damage will give you a ‘your fingers slip’ message – the more of these you receive, the less successful your healing attempt will be, slip damage scales based on dexterity.”uo.com, Healing
Greater Heal potion10s between themHeals 20–25 hit points, and there is a 10 second wait before the next one will work. The only potion uo.com gives a re-use delay for.uo.com, Alchemy Potions
Healing Stone (Mysticism)20s to recharge“The stone takes 20 seconds to fully recharge.”uo.com, Mysticism
Spell Trigger (Mysticism)5 minutes“Cooldown: 5 minutes.” The longest cooldown on any of these screens by two orders of magnitude.uo.com, Mysticism

What uo.com does not answer

Asked often enough to be worth listing rather than left as a gap somebody has to discover. None of these is guessed at anywhere in this toolkit, and a page that invented a number for one of them would be worse than this one.

Where these come from

uo.com’s own wiki for the special moves, the schools and healing. Where uo.com puts no number on a published effect, any figure given is unpublished and marked [!]. Where the published wording is vague — “a short duration”, “a brief immunity” — that is what the row says, because vague is the published answer and a number would be an invention. Everything here is from uo.com or the game itself; anything uo.com does not publish is marked [!] as unpublished.

The reference tables

Magery · Necromancy · Chivalry · Bushido · Ninjitsu · Spellweaving · Mysticism · The damage calculator

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