Hi all, I've recently returned to the game and had some questions regarding PvP game mechanics. So I tested them to figure out how they worked. I thought I'd share that info here, and invite anyone else who knows how unlisted mechanics work to post them as well (I'm a bit curious about faction Supernova potions and was having trouble testing them). Quivers: Despite the term "damage modifier" on quivers, I detected no damage increase for PvP. There MAY be a PvM benefit but I didn't test for that. Grapes of Wrath: These offer an 35% DI increase, which is subject to the 100% DI cap. So if you're already capped out, they won't help. Honor: When you Honor yourself, you receive an OVERALL 25% damage increase to weapons damage (unlike GOW which are a straight DI bonus). Honor duration: Honor lasts for 90 seconds at Follower rank (2nd rank of 3). I didn't test ranks 1 or 3 because I am ALWAYS at rank 2 -- I never get enough honor to hit rank 3 and I never use it so much as to hit rank 1. Faction Greater Stamina potions -- these will work for up to 12 seconds or until they refresh 100 stamina, whichever comes first. These are fairly useful when popped near full stamina, as they will keep you there for several seconds, unlike TRs which instantly refresh stamina but do nothing to prevent you from losing it again. I will mix a FGS macro into my normal selection of macros. Melisande's Fermented Wine -- could only do limited testing due to lack of materials, but from my initial analysis it looks like these are just like GE potions but with 50% greater damage. Concussion Blow -- the new version of Concussion Blow will halve BOTH current mana and max mana. Along with the 10 direct damage this is kind of useful and I'll probably use it sometimes. Virtues -- If you rez yourself with Sacrifice, you gain no benefit from Compassion (which is too bad, I would have loved to be able to self-rez in an opponents face, fully equipped and at 80% health). Gem of Salvation -- you cannot move your ghost before rezzing, you must rez on the spot. Very limited use in PvP but probably not too bad in some PvM situations. Faction bandies -- these are clearly bugged, nor will they work properly with UOA, such that I will not use them. Firstly, they can't be distinguished from regular bandies by UOA (I believe, from a previous test, they can't be distinguished even if separate macros are set for them and neither uses "use item type" but specifies which bandage stack to use), so they are used in alternating fashion. When they alternate, normal bandies will ALSO remove curse. However, once they alternate back to faction bandies the timer is applied -- this caused me to have to go 15 seconds between using regular bandages and cost me a death in PvP. If you choose to use them, however, they will both Remove Curse AND heal for damage at the same time. That's the extent of my current testing; as I said, if anyone else has interesting tidbits I'd be glad to hear them. EDIT: I had the way Grapes of Wrath worked wrong. It's fixed now.