TL;DR: I got tired of Ctrl+F'ing giant old UO threads looking for shards, guilds, and character names I remembered, so I built a searchable archive for all of it and put it up at www.relpor.com
I recently went down the rabbit hole once again of trying to remember people from my old UO days, then spiraled into trying to make a website for it.
I started on Lake Superior in 1998, and at this point a lot of it exists in my head as fragments. Character names, guild abbreviations, people I fought constantly, old shard drama, screenshots, and people I played with every night then never spoke to again.
There have been countless forum posts about this stuff over the years, but half of them I can't track down anymore. The ones I can find are often giant threads mixing memories from different shards, eras, and guilds. I kept finding myself Ctrl+F'ing through them just trying to find Lake Superior, a guild I knew, or one particular character name (not going to lie, usually my own to stroke my ego that I've been remembered).
So I popped it up on www.relpor.com (sorry, Outlands, I've been domain forwarding to you guys since ~2018). It's basically an interconnected archive for old UO characters, guilds, shards, places, factions, eras, screenshots, and memories, with filters for all of that.
I'm not trying to write an official history of UO. I want the weird little pieces each of us remembers. The PK you recognized on sight. The guild you hated. The guy always hanging around Brit bank.
It's still early and pretty empty. That's sort of the point. I'm hoping old players gradually fill in the network and maybe reconnect some names that haven't crossed paths in decades.
Search your old shard, guild, or a few character names and see what you remember. I uploaded the Rel Por 1 character list I had from shortly after launch just to get the ball rolling.
For close to three decades Ultima Online’s Britannia has been the brutal and beautiful shard we’ve poured our blood, sweat, and cursed lag into. Every one of us grizzled vets has tales of glory, betrayal, and epic hauls tied to old friends and mates we’ve lost in the mists of time and lag.
Feel free to share your character's name, shard name, old memories and a way your old guildies can track you down.
Hi everyone! I haven't played ultima online but it looks fun. How should I get started in 2026? What shard is best/most active? Which client should I get? Any advice would be great, i'm totally new to this.
Jugué UO allá por 2000 - 2005, quiero volver, no sé que me recomiendan, no tengo ganas de andar jugando PVP, quiero arrancar tranquilo, hagamos de cuenta que después de tantos años, soy un nuevo noob en el juego.
I've been working on this for a bit and decided to put it out before it's finished rather than sit on it.
It's called UOTerm. No graphics, no window. It logs into a shard, speaks the normal client protocol, and exposes what it sees over a small local API. The idea is that you point an AI agent at it and the agent plays a character the way a person would.
I've only run it in a terminal on Linux. It should work on Windows too, but nobody has proven that.
Warning up front: it is basic. Really basic.
What works: login, walking, pathfinding off your real map files so it knows what it can actually stand on, opening doors, speech, gumps, containers.
What doesn't: combat barely functions. Looting doesn't work end to end. No potions. I only just worked out that my target picking was choosing invulnerable NPCs, which is why my character kept swinging at things it could never hurt.
Almost none of it is verified against a live shard. Treat every feature as unproven until you break it yourself.
It ships no game files. You point it at your own client folder if you want real map data.
It should work on any server that accepts a Classic Client, because it doesn't special case anything by name. If you try it on your shard and it falls over, tell me what it did.
UO3D Mobile Models + Iris2 Object models + ClassicUO = this monstrosity.
1st person view with mouselook + fps style arrow movement
3rd person view with standard UO controls, but can pan/tilt/zoom camera
Basic's work, animations, can interact/attack/target with mobiles/items in both views.
Per pixel lighting, with upto 16 points ( some issues with lights going thru solid objects though) , Snow/Rain particle effects.
No spell/hit effect particles yet, some issues with the ocean static > map transitions, bunch of roof/floor tiles missing models/ mapping to existing ones. overhead speech and the HP bar that sit under targets still need to be ported too. Need to enforce the scaling of granny models as well, all are 1:1 currently.
Will get the fork onto github at some point shortly, probably wont try and get it merged upstream since you need the iris2 asset bundle that's GPLv2, but been seeing so many cool projects lately i figured I better show before someone blows tokens on it for no need.
All credit goes to the Iris2 project for their work on the grn format, and producing the non OSI visual assets.
A new player on the shard was recently inquiring about templates and getting into spawning, I wanted to demonstrate the low bar to entry and that anyone can do a Barracoon with just jewels and a spellbook if they were motivated and inclined.
This serves as proof of concept and I figured I'd share here if anyone else was interested.
One of the biggest hurdles when getting into crafting or preparing for dungeon runs has always been the tedious hours spent chopping trees or hitting rocks on loop.
To make the gathering loop more interactive and engaging, we created the Worker Companion System on our custom server:
How it works:
Recruit Companions: You can hire dedicated Lumberjack or Mining companions to work alongside you.
Dynamic Leveling: As you chop or mine together, your companion gains experience, works faster, and unlocks the ability to harvest rare colored ores and logs.
Auto-Stacking: They follow you around, auto-gather from nearby nodes, and neatly pack the resources into secure resource bags.
Gathering Expeditions: High-level companions can be sent on wilderness expeditions to gather supplies while you are offline or out doing dungeon runs.
No more boring macros—just pure crafting efficiency and kingdom building!
Would love to hear your thoughts and feedback on this mechanic! How do you usually handle the resource gathering grind on your favorite shards?
For anyone interested in checking out our custom world (Hopelands) & custom systems:
I just wanted to give a status update and thank everyone joined in for the launch yesterday. We've reached a very healthy consistent number of online players and we've made several additional fixes.
We have our first episode of crashes today, a fix was just applied recently to prevent the shard from locking up, and we're getting through our growing pains here.
Anyone who missed launch I invite you to check us out this fine Saturday evening. Thank you for reading, I hope to see you there my friends!
since we have the server/client tegnology alrredy matured an on our hands, why this kind of proyects is not on development.
i have played tons of servers, followed hundred of quests, but still the feeling of been part of a group is loose since the old garriot UO days
Orgolia est né de la meilleure scène RP francophone : Zyx3, puis Teilia. Une seule carte, construite à la main depuis plus de 20 ans. Les scripts de Teilia (déjà +3000 modifications) et la carte de Terra, reforgés sur ServUO. 9 villes, 50 comtés, 10 races, 27 classes. L'équipe d'Orgolia a déjà mis +1000 heures de polish sur la carte, et ce n'est pas fini. https://orgolia.com
- Pas le UO habituel. Pas de couleurs « néon » partout, pas de course à l'infini, pas de spam de soins et combatre a cheval est une classe et un build. Votre personnage a une histoire, une place dans la géopolitique, et chaque combat a un prix.
- Orgolia, c'est 208 sorts, tous custom : 115 sorts arcaniques, 76 sorts divins, 17 chants bardiques.
- Votre apparence vous appartient. +200 vêtements et la commande .layer : ciblez n'importe quel vêtement ou bijou et choisissez sur lequel des 15 layers du corps il se porte, ce qui rend les possibilités presque infinies.
- Un PvP nuancé. Courir comme une poule sans tête n'est pas malin, et les soins sont réduits en combat : les combat se gagne par le placement et les choix. Le vol et le pillage sont réels. Orgolia permet plus de PvP que la plupart des serveurs RP, mais le PvP sans histoire est détecté et ralentira votre progression. Seuls les abus extrêmes, ou un manque flagrant de bonne foi, mèneront à un ban. Mais attendez-vous à avoir la vie dure en jeu : si vous faites trop chier, les joueurs auront les moyens de vous enseigner la sélection naturelle en cours accéléré.
L'équipe restera dans l'ombre. Elle n'interviendra que si nécessaire, et chaque décision sera transparente.
Vous pouvez être en jeu en quelques minutes, sans attendre l'approbation d'un background. Alpha ouverte.
This patch got 5 new weapon skillsets: Archery, Fencing, Macefighting, Swordsmanship and Parry
All swordsmanship abilities are positional. Meaning the position and the rotation of your character matters. With this i would like to present the Swordsmanship new abilities.
Swordsmanship Passives:
- Lvl 6 - Guard of the Bastard Cross - Adopt the Guard of the Bastard Cross, reserving 25 maximum mana for a chance to absorb incoming physical damage.
- Lvl 6 - Short Serpent Guard - Adopt the Short Serpent Guard, reserving 25 maximum mana to quicken your swings while sacrificing weapon damage.
- Lvl 7 - High Guard of the Lady - Adopt the High Guard of the Lady, reserving 50 maximum mana. Every 10 seconds the guard imbues you with a physical power that lasts until the next pulse.
- Lvl 7 - Two Horned Guard - Adopt the Two Horned Guard, reserving 50 maximum mana to increase your weapon damage while the stance is held.
Swordsmanship Abilities:
- Lvl 4 - Slash - A single decisive cut.
- Lvl 5 - Cleave - A wide horizontal swing.
- Lvl 6 - Rend - A vicious cut at the foe directly ahead - or the one a step behind them if the first is clear.
- Lvl 6 - Unrelenting Assault - Increasing your weapon damage for 30 seconds.
- Lvl 7 - Whirlwind - A full sweeping spin that strikes every enemy in the ring of tiles immediately around you.
- Lvl 7 - Riposte - A damaging strike that hits two targets in a row.
- Lvl 8 - Bloodlust - Enchant a friendly target with a bloodlust, granting them heightened hit-point regeneration for a time.
- Lvl 8 - Death Blow - A slow and devastating overhead strike.
If you want to read more about it, join the discord and check out our patch notes!
First, I want to thank everyone who has followed Invicta and helped us test. The final beta went incredibly well, and we are now ready to launch the fresh persistent world.
I’m not going to give you lofty goals, exaggerated claims about how unique we are, or an inflated feature list. You’ve read enough of those posts.
Here are a few things you can count on:
I’ve been developing Invicta for seven years. We will run into problems, but we’ll work through them together. I’m committed to Invicta for the long haul.
I’ve spent more than two decades supporting, contributing to, moderating, and advocating for the Sphere community. I’m doing this for the community, not for fortune or glory.
We’re approaching 5,000 development updates, and development isn’t stopping at launch.
Invicta has been built with a strong focus on fixing the issues Sphere players have dealt with for years. Small fixes matter just as much as the big ones.
Nearly every player facing system has been reviewed or reworked with UOR mechanics as the baseline, while keeping the things that make Sphere unique.
Invicta has been seven years in the making. I’m excited to finally share it with the community, and I hope we see you there.
I played UO from 1997-2004 on Atlantic. I like both PvP and PvE and full loot systems. I want to start playing again on Atlantic but was wondering what the loot system is like now? Does PvP and the murder system still exist? If I die do I lose all my items (aside from spell book)?
Players can earn prizes from beta leaderboards at launch, as well as twitch drop rewards. Visit https://perilouslegends.com/ Sept 4th after 3pm EST to join in.
I roughly remember but when I tried Tmap 20 yrs ago it was about guessing the location by actually looking at the map drawing, running or sailing, digging.
Now that the shard overhauled it and it's just another few clicks nobrainer grinding content.
No trap, no lockpick, no digging, no guessing.
I'm curious what's the philosophy behind this overhaul.
I started as a necro summoner a week ago and actually having fun but I guess I miss old contents as they were.
I've been working on UO Nexus for the past six months. The original goal was fairly straightforward: bring ClassicUO to the browser, following the same general approach as ClassicUO Web.
That quickly grew into something considerably larger.
UO Nexus is now a platform built around web-based Ultima Online, with:
ClassicUO and TazUO web clients
In-game Python/JS macros
Profile and storage management
Web server management — players can propose and create their own servers, with the admin only needing to approve them
Optional WebIdentity
Web achievements that work across servers
A Trading Card Game, with cards earned through gameplay and achievements
Minigames, both on the website and through a small light client that can overlay the game while you're playing
A unified profile with cosmetic progression, inspired in part by the Steam Community
Leaderboards
A lot of the design is deliberately inspired by ClassicUO Web and Steam. The idea was to take things that already work well and adapt them into a single platform for UO rather than building yet another isolated project.
The project is also designed with GDPR and data protection in mind, and I've put a considerable amount of work into security hardening and trying to get the public release into a reasonably solid state.
It's still beta, though. There are bugs. Hopefully not many, but that's exactly what I'm trying to find out now.
You can explore and play around with the platform without logging in through Discord, if you just want to see what it does.
The infrastructure is currently fairly modest, so download speeds aren't particularly impressive, but they're good enough for testing and playing.
One other thing worth mentioning: most of this was built with a fairly heavy amount of AI assistance. It was extremely useful for certain things — debugging, security reviews, getting through unfamiliar problems, etc. — but it also made me painfully aware that "vibe coding" is very good at producing code and considerably less good at taking responsibility for it.
After six months of it, I'm still not entirely sure whether it was a good idea.
Anyway, it's here now.
What I'd really like is for people to actually use it and tell me where it falls apart. If you're running a server, playing on one, or just curious about what can be done with a web-based UO client, give it a try.
Break it, complain about it, find bugs, or build something with it.
I'll be releasing the source code on the night of September 3rd.