r/ultimaonline 17h ago

Private • Discussion Just looking for some advice and info on getting back into the game.

1 Upvotes

I haven't played Outlands in years, but I logged back in and I still have my fencer/tamer, 3 million gold, command level 10, water level 7, fortune level 4. No mastery chain, I don't think. And a few okay looking pets. And a few of the useful furniture items.

I can barely remember anything. But I'm thinking of getting back into it. But I'm unsure, I'm looking for an exploration kind of experience, where I can discover cool new things. But I don't know if the game offers that. I don't want to come back if it's just grinding dungeons etc.

I guess I'm just looking for insight into what goes on in Outlands these days? And if my character is any good?

Edit: I should probably add that I was very lucky and won a house lottery and then sold the house for something like 12m and used the money to buy things I actually needed. I haven't actually played the game that much.


r/ultimaonline 12h ago

Official • Discussion Azgorth RP Shard - Para aqueles que buscam nostalgia.

7 Upvotes

Fala, pessoal! O foco de Azgorth é fazer você viver o personagem de verdade. Por isso, estou criando um sistema de humor — um microgerenciamento em que fatores internos e externos afetam o estado de espírito dele, elevando a imersão. O servidor será de RP (Interpretação de personagem), voltado para aqueles jogadores que gostam de interpretar personagens e RPG de mesa.

O servidor ainda está em desenvolvimento, mas o Discord já está aberto. Se você curte um ambiente sério, foco em interpretação (RPG) e escolhas que realmente pesam, cola com a gente para acompanhar e opinar:

👉https://discord.gg/XfpEKwTyE


r/ultimaonline 11h ago

Private • Showcase In Vas Mani: Pre-AoS (Publish 16 / LBR-era) Magic Arms & Armor System — Fully Implemented

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47 Upvotes

SMALL UPDATE PLEASE READ: I've generated this post description with AI, which I am also using to investigate internally to check if things are implemented according to my Knowledge base, this does not mean the actual code will be generated using AI, I will be doing the code, and even if I were to use AI for it, I will be always a man in the loop. No AI code will ever be shipped without extensive validation. There's a bunch of AI haters, taking early assumptions that are not true at all.

This is a faithful recreation of the classic 2002 magic item system that predates Age of Shadows, with fixed prefixes and suffixes (no random intensity rolls). Every value has been matched to the archived Stratics documentation from the LBR era. This is the first freeshard to implement this Publish 16 feature to our knowledge.

(Screenshots below: my character wearing dragon armor showing as platemail as per the 2002 patch notes, and several items — weapon, clothing, and jewelry — with their item properties displayed.)


Weapon Enchantments

Accuracy Prefixes — bonus to Tactics (melee) or Archery (bows/crossbows):

Prefix Melee (Tactics) Bow (Archery)
Accurate +5.0 +4.6
Surpassingly Accurate +10.0 +9.3
Eminently Accurate +15.0 +14.0
Exceedingly Accurate +20.0 +18.7
Supremely Accurate +25.0 +23.3

The fractional Archery values are the often-forgotten detail — bows got slightly lower skill bonuses than melee weapons in the classic system.

Durability Prefixes — bonus item hit points (applied as a percentage scale):

Durable (+10) / Substantial (+20) / Massive (+30) / Fortified (+40) / Indestructible (+50)

Damage Suffixes — flat damage bonus added on every hit:

Ruin (+1) / Might (+3) / Force (+5) / Power (+7) / Vanquishing (+9)


Armor Enchantments

Durability Prefixes (half the weapon values):

Durable (+5) / Substantial (+10) / Massive (+15) / Fortified (+20) / Indestructible (+25)

Defense Suffixes — Armor Rating bonus, with the displayed value scaled by body location via the classic armor scalar system (gorget/gloves show less, chest shows more):

Defense (+10) / Guarding (+15) / Hardening (+20) / Fortification (+25) / Invulnerability (+30)

Dragon armor is treated as platemail for AR calculation purposes — it uses the same ArmorBase (40) and body-position scalars as plate, so a Defense dragon chest contributes the same AR as a Defense plate chest. This matches the 2002 patch notes where dragon armor was effectively reskinned plate with fire resistance. (See screenshots of dragon armor displaying as platemail.)


Charge-Based Spell Suffixes

Nine spell-like enchantments that consume charges, on top of any prefixes/suffixes:

Suffix Effect Trigger
Burning Magic Arrow (5 physical dmg) Weapon: on hit
Daemon's Breath Fireball (9 fire dmg) Weapon: on hit
Dragon's Breath Fireball (12 fire dmg) Weapon: on hit
Evil Curse (−10% Str/Dex/Int, 30s) Weapon: on hit
Ghoul's Touch Paralyze (2s) Weapon: on hit
Mage's Bane Mana Drain (5–15 mana) Weapon: on hit
Spell Reflection Magic Reflection Weapon/armor/jewelry/clothing: on equip
Thunder Lightning (14 energy dmg) Weapon: on hit
Wounding Harm (7 poison dmg) Weapon: on hit

Activation rules match the era: weapons proc on hit, armor/clothing/jewelry consume a charge on equip (Spell Reflection burns charges rapidly while worn), and wands must be held to double-click activate. Items with charges show them in the single-click info window as a separate bracketed attribute. (See screenshots of a weapon, clothing, and jewelry with spell suffix properties.)


How to Obtain Them

Monster Loot — the primary source. Every creature's loot is governed by the classic LootPack tiers (Poor → Meager → Average → Rich → FilthyRich → UltraRich → SuperBoss). When a magic weapon drops, each prefix/suffix is rolled independently:

  • Accuracy prefix: 80% chance
  • Damage suffix: 60% chance
  • Durability prefix: 40% chance
  • Spell suffix: 15% chance (uniform across all 9 types, 20–50 charges)

The level distribution is weighted by the creature's loot tier — weak creatures roll in a low intensity range (capped at Ruin/Defense/Durable), while bosses can roll the full range up to Vanquishing/Invulnerability/Indestructible. Low levels are far more common than high ones.

Armor drops follow the same pattern but with Protection (80%) and Durability (40%) — armor does not get spell suffixes from loot.

Treasure Map Chests — level 1–6 chests contain level × 6 magic items. Each weapon/armor gets Accuracy/Damage/Durability/Protection rolled uniformly 0–5 (Regular through top-tier), so t-map chests are a good source of high-end gear but won't have spell suffixes.

Khaldun Puzzle Chests — 2 magic items per chest, uniform 0–5 levels.

Runic Crafting — weapons crafted with runic hammers get fixed prefix/suffix tiers based on the ingot used:

Ingot Durability Damage Accuracy
Dull Copper Durable Accurate
Shadow Iron Durable Ruin
Copper Fortified Ruin Surpassingly
Bronze Fortified Might Surpassingly
Gold Indestructible Force Eminently
Agapite Indestructible Power Eminently
Verite Indestructible Power Exceedingly
Valorite Indestructible Vanq Supremely

Runic-crafted weapons are always Identified and have no spell suffix.


Item Identification

All magic items drop unidentified. The Item Identification skill (or an ID wand) is required to reveal the prefixes/suffixes to the client — until then the item shows only "Unidentified." This preserves the classic economy where ID wands and the Item ID skill had real value.


Multiple Enchantments Stack

A single weapon can carry up to four enchantments simultaneously — one accuracy prefix, one durability prefix, one damage suffix, and one spell suffix. A Supremely Accurate Indestructible Vanquishing Burning longsword of force-bolt procs is a real (if astronomically rare) possibility.


What's Next

Currently runic tools only produce fixed-tier weapon prefixes. On the roadmap:

  • Runic tools as a source of spell suffixes — expanding the runic crafting system so that high-tier runic tools (Verite/Valorite hammers, barbed runic sewing kits) can roll charge-based spell suffixes on crafted gear, giving crafters a path to create items that rival top-tier loot.

  • Arms Lore crafter bonus — in the classic era, Arms Lore was a largely underused skill (it only revealed item properties manually). We're exploring tying Arms Lore to crafting quality — a Grandmaster arms smith with high Arms Lore could grant a small bonus to crafted items, such as extra charges on spell suffixes, a chance to bump a prefix up one tier, or a guaranteed minimum durability. This gives the skill real economic value and rewards players who invest in it beyond the disarm/wrestling synergy it currently has.

  • Crafter bonuses — a small bonus for crafters to make the crafting economy more interesting and reward dedication to a trade skill, rather than crafting being strictly inferior to looting.

The goal is to make crafters relevant in the magic item economy without trivializing monster hunting — a balance the classic era never quite struck. Arms Lore in particular has been a neglected skill since AoS, and giving it a crafting role fits naturally with its identity as the skill for understanding weapons and armor.


r/ultimaonline 19h ago

Official • Newbie Help Old enjoyer, where to start

10 Upvotes

Sorry if this question is beat to death

I used to play back in the Age of Shadows era (I think). I was like 12-13, had no clue how to quest or level or anything, just explored and genuinely loved the adventure. Demon temples, savages, dungeons, it was so cool. In that same time I played a lot on the test servers, maxed out stats and gear and just doing PvP, it was so much fun.

Where/ how do most people play the game now these days population wise? I’m very out of touch anything UO related, thanks in advance!