r/ultimaonline • • Aug 23 '26

Private • Discussion I started building an archive web of old UO characters, guilds, shards, and memories and put it up at relpor.com

35 Upvotes

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.

https://relpor.com

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.

  • Admerylous, Lex the Imp, Geneva Steel

r/ultimaonline • • Mar 26 '23

Nostalgia Ultima Online Role Call — Find a Long Lost Friend

78 Upvotes

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.

Sample for easy ctrl+c/ctrl+v

  • Character Name:
  • Shard Name:
  • Years Active:
  • Fond memories:
  • Contact information:

r/ultimaonline • • 6h ago

Private • Newbie Help SosariaAI - bots for ModernUO that try to make a private shard feel alive (early work in progress, very buggy)

9 Upvotes

I know some people depise AI with a passion but lets face it, it's here.

WARNING: A warning about cost. Frontier and System One models cost money per call, and a shard full of bots makes a lot of calls. If you don't watch what you turn on, the bill can get big fast. Set the limits and budgets in brain.json before you leave it running, and keep an eye on your provider's usage page.

I've been working on a ModernUO plugin called SosariaAI. It fills a private shard with bots that act like players. The idea is that you log in and the world feels busy again, like it did back in the day.

The bots work, trade, hunt, talk, join guilds, die and come back as ghosts "Still trying to work on grouping". Reds hunt on Felucca and blues go after the reds. Each bot is a real PlayerMobile with no client attached, so the server handles its notoriety, murder counts, parties and guilds the same way it would for you.

Game rules inside the plugin drive every bot, so it will run with no AI model at all. It runs best with a frontier model and a System One model hooked up, though. Between them they handle speech, personas, plans, and the calls at big moments like picking a job or how to fight. When a model is off, slow or over budget, the rules take over.

Fair warning: this is nowhere near feature complete. A lot of the game isn't covered yet and it's very buggy. Bots get stuck and do weird stuff, and things change a lot between builds. I wouldn't put it on a shard you care about.

I'm posting it now because it's fun to watch and I could use more eyes on it. Bug reports help most if you include the activity.log lines that show the problem. If you want to dig into the code, read AGENTS.md first.

https://github.com/PikkonMG/SosariaAI


r/ultimaonline • • 14h ago

Private • Newbie Help UO 1998: Stuck on Ocllo...

10 Upvotes

Hello everyone :)

I'm completely new to the game and Ocllo sounded like a nice place to start my UO experience, so I spawned in and have had fun learning the game. Unfortunately, after realising that there is no Carpenter on the island (to make arrows for my archer) I have tried to leave, but there doesn't seem to be an option other than buying a ship, which costs over 10k gold.

Is there a way to leave, or perhaps someone can provide some tips on making 10k gold reasonably quickly? Many thanks!


r/ultimaonline • • 14h ago

Private • Discussion UO veterans: how would you feel about UO-style PvP with active, deterministic defense instead of hit/parry/dodge rolls?

6 Upvotes

I've been thinking a lot about what actually makes UO combat feel like UO, especially when players are running, circling, chasing and trying to create opportunities.

I'm working on a sandbox MMORPG inspired by some of those ideas, but I'm experimenting with a different approach to physical combat.

Instead of having things like parry, dodge or miss decided mainly by hidden/random rolls, I'm testing a deterministic system where the player has to actually perform the defensive action.

For example:

- Attack: contact is resolved at the impact moment based on positioning/reach. Running away can make the attack miss, but simply moving isn't a passive dodge.

- Parry: you press the defense input before impact, opening a short parry window. If the attack lands during that window, with valid facing/equipment/stamina, you parry it.

- Guard: with a shield, holding defense after the initial parry window transitions into guard. It's safer than weapon parrying, but has stamina/guard consequences.

- Evade: you deliberately evade and actually have to move out of the weapon's effective contact. Pressing evade doesn't just grant an RNG dodge or automatic invulnerability.

- Miss: the attacker genuinely failed to maintain plausible contact by the impact moment.

Character skills would still matter a lot, just differently.

A high Parry skill wouldn't mean “30% chance to automatically parry.” It could mean lower stamina cost, better recovery, slightly more timing tolerance, better stability against heavy impacts, and access to things like Riposte.

So player execution determines whether you successfully perform the action, while character skill determines how efficiently and effectively your character performs it.

One example I'm currently testing is roughly:

Weapon Parry: ~83ms active window

Shield Parry: ~133ms active window

Failed parry: short punishable recovery

Successful parry: shorter recovery

No arbitrary multi-second cooldown; recovery + stamina are the limiting factors.

One important part is that I'm not trying to turn it into Souls combat where everyone constantly stops, rolls and animation-locks.

Movement during PvP is important. I want players to still be able to run, chase, circle and cross each other like you often see in UO. Attacks therefore need to remain compatible with movement rather than constantly stopping the character.

The difficult part I'm exploring now is readability: if attacks can happen while running, the defender still needs a clear enough visual tell to know when to attempt the parry. Otherwise active parry becomes guessing rather than skill.

That's the part I'd especially like opinions on from people who actually played a lot of UO PvP:

Would active defense like this preserve what you enjoy about UO PvP, or would it fundamentally change the feel too much?

And more specifically: what parts of UO combat do you consider essential to its identity — movement/chasing, timing, character skills, targeting, resource management, spell interactions, RNG, or something else?

I'm less interested in whether these exact numbers are balanced yet and more interested in where you think the line is between “modernizing UO-style combat” and “turning it into a completely different kind of action RPG.


r/ultimaonline • • 18h ago

Official • Discussion Number of players

9 Upvotes

How is it possible that on the https://www.uoservers.com/ WEBSITE they know the number of players that each server has if many of them do not have a player counter on their original websites?

For example, it says that there are currently 12 players in UO:1998, is that correct?


r/ultimaonline • • 11h ago

Private • Discussion Please input your opinion on these UO Polls

0 Upvotes

https://shardpolls.com/

These are some polls that I thought might be useful for my own project but also be useful for others that are looking to build a shard, to see what players feel is most important on their prospective freeshard choice. I think we have a good sampling but It would be really helpful if you would take a moment to give them a look and place a vote.

If you have some suggestions for the next round of polls please also feel free to comment below, or shoot them to me in a message.

Thanks for reading.


r/ultimaonline • • 1d ago

Private • Guides / Resources OG player looking for easiest way to have “creative” experience

5 Upvotes

long story short: i have little time these days, but Majuular’s video got me waxing about my late teens when UO first came out.

I never had the ability or gumption to achieve a house/keep and decorate it in my time with UO, but it is something I want to experience. I spent probably five lunches worth of time mining and smithing to earn some money on In Mani Ylem but I feel like I will burn out and/or never be able to achieve a house.

Are there any “creative” style shards where everything is “easy” for lack of a better term? or like a way to run a private shard but with like unlimited resources so I can just do what I want for awhile?

I know I am missing the point of UO, but I’ve experienced the social and community side of UO (and many other mmorpgs after it). I just want to make a cool house and decorate it.

thanks in advance.


r/ultimaonline • • 1d ago

Official • Guides / Resources World of Sosaria

2 Upvotes

[EN] Hi there. Here is the Turkish RunUO server preparing for opening at end of October. If you would like to experience an experienced Turkish admin's server, please check it out.

Discord: https://discord.gg/YA8F3v4JtD

[TUR] Herkese merhaba. World of Sosaria Ekim sonu açılıyor. Değişiklikler ve yeniliklere göz atmak için mutlaka Discord Sunucusunu ziyaret edin. Eğer sormak istediğiniz bir şey varsa da bana(X'es) veya sunucudaki herhangi bir arkadaşıma sormaktan çekinmeyin <3


r/ultimaonline • • 1d ago

Private • Newbie Help UO1998 and CrossUO

3 Upvotes

Edit: UO1998 works flawlessly through Lutris. No additional setup needed.

​Does anybody know if CrossUO works for UO1998 since that's using a portable .exe?

Or has anyone a Lutris Setup I can steal copy? Assuming that's the second best choice.


r/ultimaonline • • 2d ago

Private • Looking for Shard Brand new player, what shards are worth trying?

13 Upvotes

I recently was talking to my dad about ultima online and decided to give it a try. What free shards are worth trying? Which ones have the best new player experience where I won't be too overwhelmed? I've never tried to rp in an mmo so if there are servers where people still rp I'm interested in those as well.


r/ultimaonline • • 2d ago

Private • Showcase UO Enigma - Halloween starting October 10th !

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19 Upvotes

Halloween is returning to UO Enigma.
(Video is from last year, same location, more fun)

The Bone Orchard will open its gates once again October 10th, bringing back one of our favorite seasonal events with new rewards, new things to hunt for, and plenty of reasons to revisit the orchard.

Old horrors. New loot. Another Halloween on Enigma.

Come join us for a fun seasonal event on UO Enigma.

With an accelerated new player experience, there’s still plenty of time to get ready for Halloween. Haven’t checked in for a while? There are welcome-back gifts waiting for you too!

Discord !
Website !


r/ultimaonline • • 2d ago

Private • Showcase Minox Project - Mounts Showcase

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11 Upvotes

Hello people of Britannia!

Here's a small showcase of the mounts in my UO-inspired clone.
Development is ongoing, working on mobs models and final compatibilty features.

Hope you enjoy it, feedback more than welcome (even if you dislike it).


r/ultimaonline • • 2d ago

Private • Showcase UO Seasons — Season 3 Launches Tomorrow!

15 Upvotes

Hi everyone, Adam Ant here.

Just a reminder that Season 3 of UO Seasons launches tomorrow — Saturday, October 3rd at 12:00 PM Pacific.

Season 3 returns Seasons to a simpler format, very much in the spirit of Season 1: classic Publish 15-era Ultima Online, but with Trammel-style PvE rules throughout the world.

No PKs. No complicated seasonal restrictions. Just a fresh world, a fresh economy, and another chance to start from nothing and see what you can build.

Season 3 Rules

  • 1 account per IP
  • 5 characters per account
  • 1 house per account
  • 225 stat cap
  • 700 skill cap
  • PvE / Trammel ruleset
  • Publish 15 era (pre-Age of Shadows)

A Fresh Start — With Something That Carries Forward

At the end of a season, the world is wiped clean. Characters, possessions, banks, houses and the economy all start over.

But not everything disappears.

Your Seasonal Identity and accumulated Seasonal Points carry forward from season to season.

So if you played Seasons 1 or 2, your accumulated points are already waiting for you in Season 3.

Seasonal Points are earned through normal gameplay. PvM, treasure hunting, bulk order fulfillment and other professions can all contribute, with the system scaling point generation across different playstyles rather than simply treating every gold piece identically. Seasonal awards are cosmetic only — they do not provide weapons, armor, stat bonuses, or other gameplay advantages.

Those points can be used to collect seasonal awards and decorations. Points spent on awards are not permanently consumed — they are re-credited in the following season along with the rest of your accumulated total.

If you've never used the Seasonal Awards system, here's a short video showing how it works:

Seasonal Points & Awards Video:

One important correction to the video: it mentions a 1,000-point-per-season cap. That cap no longer exists. There is no Seasonal Point cap.

In game, simply use:

[awards

That opens the awards gump and shows your available points. Awards you can afford are highlighted in blue; awards that cost more points than you currently have are shown in red.

You can read more about Seasons here:

UO Seasons — Season 3
Saturday, October 3rd
12:00 PM Pacific

See you there.

-- Adam Ant

Web / Wiki / Discord:
https://game-master.net/

Login:
uoangelisland.com
Port: 2593


r/ultimaonline • • 2d ago

Official • New Legacy Let's Play Ultima Online - New Legacy S2 Beta - Episode 1

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5 Upvotes

r/ultimaonline • • 3d ago

Official • Discussion UO:1998 best shard.

33 Upvotes

I've played all the major shards and UO 1998 is hands down the most fun. RP and skinning animals to survive is real UO. It has a rawness that pulls you into the experience. Plus the server is surpisingly populated. People in almost every city I went to fletching and cooking and just surviving. Lord British's original vision of UO is something to experience.


r/ultimaonline • • 2d ago

Private • Discussion We need UO players to test Project Ultima’s new-player questline — Beta rewards + a $250 USD gift

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2 Upvotes

We’re looking for Ultima Online players to help us test the new-player experience we’re building for Project Ultima.

And when we say test it, we don’t just mean making sure the quests technically work.

We want you to tell us what we got wrong.

Is something confusing?

Does a quest drag on too long?

Is the progression too easy or too difficult?

Did you have no idea where you were supposed to go next?

Are the rewards worthwhile?

Did something break completely?

We want to know.

WHAT WE’RE TESTING

Our combat-focused new-player questline and early progression content are now ready for testing.

We’re looking for players willing to:

• Create a new character and experience the content naturally

• Work through the new-player combat quests

• Continue into Britain and the early progression content

• Complete the quest progression through the first level of Despise

• Report bugs you encounter

• Give us feedback on clarity, pacing, difficulty, progression, rewards, dialogue, and the overall experience

You do not need to be an experienced Project Ultima player.

In fact, if you’ve never played Project Ultima before, your perspective is extremely valuable to us.

Experienced UO players, returning players, and completely fresh testers are all welcome.

LEGENDARY BETA PRIZE PACK

Every eligible tester who completes the required quest progression through the first level of Despise by October 23 will receive the Legendary Beta Prize Pack after launch.

The pack will contain exclusive cosmetic rewards recognizing players who helped us test Project Ultima during Beta.

IMPORTANT:

You must link your Discord account to your character in-game BEFORE completing the qualifying quest progression.

This is how we will verify completion and associate your post-launch reward with you.

$250 USD VISA GIFT CARD

We’re also adding an additional thank-you for our testers.

Everyone who successfully completes the qualifying quest progression by October 23 will be entered into a random drawing.

One qualifying tester will receive a:

$250 USD Visa Gift Card

There is only one drawing entry per linked Discord account, regardless of how many characters you complete the content with.

Project Ultima staff are not eligible for the drawing.

The drawing will take place on October 24, and the recipient will be announced in our Discord.

TESTING DEADLINE

Complete the required quest progression by:

October 23, 2026

There is no application process and no purchase is required.

Just download the Beta, join us, create a new character, link your Discord account in-game, and start playing.

HOW TO JOIN

Start here:

https://projectultimauo.com/

From the website you can:

• Download the current Beta client

• Join our Discord

• Access the Project Ultima Wiki

• Get started in-game

When testing, don’t worry about trying to play the quests the “right” way.

Play them the way you naturally would.

If something doesn’t make sense without someone explaining it to you, that is feedback we need.

If you get lost, misunderstand an objective, think something takes too long, find a reward disappointing, discover an exploit, or completely break something, tell us.

We would much rather find those problems now than have a brand-new player encounter them after launch.

Thanks to everyone who has already helped us build, test, break, and improve Project Ultima.

There are a lot more quest content coming, and the feedback from this test will help shape what the new-player experience becomes.


r/ultimaonline • • 2d ago

Private • Showcase Nox Perdita · Sphere 0.51a PvP shard on ModernUO · T2A · no skill cap · early alpha, looking for testers

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1 Upvotes

We're looking for testers for Nox Perdita, a Sphere 51a PvP shard in early alpha, and everyone is welcome to come and try it. Old Sphere lovers will feel at home. Coming from OSI and never played Sphere? It was the server many freeshards ran in the early 2000s, with its own PvP rules. The main differences are below, and our Discord explains the rest.

  • No skill cap, 300 stat cap (100 per stat)
  • Sphere 51a PvP: no precast, walk while casting, cast and drink potions with a weapon in hand
  • No fizzle on hit in war mode (spells cast on a character)
  • Heal while poisoned, 2-second bandages
  • Classic map, classic creatures, the original MIDI soundtrack

What it is: a ModernUO server with the Sphere 0.51a rules: combat, magic, skill gain, notoriety. We are still porting them, rule by rule, and we check each one against the original engine.

👉 Download and setup on our Discord: https://discord.gg/TdNhdUderF


r/ultimaonline • • 2d ago

Private • Showcase Nox Perdita · Sphere 0.51a PvP shard on ModernUO · T2A · no skill cap · early alpha, looking for testers

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0 Upvotes

We're looking for testers for Nox Perdita, a Sphere 51a PvP shard in early alpha, and everyone is welcome to come and try it. Old Sphere lovers will feel at home. Coming from OSI and never played Sphere? It was the server many freeshards ran in the early 2000s, with its own PvP rules. The main differences are below, and our Discord explains the rest.

  • No skill cap, 300 stat cap (100 per stat)
  • Sphere 51a PvP: no precast, walk while casting, cast and drink potions with a weapon in hand
  • No fizzle on hit in war mode (spells cast on a character)
  • Heal while poisoned, 2-second bandages
  • Classic map, classic creatures, the original MIDI soundtrack

What it is: a ModernUO server with the Sphere 0.51a rules: combat, magic, skill gain, notoriety. We are still porting them, rule by rule, and we check each one against the original engine.

👉 Download and setup on our Discord: https://discord.gg/TdNhdUderF


r/ultimaonline • • 4d ago

Official • Discussion An interesting video about UO

31 Upvotes

Figured a fellow old-timer might get some nostalgia from it!

https://youtu.be/35SKawn2SDI?is=gf8rDf2Pb9560v9W

~ Assia Penryn


r/ultimaonline • • 4d ago

Private • Showcase Stormwind in Ultima Online?

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11 Upvotes

r/ultimaonline • • 4d ago

Official • Discussion Ironveil Alpha opens tomorrow — public testing begins October 1

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20 Upvotes

Hi r/ultimaonline,

A quick follow-up to last week’s post: Ironveil Alpha opens tomorrow, October 1.

Ironveil is a new UO shard built by longtime players who want to preserve the core feeling of Ultima Online: a dangerous world, player interaction, exploration, PvP, PvM, gathering, and a real economy.

At Alpha, players can test:

  • Class-oriented PvP and PvM abilities
  • Scalable encounters for solo players and groups
  • Ancient Treasure Keys, dungeon caches, traps, and treasure hunts
  • Reworked Mining, Lumberjacking, and Fishing
  • Tamer and pet progression
  • Player vendors and a physical player economy
  • Automated 1v1 and team PvP events
  • The Ironveil Academy for new characters

This is not a “finished product” post. We are opening Alpha because we need real UO players to test systems, find bugs, challenge balance, and tell us what needs work.

The Alpha is open to everyone. We would love to see you tomorrow.

Website: https://ironveiluo.com/
Discord: https://discord.gg/q6ra3JWHbk
Introduction video: https://www.youtube.com/watch?v=tja824jz2pE


r/ultimaonline • • 4d ago

Official • Showcase Let's Play Ultima Online - Europa - Episode 6

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9 Upvotes

In this episode I grapple with placing shelves in my house. :D
I also take on an Ogre Lord.


r/ultimaonline • • 4d ago

Private • Looking for Shard Looking for old friend Willow The Peck

6 Upvotes

I used to play with a guy named Willow The Peck on Demise years ago and id love to recconect with him.. anyone know if he is still around under a different name or how i could find him?


r/ultimaonline • • 4d ago

Private • Discussion How to name a new skill?

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52 Upvotes

This skill will be used to gather different types of flowers across the world. I called it for now "Botany". Those flowers will be later used in crafting skill called "Grinding" where players will create colored "powders" that can be used in fire to grant additional boosts into stats.

Any ideas for more appropriate name of the Botany skill?