World and Basic Rules
The server's binding principles and all the rules are on one page: Server Rules. This page explains how the rules work in the game.
Open maps
| Map | Status | Rules |
|---|---|---|
| Felucca | Open — main continent | Player versus player (PvP) allowed, classic UO:R feel |
| Ilshenar | Open | Safe rules (players cannot attack each other) |
| Malas | Open | Safe rules |
| Trammel | Closed | — |
| Tokuno | Closed | — |
Why? So that players meet in a single Britannia and the world feels busy and alive, there is one main continent: Felucca.
How does it affect you?
- Treasure maps and messages in a bottle you fish up point to Felucca.
- Quests and places that belong to Trammel and Tokuno (e.g. New Haven) do not exist in the game.
- Magincia stands in its classic form, as it was before the invasion: shops, gardens, docks. To see it, your launcher must be up to date; with old files the town looks ruined and the merchants seem to stand on an empty lot. If so, close and reopen the launcher or press Verify files.
Creatures and spawns
Creature placement in the world is based on the classic UO spawns; UORoots makes a few adjustments on top:
- The surroundings of towns are safer: only weak creatures spawn within 50 tiles of the player towns in Felucca (Britain, Yew, Minoc, Moonglow, Trinsic, Serpent's Hold and the others) and of Luna and Umbra in Malas. A new player leaving town does not meet a strong monster at the gate.
- Open country is calmer: in forests, countryside and wild animal areas there are about a third fewer creatures than in the classic spawns.
- Dungeons and camps at classic density: orc, brigand and lizardman camps and the dungeons stay as they were.
- Creatures return home: a creature that chased you away from its spot goes back to where it spawned once no player is left around it. If you pulled a creature to the town gate and left it, it does not wait there; but it does not vanish or teleport while you are next to it.
- When rare creatures will respawn is never shown anywhere: camping and watching the clock is up to the players.
Starting out
- All new characters start in Felucca Britain. Your choice of profession (warrior, mage, crafter…) does not change where you start → Professions.
- Starting gold: 1,000 gold.
- Character names are unique: a name that is in use cannot be taken a second time. Upper/lower case and spaces do not make a difference — "Ahmet", "ahmet" and "Ah met" count as the same name. (The rule was introduced on 2026-09-20; characters with the same name created before that remain.)
- New characters start with Young protection → Young Players.
- At the inn in Britain (just east of the bank), Innkeeper Agatha welcomes you and gives you the Traveler's Road quests → Traveler's Road.
Murderers and bounty hunting
Killing players in Felucca is allowed, but being a murderer has a price.
Murderer's fine
- For every murder you are reported for, a fine of 1,000 gold is recorded. If the player you killed left Young protection less than 30 days ago, the fine for that murder is 3,000 gold.
- The fine is taken the moment you die, before your gold passes to your corpse — you do not have to be red; every character with a reported murder pays. It is drawn first from the banks of all characters linked to the same web account, then from their backpacks. Gold equal to your house's weekly tax is left in the bank; you will not lose your house because of the fine. Houses, chests and vendor tills are not touched.
- Whatever is not covered becomes debt. The debt is taken from your bank and backpack on login, on resurrection, when you open your bank, when gold enters your bank, and every minute while you are in the game. The debt does not stop you from being resurrected, and deleting the character does not clear it. To see your debt, type
[borcumin the game. - Each murder's fine is taken once; on your next death only the new murders committed in between count.
- The player who struck you last (or the owner of the pet that did) receives half of the fine taken at the moment of your death (the hunter rules below apply); the other half, and whatever is later taken from your debt, leaves the economy.
- If the player you killed left Young protection less than 30 days ago, you cannot collect insurance payouts for their insured items → Economy.
Bounty hunting
- If a player kills you, a window to report them as a murderer opens a few seconds later. If your report makes them a murderer, you can put a bounty from your bank in the same window (at most the gold in your bank).
- Whoever kills a murderer with a bounty cuts off the head from the corpse: double-click your dagger (or another bladed weapon) and target the corpse.
- Drag the head onto a town guard within 24 hours. Half of the bounty placed goes into the hunter's bank, the other half leaves the economy — so a murderer's friend bringing in the head to get the money back for the group is not profitable. The bounty can be as low as 2 gold. If your bank is full, the guard gives the head back; make room and come again.
- Bounty Board: stands next to the banks in Britain, Minoc, Vesper, Skara Brae, Serpent's Hold, Buccaneer's Den, Papua and Delucia, with a guard waiting in front of it. The board lists murderers whose last murder was less than 14 days ago and the amount the hunter will receive.
- If nobody collects, your bounty comes back: 14 days after the murderer's last murder (or if the murderer is deleted), if nobody has collected the bounty, all the gold you put up is returned to your bank and you are notified.
- Since you cannot loot corpses while Young, you cannot cut off heads either.
- Every head you turn in adds 1 point to the weekly Law Week contest → Weekly contests. On the website, the Wanted section of the Blood Ledger shows murderers with bounties and what the bringer of the head will receive; the Lawmen tab of the Leaderboard shows who turned in the most heads.
Who cannot be a hunter
The murderer's own accounts, accounts linked to the same web account, those connecting from the same IP address, those who were in a party with the murderer in the last 24 hours, members of the same or an allied guild as the murderer, and those who left the murderer's guild in the last 7 days can receive neither the bounty nor a share of the fine. If such a person brings the head, the guard says why and gives the head back; the bounty stays in place. You can hand the head to an eligible person (e.g. a family member connecting from the same house can give it to someone else).
Factions
The faction war of classic Felucca (True Britannians, Shadowlords, Minax, Council of Mages; town sigils, silver, faction items) is closed for now.
- Why: factions need players playing regularly on each of the four sides. With a small population, either one side takes every town while the others are empty or nobody joins; an empty faction system looks like something broken in the world.
- When will it open: once player combat in Felucca is lively enough. Our measure is at least 20 different players taking part in player combat in Felucca over the last two weeks. It will be announced when it opens.
- Until then: player combat is recorded in the Blood Ledger, murderer hunting works as above, and guild wars and the weekly Law Week contest are open.
Town criers
The town criers in towns carry news of the world. They call it out by themselves every few minutes; to hear it right away, left-click a town crier → Hear the News, or say "news" next to one. They tell you about:
- the dungeon of the week,
- the champion altars that wake (they wake every evening at 21:00),
- the leaders in the weekly contests and the time left until the week closes,
- murderers with a price on their head (the three highest bounties),
- the staff's events in the next 24 hours.
The news is refreshed every 10 minutes.
Character development
| Topic | Value |
|---|---|
| Total skill cap | 700 (720 with the veteran reward) |
| Stat cap | 225 total, 125 for a single stat |
| Characters per account | 5 |
| Skill gain rate | 1.5 times classic UO |
| Stat gain rate | Same as classic UO |
Karma
Karma is your character's goodness; the strength of Chivalry spells also depends on it → Magic Skills.
- Killing evil creatures raises your karma (orcs, skeletons, zombies, dragons, daemons…), killing good creatures lowers it. Good creatures: horses, dogs, cats, dolphins, and also pixies, unicorns, ki-rin, cu sidhe and the Meer. The gain or loss is one percent of the creature's karma; about 30% more in Felucca.
- The higher your karma, the bigger the loss: every 1,000 points of your karma adds 10 points to the loss for killing a good creature. A warrior with 10,000 karma who kills a horse loses over 100 karma instead of 3.
- In the same way, as your karma rises, weak evil creatures stop giving karma: a character with 5,000 karma who kills a zombie or a troll sees no change in karma (it neither rises nor falls). To climb higher you need to fight stronger evil creatures.
- Killing an evil creature never lowers your karma. If your karma is dropping, something else is the cause: killing good creatures, carving a human corpse, applying poison to a weapon, stealing, snooping, begging, a bard trying to provoke an innocent (blue) creature, every necromancy spell, and casting heal or cure spells on someone with low karma (a red or gray player, a tamed evil creature).
Changing clothes
If you drop a piece of clothing, armor or jewelry from your backpack onto your character in the paperdoll, the item worn in that slot goes to your backpack by itself and the new one is put on; you do not need to take the old one off first.
- Weapons, shields and hand tools are exempt: if your hand is full, the item stays on your cursor; take off what you hold first. This keeps your combat rhythm unchanged.
- If the item you are wearing cannot be removed by hand, or there is no room in your backpack, nothing is swapped and the reason is shown.
- If you cannot wear the new item (for example, your strength is too low), the old one stays on.
- It only works on your own character; dressing your pet or someone else works as before.
Language
When you play in English, item, creature and NPC names, system messages, menus and all of UORoots' own windows are in English; creatures and items use their original UO names. How to choose the language → Installation.
Assistants and macros
- Razor is allowed: the UORoots launcher distributes Razor Community Edition. Turn it on with launcher → Settings → Use Razor → Installation.
- Looping macros are allowed while you are at the keyboard. Training skills, gathering resources and camping rare creatures or items while away from the keyboard is forbidden.
- Skill gain from gathering depends on the spot: when gathering resources with a pickaxe or hatchet, after 30 strikes in 10 minutes within 4 tiles of the same spot you gain no more skill. When you hit the limit you get the warning "You can no longer learn anything here; move a few steps away."; a few steps away you gain again, and if you go back to the same place the same counter continues. It does not stop you gathering, it only stops skill gain. There is no limit while your skill is below 10. Gains outside gathering (Lumberjacking from fighting with an axe, Mining from smelting at a forge) are not limited. Fishing has no such limit: where the fish run out, skill does not rise anyway.
- Scripting tools such as Razor Enhanced and UOSteam may not be used. The game client loads only UORoots' Razor, and the server only accepts the UORoots client → Installation.
- In Razor the option Negotiate features with server must stay on; this is how the server tells Razor which features it allows. Right now every Razor feature is allowed.
- The staff can see which assistant players in the game are using.
Account
- At most 3 game accounts can be linked to one web account; game accounts are opened on the website.
- One person can be in the game with at most 3 characters at the same time; the launcher opens at most 3 game windows. A separate registration system is being considered for families playing from the same home.