Overview
UORPG is a custom Ultima Online private server that has been running since 2010, celebrating its 16th anniversary in 2026. The server blends classic Ultima Online mechanics with deep custom systems: a class-based progression replacing the traditional skill cap, a dual-projection world (Peace & War), a faction war between Order and Chaos, extensive PvP events, and a rich crafting ecosystem.
The server runs on UTC +3 (Latvia / Ukraine timezone). There is no precast system — all spells require the target to be selected before casting begins. All character stats and skill caps are determined by class and level (0–12), not by a universal stat/skill cap.
The World
Altair is the central hub city — a safe zone where characters can rest AFK without risk. It hosts two NPC vendors: Zaira (consumables, badges, Kings Hill challenges) and Reinar (special items for God Stones). Two moongates lead from Altair: the Arena for Fun (practice PvP — no item loss, but durability applies) and Occlo (popular full-loot dueling spot).
The four faction capitals — Quintar and Rheos (Order) and Aiventis and Maradun (Chaos) — serve as headquarters and Siege of the Capital targets. Trinsic is the Renegade capital. Each main city contains a Newbie Dungeon portal (levels 0–7), a Newbie Trader, and a Bank.
Dual Projections
Peace Projection
No item loss on death. Corpses cannot be looted by enemies. Most PvE activity takes place here. The daily Siege of the Capital (Peace) runs here on alternating days. Players may still PvP with no loot consequences.
War Projection
Full loot on death — all equipped and carried items drop and can be taken by anyone. Guard Post capturing, the Drum of War mechanic, and the Siege of the Capital (War) all occur here. Equipment durability falls 3× faster from PvP damage than from PvE.
Factions
After the Battle of Quintary shattered the Holy Empire, two war alliances formed: Order and Chaos. Faction choice is permanent for special classes. Renegades belong to no alliance and can attack anyone — and be attacked by anyone.
Order Alliance Order
Holy Empire
King Lenhorn's government, centred on Quintar and Rheos. Defenders of the Great Pantheon. Their narrative holds that Xamantarius — not Lord Denthor — is the true enemy; Denthor's return is denied as enemy propaganda. The Guild of Paladins forms the spiritual vanguard.
Insurgents (Rheos)
Former paladins and free fighters imprisoned in Rheos who revolted under Assetar. They oppose the monarchy but united with Lenhorn against darkness. They seek to restore the old Trade Union and are willing to negotiate peace even with orcs.
Chaos Alliance Chaos
Army of Darkness
Commanded by Lord Denthor, the Dark God imprisoned for an eternity by the Pantheon. He seeks to destroy the Great Testimony and challenge the gods themselves. His capitals are Aiventis and Maradun. Vampires serve under the Chaos banner.
The Shadows
Led by Xamantarius, former archmage of the Empire who now studies ancient necromancy — magic older than the Pantheon itself. The Shadows seek power through death magic, believing it the only force able to resist Denthor from within.
Renegades
Traitors and outcasts. Trinsic is their capital. Renegades can attack any player — including each other. They cannot capture Guard Posts, attack defence crystals, or earn military ranks. However they still receive the damage bonus percentage corresponding to their accumulated fame. In the Siege of the Capital, Renegades begin on the attackers' side, switching to defenders once the crystal falls below 50% HP.
| Alliance | Capitals | Special Class | Restriction |
|---|---|---|---|
| Order | Quintar, Rheos | Paladin | No Chaos items; no battle axes / sickles (Paladin) |
| Chaos | Aiventis, Maradun | Vampire | No Order items (Vampire) |
| Renegade | Trinsic | — | No ranks, guard posts, or crystal attacks |
Classes
Eight classes divide into two groups. The first four are faction-neutral; the second four are special faction-specific classes with unique abilities. No universal skill or stat cap applies — all values scale with character level (0–12).
Class Overview
Knight
Melee masters. Swords, spears, maces. Each Platemail piece grants bonus physical defence. Highest HP pool in the game.
Archer
Ranged specialists. Bows and crossbows. Bonus hiding speed (0.2 s faster). Heavy bows and two-handed weapons can dismount enemies.
Mage
Ancient combat casters. Best alchemy and inscription. Receive −10% physical damage (bows/crossbows exempt from this reduction).
Craftsman
Resource gathering and production specialists. Can level crafting skills through gathering and crafting — not just combat. Economy backbone of the server.
Paladin Order
Holy Magery masters who formed the Guild of Paladins within the Holy Empire. Restricted to Order faction only.
Assassin
Stealth and poison specialists. Poisoning on fencing weapons at 2× speed. Deep access to hiding, stealth, and detection skills.
Vampire Chaos
The only class that can cast Blade Spirit (5th circle) — power scales with Vampirism skill. Exclusive to Chaos. Cannot equip Order items.
Necromancer
Death magic specialists. Cannot equip chainmail or platemail armor. Access to the full Necromancy discipline spell set.
Base Stat Comparison — Level 0 → Level 12
| Class | STR 0 / 12 | DEX 0 / 12 | INT 0 / 12 | HP 0 / 12 | Stamina 0 / 12 | Mana 0 / 12 |
|---|---|---|---|---|---|---|
| Knight | 200 / 380 | 100 / 220 | 50 / 110 | 200 / 380 | 100 / 220 | 50 / 110 |
| Archer | 100 / 220 | 200 / 380 | 50 / 110 | 100 / 220 | 200 / 380 | 50 / 110 |
| Mage | 100 / 220 | 50 / 110 | 200 / 380 | 100 / 220 | 50 / 110 | 200 / 380 |
Each primary stat increases by 15 per level; secondary stats increase by 10 per level. Beyond level 12, additional bonuses apply via the server's separate level progression system.
Equipment Restrictions
- Mages and Necromancers — cannot equip chainmail or platemail armor.
- Vampires — cannot equip any Order-aligned items.
- Paladins — cannot equip Chaos items, battle axes, or sickles.
Combat System
UORPG combat differs substantially from standard Ultima Online. Damage depends on both the relevant weapon skill and the character's Strength stat. Casting speed is constant — it does not scale with any skill or stat. Spells can be cast while moving, but the target must be selected before casting starts (no precast system).
Weapon Type Mechanics
| Weapon Type | Skill | Special Effect |
|---|---|---|
| Swords | Swordsmanship | 10% critical strike chance — crits deal 1.5× damage |
| Maces & Hammers | Mace Fighting | Reduces opponent's mana and stamina on every hit |
| Spears & Fences | Fencing | +DMG vs Platemail; −DMG vs Light Armor; poison applied 2× faster; arrows/maces cannot be poisoned |
| Two-handed melee / Heavy crossbows | Various | Chance to dismount opponent on hit |
| Bows | Archery | Shot interrupted if hit in melee; bow may lose durability from the hit |
OVERDAM — Total Damage System
The OVERDAM (Total Damage) system dynamically protects players who are being mass-attacked. The more damage received per second — and the more players involved in the attack — the higher the OVERDAM point accumulation on the target. These points dynamically increase both the defence and the damage output of that target. Massing attacks on a single target is therefore not always optimal; the target becomes progressively harder to kill and strikes back harder as the assault escalates.
Fame & Military Ranks
Maximum fame is 40,000. Fame grants a military title and a bonus to all damage output. Fame is earned by killing NPC bosses in the War Projection and participating in events. On death: −2.5% fame if killed by a mob; −5% fame transferred to the killer if killed by a player.
| # | Rank | Type | Damage Bonus |
|---|---|---|---|
| 1 | Private | Non-officer | +12% all damage |
| 2 | Corporal | Non-officer | +13% all damage |
| 3 | Sergeant | Non-officer | +14% all damage |
| 4 | Ensign | Officer | +15% all damage |
| 5 | Lieutenant | Officer | +16% all damage |
| 6 | Captain | Officer | +17% all damage |
| 7 | Major | Officer | +18% all damage |
| 8 | Colonel | Officer | +19% all damage |
| 9 | General | Officer | +20% all damage |
| 10 | Marshal / Lord | Special (monthly) | +24% all damage |
Marshal / Lord is awarded monthly to the player who contributed most to their alliance's war effort in the previous month. Renegades receive the damage % matching their fame level but hold no rank title.
Bandage Healing System
Bandage healing on UORPG is a unique two-stage toggle system:
- First bandage use — activates the healing process.
- Second bandage use — stops healing and instantly restores HP.
- Sustaining healing without a second use will fully restore HP automatically once the timer completes.
- Taking any physical damage while healing cancels the bandage and applies a +25% incoming damage penalty for the heal's remaining duration. Magic damage does not trigger the penalty.
- Bandages can only be applied to your own character — not to allies.
Intoxication System
Every potion consumed increases the character's Intoxication value. As intoxication rises, potion effectiveness decreases proportionally. At the maximum cap, no potions can be consumed until the character detoxicates naturally. Each class has its own max intoxication cap and detoxication rate per second.
| Class | Max Intox lv0 | Max Intox lv12 | Detox Rate lv0 | Detox Rate lv12 |
|---|---|---|---|---|
| Knight | 200 | 800 | 10 / s | 22 / s |
| Archer | 200 | 800 | 15 / s | 27 / s |
| Mage | 200 | 800 | 10 / s | 22 / s |
Spell Interruption Rules
- Any physical damage always interrupts spells and actions.
- The Poison spell effect always interrupts — even if the target is immune to poison.
- Any harmful spell of circle 2+ (except Paralyze) interrupts other harmful spell casts (except Paralyze), and also cancels Invisibility and Magic Reflection.
- Paralyze fizzles other Paralyze casts. With
.fparalyzemode enabled, Paralyze can fizzle all harmful 2nd-circle+ spells. - Lightning cannot be fizzled by 2nd-circle spells (Fireball, Harm, etc.).
- NPCs cannot be interrupted while casting.
Other Mechanics
- Combat skills, magery, and base stats (STR/DEX/INT) increase only through NPC combat. Craftsmen may also raise skills through gathering and crafting.
- Equipment durability decreases 3× faster in PvP than PvE. At 0 durability an item breaks and disappears permanently.
- Server-enforced delays on looting, equipping/unequipping, and dropping items prevent macro advantages.
- Allied players cannot be attacked (friendly fire disabled). Renegades can harm or help anyone.
- Each character may designate up to 3 friends (allies only) with permission to loot their corpse.
Magic System
UORPG uses a classic 8-circle magery system. Spells can be cast while moving, but no precast is possible — the target must be selected before the cast begins. Casting speed is constant regardless of skill or stat. Each school has its own magic discipline parameter that boosts spell power within that school (and defensive spells of the same school). Rune magic is neutralized near any water source.
Schools of Magic
Way of Fire
Most common school in the Empire. All fire-based damage: Magic Arrow, Fireball, Fire Field, Explosion, Flame Strike, Meteor Swarm.
Nature & Energy
Lightning, earthquakes, energy fields, elemental summoning. Lightning, Energy Bolt, Chain Lightning, Energy Field, Earthquake, Energy Vortex.
Necromancy
Curses, poison, mind-affecting spells, mana drain. Clumsy, Harm, Curse, Mind Blast, Paralyze, Mass Curse, Mana Vampire, Paralyze Field.
Holy Magery
Healing, buffs, blessings, resurrection. Heal, Reactive Armor, Protection, Agility, Greater Heal, Magic Reflect, Arch Cure, Resurrection.
Complete Spell List
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Clumsy | Necromancy | Blood Moss, Nightshade | 1.5 | Temporarily reduces target's Dexterity |
| Create Food | — | Garlic, Ginseng, Mandrake Root | 1.0 | Creates food |
| Feeblemind | Necromancy | Ginseng, Nightshade | 1.5 | Temporarily reduces target's Intelligence |
| Heal | Holy Magic | Garlic, Ginseng, Spider's Silk | 1.2 | Heals the targeted creature |
| Magic Arrow | Fire | Black Pearl, Nightshade | 1.2 | Deals slight magical fire damage to target |
| Night Sight | — | Spider's Silk, Sulfurous Ash | 1.0 | Temporarily brightens the screen |
| Reactive Armor | Holy Magic | Garlic, Spider's Silk, Sulfurous Ash | 1.5 | Barrier: absorbs 30% of 1 melee hit or 50% of 1 ranged hit |
| Weaken | Necromancy | Garlic, Nightshade | 1.5 | Temporarily reduces target's Strength |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Agility | Holy Magic | Blood Moss, Mandrake Root | 1.5 | Temporarily increases target's Dexterity |
| Cunning | Holy Magic | Mandrake Root, Nightshade | 1.5 | Temporarily increases target's Intelligence |
| Cure | Holy Magic | Garlic, Ginseng | 2.0 | Cures target of poison |
| Harm | Necromancy | Nightshade, Spider's Silk | 1.7 | Harms the target |
| Magic Trap | — | Garlic, Spider's Silk, Sulfurous Ash | 2.0 | Not yet implemented |
| Magic Untrap | — | Blood Moss, Sulfurous Ash | 2.0 | Not yet implemented |
| Protection | Holy Magic | Garlic, Ginseng, Sulfurous Ash | 1.5 | Temporarily increases target's armor |
| Strength | Holy Magic | Mandrake Root, Nightshade | 1.5 | Temporarily increases target's Strength |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Bless | Holy Magic | Garlic, Mandrake Root | 2.0 | Temporarily raises STR, DEX, and INT |
| Fireball | Fire | Black Pearl, Sulfurous Ash | 1.7 | Burns target with a ball of fire |
| Magic Lock | — | Blood Moss, Garlic, Sulfurous Ash | 3.0 | Locks a targeted item |
| Poison | Necromancy | Nightshade | 2.2 | Poisons a targeted creature |
| Telekinesis | — | Blood Moss, Mandrake Root | 3.0 | Activates an item at a distance |
| Teleport | — | Blood Moss, Mandrake Root | 3.0 | Teleports caster to targeted spot or character |
| Unlock | — | Blood Moss, Sulfurous Ash | 2.0 | Unlocks a targeted item |
| Wall of Stone | — | Blood Moss, Garlic | 2.5 | Creates an impassable stone wall |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Arch Cure | Holy Magic | Garlic, Ginseng, Mandrake Root | 4.0 | Cures all nearby characters of poison |
| Arch Protection | Holy Magic | Garlic, Ginseng, Mandrake Root, Sulfurous Ash | 4.0 | Increases armor of all nearby characters |
| Curse | Necromancy | Garlic, Nightshade, Sulfurous Ash | 2.5 | Temporarily reduces target's STR, DEX, and INT |
| Fire Field | Fire | Black Pearl, Spider's Silk, Sulfurous Ash | 3.5 | Fire wall; damages enemy players only |
| Greater Heal | Holy Magic | Garlic, Ginseng, Mandrake Root, Spider's Silk | 2.7 | Stronger heal than 1st-circle Heal |
| Lightning | Nature & Energy | Black Pearl, Mandrake Root, Sulfurous Ash | 2.2 | Blasts target with lightning; immune to 2nd-circle fizzle |
| Mana Drain | Necromancy | Black Pearl, Mandrake Root, Spider's Silk | 2.2 | Drains mana from target and transfers it to caster |
| Recall | Rune Magic | Black Pearl, Blood Moss, Mandrake Root | 7.0 | Teleports to a marked rune; disabled near water |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Blade Spirit | Summon Magic | Blk Pearl, Mandrake Root, Nightshade, Black Steel Ingot | 5.0 | Vampire exclusive. Summons blade spirit; power = Vampirism skill |
| Dispel Field | — | Black Pearl, Garlic, Spider's Silk, Sulfurous Ash | 2.0 | Dispels any magical field |
| Incognito | — | Blood Moss, Garlic, Nightshade | 3.0 | Hides caster's name from others |
| Magic Reflect | Holy Magic | Garlic, Mandrake Root, Spider's Silk | 3.2 | Reflects the next spell cast against the target back at its caster |
| Mind Blast | Necromancy | Black Pearl, Mandrake Root, Nightshade, Sulfurous Ash | 2.7 | Mental attack — blasts the target's mind |
| Paralyze | Necromancy | Garlic, Mandrake Root, Spider's Silk | 2.7 | Target cannot move or use items |
| Poison Field | Necromancy | Black Pearl, Nightshade, Spider's Silk | 3.5 | Poison wall; works on enemy players only |
| Summon | Summon Magic | Blood Moss, Mandrake Root, Spider's Silk | 5.0 | Summons a chosen creature |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Dispel | — | Garlic, Mandrake Root, Sulfurous Ash | 2.0 | Dispels all magic effects from target |
| Energy Bolt | Nature & Energy | Black Pearl, Nightshade | 2.7 | Blasts target with a damaging energy bolt |
| Explosion | Fire | Black Pearl, Mandrake Root, Sulfurous Ash | 2.7 | AoE fire explosion; detonates 2 seconds after cast ends |
| Invisibility | — | Blood Moss, Nightshade | 3.0 | Makes targeted character invisible |
| Mark | Rune Magic | Black Pearl, Blood Moss, Mandrake Root | 6.0 | Marks a rune for Recall/Gate Travel; banned in dungeons |
| Mass Curse | Necromancy | Garlic, Mandrake Root, Nightshade, Sulfurous Ash | 6.0 | Curses all nearby enemies (reduces STR/DEX/INT) |
| Paralyze Field | Necromancy | Black Pearl, Ginseng, Spider's Silk | 4.5 | Paralyzing field; enemy players only |
| Reveal | — | Blood Moss, Sulfurous Ash | 2.5 | Reveals all nearby hidden enemies |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Chain Lightning | Nature & Energy | Blk Pearl, Blood Moss, Mandrake Root, Sulfurous Ash | 2.7 | Lightning that chains between multiple targets in radius |
| Energy Field | Nature & Energy | Blk Pearl, Mandrake Root, Spider's Silk, Sulfurous Ash | 3.5 | Energy wall: allies pass through freely, enemies cannot |
| Flame Strike | Fire | Spider's Silk, Sulfurous Ash | 3.2 | Most powerful single-target fire spell |
| Gate Travel | Rune Magic | Black Pearl, Mandrake Root, Sulfurous Ash | 8.0 | Opens a two-way portal to a marked rune location |
| Mana Vampire | Necromancy | Blk Pearl, Blood Moss, Mandrake Root, Spider's Silk | 3.2 | Stronger Mana Drain; fully transfers mana to caster |
| Mass Dispel | — | Blk Pearl, Garlic, Mandrake Root, Sulfurous Ash | 6.0 | Dispels all effects and summoned creatures around caster |
| Meteor Swarm | Fire | Blood Moss, Mandrake Root, Spider's Silk, Sulfurous Ash | 2.7 | Burns all enemies near the targeted area |
| Polymorph | — | Blood Moss, Mandrake Root, Spider's Silk | 7.0 | Transforms the caster into a chosen creature form |
| Spell | School | Reagents | Cast (s) | Effect |
|---|---|---|---|---|
| Earthquake | Nature & Energy | Blood Moss, Ginseng, Mandrake Root, Sulfurous Ash | 6.0 | Shakes the ground; damages all nearby creatures |
| Energy Vortex | Summon Magic | Blk Pearl, Blood Moss, Mandrake Root, Nightshade, 500 gold | 8.0 | Summons an energy vortex (skill req: 160) |
| Resurrection | Holy Magic | Blood Moss, Garlic, Ginseng | 7.0 | Resurrects a dead allied player |
| Air Elemental | Summon Magic | Blood Moss, Mandrake Root, Spider's Silk | 8.0 | Summons Air Elemental (skill req: 100) |
| Earth Elemental | Summon Magic | Blood Moss, Mandrake Root, Spider's Silk, Iron Ore | 8.0 | Summons Earth Elemental (skill req: 120) |
| Water Elemental | Summon Magic | Blood Moss, Mandrake Root, Spider's Silk | 8.0 | Summons Water Elemental (skill req: 140) |
| Fire Elemental | Summon Magic | Blood Moss, Mandrake Root, Spider's Silk, Sulfurous Ash, Brimstone | 8.0 | Summons Fire Elemental (skill req: 180) |
| Daemon | Summon Magic | Blood Moss, Mandrake Root, Spider's Silk, Sulfurous Ash, Daemon Bone | 8.0 | Summons Daemon (skill req: 200) |
World & Dungeons
Key Locations
| Location | Type | Notes |
|---|---|---|
| Altair | Hub / Safe Zone | AFK city. Zaira & Reinar vendors. Arena for Fun portal, Occlo portal. |
| Quintar | Order Capital | Primary Order city. Siege of Capital target. |
| Rheos | Order Capital | Former prison city, home of the Insurgents. |
| Aiventis | Chaos Capital | Lord Denthor's domain. Siege target. |
| Maradun | Chaos Capital | Secondary Chaos capital. |
| Trinsic | Renegade Capital | Outcast city; no safe zone protections. |
| Occlo | PvP Zone | Popular dueling location. Full loot zone. |
| Newbie Dungeon | PvE (lv 0–7) | In each capital. Newbie Trader + Bank inside. Portal in each main city. |
Newbie Dungeon — Monster Table
Recommended for characters level 0–7. Entry through the Newbie Dungeon portal in each main capital city. Monsters scale from 90 EXP (trivial) to 1,220+ EXP (challenging boss-level). The primary leveling zone for new characters.
| Monster | DMG | Armor | STR | DEX | EXP | Notable Drops |
|---|---|---|---|---|---|---|
| Young Vampire Bat | 11 | 20 | 60 | 220 | 90 | 35–50 gold · Dungeon Key · Skill Tome |
| Giant Rat | 15 | 20 | 75 | 180 | 110 | Dungeon Key · Skill Tome |
| Spider | 21 | 20 | 105 | 140 | 140 | 80–110 Spider Silk · Dungeon Key · Skill Tome |
| Giant Spider | 14 | 22 | 65 | 220 | 170 | Dungeon Key · Skill Tome |
| Vampire Bat | 13 | 15 | 70 | 240 | 180 | 60–100 gold · Dungeon Key · Skill Tome |
| Subterranean Mongbat | 22 | 20 | 115 | 205 | 190 | 70–90 gold · Gem · Skill Tome |
| Zombie | 38 | 15 | 185 | 140 | 220 | 100–150 gold · Old Weapon · Enchant Scroll |
| Skeleton | 35 | 30 | 190 | 200 | 250 | 90–120 gold · Enchant Scroll |
| Ratman | 14 | 20 | 65 | 235 | 250 | 80–140 gold · Enchant Scroll |
| Ghost | 27 | 150 | 125 | 185 | 390 | 220–290 gold · Enchant Scroll |
| Green Goblin | 37 | 30 | 175 | 155 | 445 | 140–250 gold · Reagents Bag · Alchemy Potion |
| Orc | 39 | 30 | 180 | 155 | 460 | 160–280 gold · Reagents Bag · Orc Herb |
| Ratman Warrior | 25 | 30 | 120 | 225 | 500 | 190–320 gold · Enchant Scroll |
| Green Goblin Guard | 47 | 30 | 255 | 175 | 570 | 200–350 gold · Reagents Bag |
| Orc Warrior | 50 | 30 | 270 | 160 | 590 | 280–330 gold · Reagents Bag · Orc Herb |
| Ghoul | 54 | 30 | 265 | 170 | 610 | 280–360 gold · Enchant Scroll |
| Corpser | 66 | 50 | 340 | 175 | 735 | Dungeon Key · Enchant Scroll |
| Lizardman | 23 | 30 | 105 | 265 | 735 | 300–420 gold · Alchemy Potion |
| Giant Toad | 57 | 45 | 300 | 190 | 760 | 330–460 gold |
| Lizardman Soldier | 54 | 30 | 280 | 220 | 820 | 450–500 gold · Iron Short Spear |
| Lizardman Mage | 21 | 30 | 115 | 260 | 830 | 430–460 gold · Reagents Bag · Magic Scroll |
| Lich | 29 | 30 | 135 | 215 | 1,220 | 570–790 gold · Recipe Deed · Magic Scroll |
| Spectroide | 60 | 40 | 285 | 195 | 1,220+ | Rare drops |
Guard Posts
There are 12 Guard Posts across the world, each controlled by a faction or guild. Captures run on a schedule — owners defend, enemies attack. All battles take place in the War Projection (full loot). Capture ownership goes to the faction/guild whose members dealt the most damage to the crystal after it was destroyed.
- A Drum of War (boss loot drop in War Projection) can trigger a guard post capture outside the normal schedule. Cannot be used during other active events.
- Inside the guard post zone, Guild War mode is active — same-faction players from different guilds can attack each other.
.attacknextcommand works on all other guild members. - Rewards: Fame · access to the Guard Post Chest (gold, treasure maps, Ring of Guard Post Commandant, possibly Talisman of Tracking Avoidance).
- No guard zone protection in the battle area. Escape only by foot or Recall spell — making it one of the most hardcore open-world activities.
- Use
.guardpostscommand or the "Guard Posts" help menu item to view the current schedule and status.
Events
All event times are in server time UTC +3 (Latvia / Ukraine). The current schedule is the Summer Schedule. Daily events run every day of the week without exception.
Weekly Event Schedule
Mon
20:00
Frozen River
Tue
19:50
Championship 1×1
(class rotation)
Wed
20:00
Two Strongholds
After Siege (War):
Kings Hill 3×3
Thu
20:00
Hell Fire
Fri
20:00
Frozen River
After Siege (War):
Two Strongholds
Sat
19:00
Championship 1×1
20:00
Championship 2×2
After Siege (War):
Kings Hill 4×4
Sun
19:00
Two Strongholds
20:00
Championship 3×3
After Siege (War):
Kings Hill 5×5
Team Tournament (Daily, 21:00)
A daily bracket tournament using provided equipment. Two teams fight; then the winning team splits and fights internally. This continues until two champions remain. Skills and stats are granted by class, not by character level — so all characters enter on equal footing within their class. If a player count is odd, the extra player goes to reserve and either advances directly to the next round or exits with a first-round consolation reward.
| Placement | Rewards |
|---|---|
| Winner Team | Robe of Team Tournament Winner · 50,000 gold · 50,000 experience · 250 fame |
Frozen River (Mon & Fri, 20:00)
Capture the Flag. Players split into two teams (Red and Blue) and must steal the enemy's flag and return it to their base. A team cannot score while their own flag is stolen — they must first have their flag returned. All equipment and parameters are auto-assigned on entry; characters return to their Altair state on exit.
- Teams are always even — the last odd player is dropped.
- 30-minute duration. First team to 5 flags wins; otherwise highest score after 30 min wins.
- After death: character spawns in the preparation room, waits 30 seconds, re-enters through the special gate.
- Arena artifacts: Force Leap (obstacle bypass) · Force Pull · Force Push · Explosion Trap · Knock Down Trap (forces flag carrier to drop flag) · Spider Trap (impassable net).
| Result | Reward |
|---|---|
| Victory | 5 Badges of Frost |
| Draw | 3 Badges of Frost |
| Loss | 1 Badge of Frost |
Badges of Frost are exchanged for rare jewelry at Zaira's shop. Commands: .score (status/scores) · .report_afk · .quit (leave to Altair)
Siege of the Capital (Daily, 20:40 & after Team Tournament)
Mass PvP held in alternating projections — Peace one day, War the next. A Siege Crystal appears near the bridge of the most recently defeated alliance's capital. Defenders must keep it alive for a full hour; attackers must destroy it before time runs out.
- Renegades join attackers at the start, then switch to defenders once the crystal falls below 50% HP — Renegade victory means defending successfully after the crystal has taken >50% damage.
- Prize area: within 50 tiles of the crystal (marked with flags). In a guard zone, only the bridge counts as a prize area.
- Rewards: Apron of Force · Gold · Fame · War Points (5 for victory, 3 for loss).
Hell Fire (Thursday, 20:00)
UORPG's most complex event — PvE and PvP combined with shifting alliances. Players fight in up to four teams against daemons and each other. Teams are remixed between rounds based on score, so former allies become enemies.
Scoring
Gain points: Damage to monsters (stronger mob = more points) · Killing players (25% of victim's points in standard gear; 40% if victim purchased colored clothes).
Lose points: Dying to mobs (−3%) · Dying to players (−35%) · Buying from the store (costs points) · Being idle at base.
Round Structure
Round 1 (10 min): Destroy the guard crystal to enter the main arena with powerful monsters.
Round 2 (10 min): Teams remixed by score ranking.
Round 3 (15 min): Another mix; only two final bosses remain. Damage to bosses multiplied ×8. Final 5 min: teams mix without returning to base.
Team formation: <24 players = 2 teams; 24–31 players = 3 teams; 32+ players = 4 teams. Leaders are marked with colored halos (Red > Orange > Yellow > Green). Bosses are immune in rounds 1 and 2 but can attack players. Use .store or talk to Devil at the base to buy gear with points.
Gladiators Arena (Daily, 17:25)
The oldest automatic event on UORPG — a classic FFA (free-for-all) where any player can attack any other. Standard tournament equipment, skills, and stats are auto-provided by class. Coalitions and guilds naturally form to eliminate threats — this diplomacy is a feature of the event design, not a flaw. Colored spots appear on the arena granting partial equipment upgrades. Bears of Justice spawn in crowded areas and do not attack players being chased by two or more gladiators.
| Place | Rewards |
|---|---|
| 1st | Sash of Gladiator · 300 fame · 75,000 exp · 75,000 gold · Prize Stone · Special Statue |
| 2nd | 200 fame · 50,000 exp · 50,000 gold |
| 3rd | 100 fame · 30,000 exp · 25,000 gold |
Kings Hill (Wed / Sat / Sun, after Siege of Capital War)
The most hardcore event on the server. Two guilds challenge each other (3×3, 4×4, or 5×5 depending on the day) in personal equipment with full loot. The goal is to control the Hill — a square at the arena center. Controlling it generates points continuously. The winner receives +20 guild points (loser loses 20) plus all dropped loot. Only a Recall spell can exit the arena. Replacements are allowed, but no sooner than 3 minutes after a participating guild member leaves.
Guilds issue challenges at the Zaira trader in Altair. Once accepted, the battle begins in 5 minutes.
| Day | Format |
|---|---|
| Wednesday | Grand Kings Hill 3×3 |
| Saturday | Grand Kings Hill 4×4 |
| Sunday | Grand Kings Hill 5×5 |
Two Strongholds (Wed, Fri, Sun)
A multi-flag variant of capture the flag. Each team has 20 pieces of Magic Food in their stronghold. Players must mount a wolf from the nearby forest to steal food — the wolf automatically collects food near the enemy base and changes color. Defenders regenerate +50 HP/s inside inner walls.
- A team wins instantly if they build a 7-point lead, otherwise the team with more food stolen wins.
- Return an enemy-colored wolf to your own throne hall to return the enemy's food and reset the wolf to white.
- Power artifacts at the central fortification: Cloak of Damage (+100% DMG) · Cloak of Defence (+100% DEF) · Cloak of Aura Damage (+40% DMG to all allies in radius 12) · Cloak of Aura Defence (+40% DEF to all allies in radius 12).
- Consumables can be found in the fortifications and forest. Use
.scoreto track team standings.
Crafting
Crafting is a full alternative progression path on UORPG. The Craftsman class is the only class whose members can raise crafting and gathering skills without fighting NPCs. All crafting uses the standard Ultima Online crafting menu and tools. Recipe Deeds (dungeon drops) unlock additional rare item recipes.
Metal Tiers (Blacksmithy)
Metal quality determines the armor/weapon properties and the Blacksmithy skill required. Higher tiers provide better base attributes and access to magical property rolls. Ore is gathered through Mining.
| Metal | Approx. Skill Required | Notes |
|---|---|---|
| Iron | 0+ | Standard material; no bonus properties |
| Copper | ~65 | Entry rare metal; slight bonus |
| Bronze | ~75 | Mid-tier; moderate bonus |
| Steel | ~85 | Upper standard; good baseline properties |
| Golden | ~90 | Rare ore; significant bonuses |
| Agapite | ~92 | High-tier; strong bonuses |
| Verite | ~96 | Near-top tier |
| Valorite | ~100 | Top tier; best base properties |
Crafting Skills
| Skill | Products | Primary Resource |
|---|---|---|
| Blacksmithy | Metal armor, weapons, ingots | Ore (via Mining) |
| Carpentry | Wooden furniture, bowstaves, shields | Logs (via Lumberjacking) |
| Bowcraft / Fletching | Bows, crossbows, arrows, bolts | Logs, Feathers |
| Tailoring | Cloth armor, leather armor, backpacks | Cloth, Leather |
| Alchemy | Potions, explosives, dyes | Reagents, Bottles |
| Jewellery | Rings, bracelets, necklaces | Gems, Gold |
| Inscription | Spell scrolls, runebooks | Blank Scrolls, Reagents |
| Tinkering | Mechanical devices, traps, keys | Metal Ingots, Gears |
| Cooking | Food items for HP / stat regeneration | Raw ingredients |
| Cartography | Maps, treasure maps | Blank Maps, Pens |
Artifacts
Artifacts are rare unique items that provide significant combat advantages. They drop from monsters, dungeon bosses, treasure chests, and seasonal events. Wearing multiple pieces of a set grants additional bonuses beyond individual item stats. Artifacts can be enchanted (+1 to +5) to further improve their properties.
Individual Weapons
Swords & Axes (Swordsmanship)
| Name | Type | Lv | DMG | SPD | Bonus / Effect |
|---|---|---|---|---|---|
| Old Sword | 1H | 2 | 30 | 50 | +10 Strength |
| Old Hatchet | 2H | 2 | 46 | 40 | +10 Strength |
| Orc Axe | 2H | 6 | 61 | 40 | +25 Strength, +7 Tactics, +7 Swordsmanship |
| Ratman's Sword | 1H | 7 | 34 | 60 | +25 Dexterity, +5 Tactics |
| Black Orc Axe | 2H | 7 | 61 | 40 | +35 Strength, +10 Tactics, +10 Swordsmanship |
| Paladin's Scimitar | 1H | 7 | 37 | 50 | +15 STR, +15 INT, +15 Tactics, +15 Swordsmanship, +20 Holy Force |
| Blade of Lightning | 2H | 10 | 65 | 40 | Chance to cast Lightning on target |
| Dark Sickle | 1H | 10 | 45 | 60 | +20 Necromancy Force |
| Sword of the I Empire | 1H | 10 | 74 | 35 | — |
| Excellent Ratman's Sword | 1H | 10 | 40 | 60 | +35 Dexterity, +5 Tactics |
| Death's Scythe | 2H | 10 | 120 | 40 | +100 Fire, Energy & Necromancy Force. Only 1 exists — vanishes when a new one is crafted |
| Volcanic Sword | 1H | 12 | 90 | 35 | — |
| King of Ratman's Sword | 1H | 12 | 45 | 60 | +50 Dexterity, +5 Tactics |
| Goblin King's Axe | 2H | — | 82 | 20 | +50 Strength, +35 Tactics, +35 Swordsmanship. Boss drop: Azog |
| Sword of Dragon Hunter | 1H | 15 | 60 | 40 | Deals double damage to Dragons (120 DMG) |
| Bardiche of Shadow Lord | 2H | 17 | 88 | 40 | — |
| Bardiche of Paroxysm | 2H | 17 | 100 | 40 | Applies poison to target |
| Bardiche of Ganjaman | 2H | — | — | — | 30% crit: +60% damage. Strongest crit in game. Seasonal overseas merchant |
Maces & Hammers (Mace Fighting)
| Name | Type | Lv | DMG | SPD | Bonus / Effect |
|---|---|---|---|---|---|
| Orc Club | 1H | 3 | 18 | 70 | +20 Strength |
| Black Orc Club | 1H | 4 | 20 | 70 | +30 Strength |
| Hammer of Strength | 2H | 7 | 57 | 40 | +50 Strength |
| King of Dwarves Hammer | 2H | 12 | 71 | 40 | Crush effect 33%: target immobilized 0.7 s |
| Lizardman Lord's Mace | 1H | 12 | 67 | 40 | +50 Strength, +20 Tactics, +20 Mace Fighting |
| Mithril Maul of Paladin | 2H | — | — | — | +10 Holy Force. Paladin only. Recipe: guard posts / Archon's Labyrinth (added Jan 2025) |
| Holy Maul of Paladin | 2H | — | — | — | +15 Holy Force. Paladin only. Recipe: guard posts / Archon's Labyrinth (added Jan 2025) |
| Hammer of Doom | 2H | — | — | — | Strongest hammer. Stun chance (like King of Dwarves). Seasonal overseas merchant |
Spears & Fencing
| Name | Type | Lv | DMG | SPD | Bonus / Effect |
|---|---|---|---|---|---|
| Lizardman's Spear | 1H | 7 | 50 | 40 | +30 Dexterity, +10 Fencing |
| Assassin's Spear | 2H | 7 | 48 | 40 | +25 STR, +25 DEX, +25 Tactics, +25 Fencing |
| Spear of Darkness | 2H | 10 | 65 | 40 | +50 Fencing |
| Jaguar's Claw | 2H | 10 | 75 | 40 | +40 Dexterity |
| Terathan Matriarch's Fork | 1H | 12 | 54 | 50 | 10% paralyze, 10% poison (force 10) |
| Night Hunter's Spear | 2H | 10 | 74 | 20 | — |
| Spear of Hunter | 2H | 7 | 62 | 40 | — |
| Spear of Baldura | — | 15 | — | — | Raises target's intoxication (only up to their max cap). 30 durability when crafted. Boss drop: Lord Baldura |
Bows & Crossbows (Archery)
| Name | Type | Lv | DMG | SPD | Bonus / Effect |
|---|---|---|---|---|---|
| Old Bow | 2H | 2 | 23 | 60 | +10 Dexterity |
| Orc Crossbow | 2H | 3 | 40 | 50 | +20 Strength |
| Frost Bow | 2H | 7 | 35 | 60 | 10% paralyze |
| Bow of Hunter | 2H | 7 | 36 | 60 | +10 Archery |
| Bow of Feeblemind | 2H | 10 | 44 | 55 | −70 Mana on shot |
| Crossbow of Raven | 2H | 10 | 60 | 50 | −50 Stamina on shot |
| Hell Crossbow | 2H | 10 | 68 | 40 | +50 Strength |
| Night Hunter's Bow | 2H | 10 | 48 | 55 | — |
| Lizardman Lord's Bow | 2H | 12 | 49 | 60 | +15 STR, +35 DEX, +20 Tactics, +20 Archery |
| Crossbow of Real Ice | 2H | 12 | 75 | 40 | 10% paralyze, 10% critical hit (+50%) |
| Terathan Matriarch's Crossbow | 2H | 12 | 59 | 50 | 10% paralyze, 10% poison (force 10) |
| Ophidian Queen's Crossbow | 2H | 12 | 75 | 40 | +30 Archery, +50 Dexterity |
| Dread Crossbow | 2H | 15 | 75 | 50 | — |
| Crossbow of Death | 2H | 17 | 90 | 40 | — |
| Bow of Equality | 2H | — | 75 / 70 | — | Dispel effect on arrow hit. 75 DMG War / 70 DMG Peace. Seasonal overseas merchant |
| Crossbow of Vikky | 2H | — | — | — | 30% crit: +60% damage. Strongest crit in game. Seasonal overseas merchant |
Staffs (Magery / Necromancy)
| Name | Type | Lv | DMG | SPD | Bonus |
|---|---|---|---|---|---|
| Old Mage Staff | 2H | 2 | 32 | 40 | +20 INT, +28 Fire/Energy/Necromancy Force |
| Goblin High Shaman's Symbol | 1H | 10 | 50 | 50 | +50 Fire, +45 Energy, +40 Necromancy Force |
| Staff of Fire Mage | 2H | 10 | 55 | 40 | +20 Magery (part of Fire Set) |
| Staff of Darkness | 2H | 10 | 55 | 40 | +10 Magery, +20 Necromancy, +55 Fire/Energy Force, +65 Necromancy Force |
| Rune Staff | 2H | 12 | 70 | 40 | +70 Fire Force, +80 Energy Force |
| Symbol of Goblin's Overlord | 1H | 16 | 70 | 50 | +70 Fire, +65 Energy, +60 Necromancy Force |
| Staff of Phantom | 2H | 17 | 70 | 40 | +100 Fire, +100 Energy, +100 Necromancy Force |
| Staff of Corruption | 2H | 18 | 85 | 40 | +80 Fire, +120 Energy, +120 Necromancy Force; +10% damage in War Projection (added Feb 2025) |
| Staff of Omnipotence | 2H | 12 | — | — | 30% crit: +35% magic damage; +2% damage penalty bonus (defence). Seasonal overseas merchant (Jun 2025) |
Books of Magic
| Name | Lv | Bonus |
|---|---|---|
| Book of Magic | 7 | +10 Magery, +50 Fire/Nature/Energy/Necromancy Force |
| Book of Necromancy | 10 | +50 Fire/Energy Force, +55 Necromancy Force, +10 Magery, +20 Necromancy |
| Book of Energy | 10 | +50 Fire/Necromancy Force, +65 Energy Force, +20 Magery |
| Ice Book | 12 | +30 Magery, +85 Nature & Energy Force |
| Book of Fire Storm | 12 | +30 Magery, +77 Fire Force, +76 Energy/Necromancy Force |
| King's of Dead Book | — | Best necromancy book on server. Seasonal overseas merchant |
Standard Artifact Sets (Mid-Grade, Level 10)
These sets drop from high-level monsters. All pieces have 30 durability (weapons excluded). Cloaks are part of all sets except Night Hunter. Sets were significantly rebalanced in November 2022.
Order Set Order
| Piece | Armor | Bonus |
|---|---|---|
| Sword of Order (1H, 62 DMG, spd 40) | — | +30 Swordsmanship |
| Arms of Order | 46 | +10 Tactics, +20 max HP |
| Chest of Order | 64 | +20 Strength, +10 magic resist |
| Gloves of Order | 30 | +20 Tactics, +10 max HP |
| Helm of Order | 38 | +10 Strength, +10 Healing, +10 magic resist |
| Gorget of Order | 26 | +10 Strength, +10 Anatomy |
| Leggings of Order | 52 | +10 Strength, +10 Healing, +10 Anatomy |
| Cloak of Order | 10 | +20 max HP, +10 magic resist |
| Order Shield | 78 | +25 max HP |
Chaos Set Chaos
| Piece | Armor | Bonus |
|---|---|---|
| Chaos Sickle (1H, 46 DMG, spd 60) | — | +30 Swordsmanship |
| Arms of Chaos | 46 | +10 STR, +10 Sword/Mace/Fencing/Wrestling |
| Chest of Chaos | 64 | +40 Strength, +5 magic resist, Life Steal 5% |
| Gloves of Chaos | 30 | +10 Dexterity, +10 Sword/Mace/Fencing/Wrestling |
| Helm of Chaos | 38 | +20 Strength, +5 magic resist |
| Gorget of Chaos | 26 | +15 Sword/Mace/Fencing/Wrestling |
| Leggings of Chaos | 52 | +20 Strength |
| Cloak of Chaos | 10 | +20 Strength, +10 Dexterity |
| Chaos Shield | 78 | +20 Strength |
Forest Set
| Piece | Armor | Bonus |
|---|---|---|
| Bow of Forest (2H, 44 DMG, spd 60) | — | +30 Archery |
| Coif of Forest | 30 | +10 Archery, +10 magic resist |
| Tunic of Forest | 86 | +10 Archery, +10 Dexterity, +50 max HP, +10 magic resist |
| Leggings of Forest | 40 | +10 Archery, +20 max HP, +5 magic resist |
| Gloves of Forest | 20 | +10 Archery, +10 Dexterity, +10 max HP |
| Boots of Forest | 10 | +20 Dexterity, +10 max HP |
| Cloak of Forest | 10 | +10 Strength, +20 Dexterity |
| Robe of Forest | 10 | +30 Dexterity, +10 Archery; bonus desintox when worn with full set |
Night Hunter Set
| Piece | Armor | Bonus |
|---|---|---|
| Night Hunter's Bow (2H, 48 DMG, spd 55) | — | — |
| Night Hunter's Spear (2H, 74 DMG, spd 20) | — | — |
| Night Hunter's Tunic | 48 | +10 Archery, +10 Fencing, +10 Dexterity, +5 magic resist |
| Night Hunter's Leggings | 36 | +20 Hiding, +20 Stealth, +10 Dexterity |
| Night Hunter's Gloves | 25 | +25 Archery, +25 Fencing |
| Night Hunter's Sleeves | 28 | +15 Archery, +15 Fencing |
| Night Hunter's Headdress | 30 | +15 Dexterity, +10 Strength, +10 Hiding, +10 Stealth |
| Night Hunter's Gorget | 25 | +5 Dexterity, +5 Strength, +5 magic resist |
| Night Hunter's Shoes | 15 | +20 Dexterity, +10 Strength |
Fire Set (Mage / Ringmail)
| Piece | Armor | Bonus |
|---|---|---|
| Staff of Fire Mage (2H, 55 DMG, spd 40) | — | +20 Magery |
| Book of Fire Storm (lv 12) | — | +30 Magery, +77 Fire Force, +76 Energy/Necromancy Force |
| Shield of Fire Mage | — | Part of set (added Nov 2022) |
| Fire Tunic | 40 | +20 Intelligence, +5 magic resist |
| Fire Leggings | 36 | +10 Eval Int, +20 Intelligence |
| Fire Gloves | 20 | +10 Magery, +10 Intelligence |
| Fire Sleeves | 30 | +10 Magery, +10 Eval Int |
| Fire Sandals | 10 | +20 Intelligence, +10 Fire resist, +5 Fire Force |
| Fire Cloak | 10 | +20 Intelligence, +5 Fire resist, +10 Fire Force |
Energy Set (Necromancer / Mage)
| Piece | Armor | Bonus |
|---|---|---|
| Book of Energy (lv 10) | — | +50 Fire/Necromancy Force, +65 Energy Force, +20 Magery |
| Shield of Energy | 45 | +50 max HP (added Nov 2022) |
| Tunic of Energy | 40 | +20 max HP, +10 each magic Force |
| Leggings of Energy | 36 | +20 Intelligence, +10 Eval Int, +20 max Mana |
| Gloves of Energy | 20 | +10 Magery, +20 max HP |
| Sleeves of Energy | 30 | +10 Magery, +10 Eval Int, +10 max HP |
| Shoes of Energy | 10 | +10 Intelligence, +10 max HP, +8 Energy resist, +3 Fire/Necromancy resist, +5 Energy Force |
| Hat of Energy | 20 | +5 Energy Force, +10 Fire/Energy/Necromancy resist |
| Robe of Energy | 10 | +10 Intelligence, +10 max HP, +15 Energy Force, +10 Fire/Energy/Necromancy resist |
| Cloak of Energy | 10 | +10 Intelligence, +10 max HP, +5 Energy resist, +5 Energy Force |
Magic Bone Set (Necromancer)
| Piece | Armor | Bonus |
|---|---|---|
| Magic Bone Arms | 30 | +10 Magery, +10 Necromancy, +3 magic resist |
| Magic Bone Armor | 40 | +10 max HP, +13 magic resist |
| Magic Bone Gloves | 20 | +10 Necromancy, +20 max HP, +3 magic resist |
| Magic Bone Helm | 27 | +5 Necromancy, +20 max HP, +5 Necromancy Force, +13 magic resist |
| Magic Bone Leggings | 36 | +10 Intelligence, +20 max HP, +3 magic resist |
Darkness Set
| Piece | Armor | Bonus |
|---|---|---|
| Spear of Darkness (2H, 65 DMG, spd 40) | — | +50 Fencing |
| Staff of Darkness (2H, 55 DMG, spd 40) | — | +10 Magery, +20 Necromancy, +55 Fire/Energy Force, +65 Necromancy Force |
| Arms of Darkness | 46 | +10 STR, +10 Sword/Mace/Fencing/Wrestling |
| Chest of Darkness | 64 | +20 Strength, +20 Dexterity, +5 magic resist |
| Gloves of Darkness | 30 | +10 Dexterity, +10 Fencing |
| Helm of Darkness | 38 | +20 Strength, +5 magic resist |
| Gorget of Darkness | 26 | +10 Strength, +20 Fencing |
| Leggings of Darkness | 52 | +10 Strength, +10 Dexterity |
| Cloak of Darkness | 10 | +15 STR, +15 DEX, +5 Necromancy resist, +5 Necromancy Force |
| Apron of Darkness | 5 | +10 max HP |
| Shoes of Darkness | 10 | +10 Intelligence, +10 max HP, +8 Necromancy resist, +3 Fire/Energy resist, +5 Necromancy Force |
High-Grade Artifact Sets (Level 12+)
Winter Set (Level 12)
| Piece | Armor | Bonus |
|---|---|---|
| Arms of Winter | 52 | +20 Strength, +10 Fire/Necromancy resist |
| Chest of Winter | 70 | +40 Strength, +20 Dexterity, +10 Fire/Necromancy resist |
| Gloves of Winter | 32 | +10 STR, +10 DEX, +5 Fire/Necromancy resist |
| Helm of Winter | 40 | +20 Strength, +10 Dexterity, +10 Fire/Necromancy resist |
| Gorget of Winter | 27 | +20 Dexterity, +15 Fire/Necromancy resist, +5 Energy resist |
| Leggings of Winter | 52 | +20 Strength, +10 Dexterity, +10 Fire/Necromancy resist |
| Cloak of Winter | 10 | +15 Strength, +15 Dexterity, +10 Fire/Necromancy resist |
Ancient Warrior Set (Level 18)
| Piece | Armor | Bonus (+ War Projection bonus) |
|---|---|---|
| Armor of Ancient Warrior | 80 | +20 STR/DEX, +20 Sword/Mace/Fencing/Wrestling, +10 Magic Resist, +50 def vs Great Daemons, +5% DMG, +10% Paralyze Penetration, −5% DMG penalty (War: +20 STR/DEX, +5 Magic Resist) |
| Legs of Ancient Warrior | 60 | +10 Dexterity, +20 Tactics, +50 def vs Great Daemons, +3% DMG (War: +20 STR, +1% DMG) |
| Gorget of Ancient Warrior | 20 | +15 STR, +15 DEX, +15 Magic Resist, +50 def vs Great Daemons (War: +3% NPC DMG) |
| Arms of Ancient Warrior | 60 | +10 DEX, +20 Sword/Mace/Fencing/Wrestling, +50 def vs Great Daemons, +2% DMG (War: +20 STR, +1% DMG) |
Dragon Scale Set (Level 18)
| Piece | Armor | Bonus (+ War Projection bonus) |
|---|---|---|
| Dragon Scale Arms | 80 | +30 STR, +10 DEX, +5 Magic Resist (War: +5 STR) |
| Dragon Scale Chest | 110 | +50 Strength, +20 Dexterity, +20 Magic Resist (War: +15 STR) |
| Dragon Scale Gloves | 40 | +5 STR, +10 DEX, +5 Magic Resist (War: +15 STR) |
| Dragon Scale Helm | 50 | +10 STR, +10 DEX, +10 Magic Resist (War: +5 STR, +10 DEX) |
| Dragon Scale Legs | 80 | +20 STR, +10 DEX, +5 Magic Resist, +1 HP regen (War: +15 STR) |
Boss & Special Artifact Sets
Inquisitor Set (Level ~12, Platemail) — Added March 2024
Logical evolution of the Order Set for Knights and Paladins. Drops via recipes found in Stronghold of Pain. Removing the chest piece removes Bless and Protection buffs. Set gives +10 Holy Force total.
Asmodissar Set (Level 15)
| Piece | Armor | Bonus |
|---|---|---|
| Talisman of Asmodissar | 0 | Boss drop — Asmodissar (Fire Dungeon Lv 3) |
| Cloak of the Daemonic Flame | 15 | Boss drop — Asmodissar |
| Bracelet of Asmodissar | 0 | Boss drop — Asmodissar |
| Robe of Ancient Daemon | 30 | Boss drop — Asmodissar |
| Shroud of the Daemonic Flame | 30 | Boss drop — Asmodissar |
Baldura Set (Level 15)
| Piece | Armor | Bonus |
|---|---|---|
| Spear of Baldura | — | Raises target's intoxication (only up to their max cap). 30 durability |
| Talisman of Lord Baldura | 0 | Boss drop |
| Bracelet of the Daemon Lord | 0 | Boss drop |
| Apron of Dark Lord | 10 | Boss drop |
| Lord's of Dead Robe | 20 | Boss drop |
Pharaoh Curse Set (Level 18) — Added Jan 2022
| Piece | Armor | Bonus (+ War Projection bonus) |
|---|---|---|
| Gorget of Pharaoh Curse | 20 | +25 Dexterity, +15 Magic Resist (War: +3% NPC Damage) |
| Gloves of Pharaoh Curse | 30 | +15 Dexterity, +5 Magic Resist (War: +10 Dexterity) |
Season Event Sets
Season sets drop during annual events (autumn — Inferno/Furion; spring — Spring set; anniversary — Divine). Event sets exist for approximately 3 years before being retired with compensation (500,000 gold per piece at Reinar). Pieces can also be sold to Reinar at any time for 500,000 gold.
Inferno Set (Level 12) — Redesigned October 2024, exists until Autumn 2027
| Type | Armor | Set Bonus |
|---|---|---|
| Platemail | ~360 | 14% damage, +15 Fire / +35 Energy / +35 Necromancy magic resist, +40 Dexterity, +4 HP regen, +4 Mana regen, +0.4 desintox |
| Chainmail | ~224 | 14% damage, +10 Fire / +30 Energy / +30 Necromancy magic resist, +33 Dexterity, +3 HP regen, +3 Mana regen, +0.3 desintox |
| Ringmail | ~178 | 14% damage, +10 Fire / +30 Energy / +30 Necromancy magic resist, +3 Fire Force, +3 HP regen, +3 Mana regen, +0.3 desintox |
Furion Set (Level 12) — Introduced October 2023
Evolution of the retired Fury set. Drops from Inferno Terror mini-boss (autumn event).
| Type | Set Bonus |
|---|---|
| Platemail | 14% damage, +14 Fire / +24 Energy / +14 Necromancy magic resist, +40 Dexterity, +4 HP regen, +4 Mana regen, +0.4 desintox |
| Chainmail / Ringmail | 14% damage, +14 Fire / +24 Energy / +14 Necromancy magic resist, +33 Dexterity, +3 HP regen, +3 Mana regen, +0.3 desintox |
Divine Set (Level 12) — Annual Anniversary Event
| Type | Set Bonus |
|---|---|
| Platemail | 12% damage, +45 magic resist (all types), +2 HP/Stamina/Mana regen, +20 Dexterity, +2 Holy Force, +10 Healing, +10 Spirit Speak. Armor equal to Dragon platemail. |
| Chainmail | 12% damage, +35 magic resist, +25 bonus armor, +2 HP/Stamina/Mana regen, +20 Dexterity, +2 Holy Force, +10 Healing, +10 Spirit Speak. Armor equal to Dragon chainmail. |
| Ringmail | 12% damage, +35 magic resist, +2 HP/Stamina/Mana regen, +20 Dexterity, +2 Holy Force, +10 Healing, +10 Spirit Speak. Armor equal to Dragon ringmail. |
Spring Set (Level 12) — Added March 2025 (15th Anniversary)
Similar to Divine but trades HP/Stamina/Mana regen for desintoxication. Less magic defense but more necromancy resistance.
| Type | Desintox Bonus |
|---|---|
| Platemail | +2.0 desintox per second |
| Chainmail / Ringmail | +1.5 desintox per second |
Blue Steel Set (Level 12)
| Type | Armor | Set Bonus |
|---|---|---|
| Platemail | 310 | +50% Paralyze Immune, +120 Strength, +60 max HP (Shield: +78 armor, +40 HP) |
| Chainmail | 193 | +50% Paralyze Immune, +40 Strength, +40 Dexterity, +40 max HP (Shield: +65 armor, +40 HP) |
| Ringmail | 153 | +40% Paralyze Immune, +120 Intelligence, +80 max HP (Shield: +47 armor, +40 HP) |
Low-Grade Artifact Sets
Empire Guard Set (Level 7)
Available in three armor types (Ringmail, Chainmail, Platemail). Weapons also available from NPC vendors in each faction capital (Darling in Quintar, Ilarion in Aiventis, Reg in Rheos). Also drops from guard NPCs.
| Weapon | Type | DMG | SPD | Bonus |
|---|---|---|---|---|
| Empire Archer's Bow | 2H | 32 | 60 | +30 DEX, +25 Tactics, +25 Archery |
| Empire Archer's Crossbow | 2H | 41 | 50 | +40 DEX, +25 Tactics, +25 Archery |
| Empire Archer's Heavy Crossbow | 2H | 50 | 40 | +50 DEX, +25 Tactics, +25 Archery |
| Empire Mage's Staff | 2H | 44 | 40 | +50 INT, +25 Eval Int, +48 Fire/Energy Force, +40 Necromancy Force |
| Empire Knight's Viking Sword | 1H | 45 | 40 | +30 STR, +25 Tactics, +25 Swordsmanship |
| Empire Knight's Halberd | 2H | 48 | 40 | +50 STR, +25 Tactics, +25 Swordsmanship |
| Empire Guard War Mace | 1H | 45 | 40 | +30 STR, +25 Tactics, +25 Mace Fighting |
Barbarian Set (Level 10)
| Weapon | Type | DMG | SPD | Bonus |
|---|---|---|---|---|
| Barbarian Axe | 2H | 72 | 40 | +30 DEX, +50 Swordsmanship |
| Barbarian Bow | 2H | 40 | 60 | +30 DEX, +50 Archery |
| Barbarian Staff | 2H | 60 | 40 | +30 DEX, +30 Necromancy, +62 Fire Force, +54 Necromancy Force, +58 Energy Force |
Armor (Ringmail Tunic/Sleeves/Gloves/Leggings/Sandals/Cloak): each piece gives +7 magic resist, +30 max HP. Sandals: +10 magic resist, +30 max HP.
Three masks (Bear, Deer, Orc) activate set bonuses:
- Bear Mask + Full Set: +50 Swordsmanship, +50 Defence, +7 magic resist
- Deer Mask + Full Set: +50 Archery, +25 Defence, +7 magic resist
- Orc Mask + Full Set: +50 Magery, +7 magic resist
Hunter Set (Level 7)
Spear of Hunter (2H, 62 DMG, spd 40) and Bow of Hunter (2H, 36 DMG, +10 Archery). Armor (Boots, Gloves, Cape): each +10 STR, +10 Archery, +10 Fencing, +5 Hiding, +5 Stealth, +3 magic resist.
Magic Artifacts Set (Level 7)
Book of Magic (lv7, +10 Magery, +50 Fire/Nature/Energy/Necromancy Force), Hat of Magic (+10 Magery), Robe of Magic (+10 Magery), Cloak of Magic (+10 Magery).
Notable Clothing & Wearables
| Name | Type | Lv | Bonus |
|---|---|---|---|
| Gods Tunic | Robe | 0 | +20% Paralyze Immune, +0.5 desintox regen, +10% DMG vs monsters. Newbie, indestructible, bound. |
| Gods Robe | Robe | 0 | +30% Paralyze Immune, +0.5 desintox regen, +15% DMG vs monsters. Newbie, indestructible, bound. |
| Gods Shroud | Shroud | 0 | +40% Paralyze Immune, +0.5 desintox regen, +20% DMG vs monsters. Newbie, indestructible, bound. |
| Life Robe | Robe | 7 | +20 Healing, +30 max HP, +1 HP regen |
| Sky Robe | Robe | 7 | +20 max HP, +20 max Mana, +1 Mana regen, +10 Energy resist, +5 Energy Force |
| Sky Cloak | Cloak | 7 | +10 max HP, +10 max Mana, +1 Mana regen, +10 Energy resist, +5 Energy Force |
| Lizardman Tunic of Desintoxication | Tunic | 10 | +50 max HP, +50 max Intoxication, +0.8 Intox regen/s |
| Knight's Surcoat | Tunic | 10 | +30 Strength, +10 Fire/Energy/Necromancy resist |
| Death Shroud | Shroud | 10 | +20 Necromancy, +10 Intelligence, +15 Necromancy Force, +10 Fire/Energy/Necromancy resist |
| Black Robe | Robe | 10 | +100 max HP |
| Black Cape | Cloak | 10 | +50 max HP |
| Cloak of Wind | Cloak | 10 | +30 Dexterity |
| Sash of Life | Bandage | 12 | +30 max HP, +1 HP regen. Can be repaired with rare cloth (2025) |
| Sash of Mana | Bandage | 12 | +30 max Mana, +1 Mana regen. Can be repaired with rare cloth |
| Sash of Stamina | Bandage | 12 | +30 max Stamina, +1 Stamina regen. Can be repaired with rare cloth |
| Flame Shroud | Shroud | 12 | +10 Magery, +50 max HP, +20 Fire/Energy/Necromancy resist, +20 Fire Force |
| Ice Shroud | Shroud | 12 | +10 Magery, +50 Fire resist, +10 Nature/Energy Force, +50 max HP |
| Shroud of Undead Priest | Shroud | 12 | +20 Necromancy, +20 Intelligence, +20 Necromancy Force, +40 Energy/Necromancy resist, +50 max HP |
| Shroud of Desintoxication | Shroud | 13 | +50 max HP, +70 max Intoxication, +0.8 Intox regen/s. (Not Blessed, War Projection: +0.2 Intox regen/s) |
| Paralyze Protection Shroud | Shroud | 14 | +100 max HP, +40% Paralyze Immune |
| Robe of Magic Defence | Robe | 14 | +20 Slash damage resist, +30 Fire/Energy/Necromancy resist |
| Belt of Magic Defence | Belt | 14 | +10 Slash damage resist, +15 Fire/Energy/Necromancy resist |
| Robe of Basilisk | Robe | 14 | +20 DEX, +10 Poisoning, +50 max HP, +40 Necromancy resist, +20 Fire/Energy resist. (War, not Blessed: +400 max Intox, +0.5 desintox/s) |
| Hat of Fanatic | Hat | 15 | +5 Magery, +10 Fire/Energy/Necromancy Force. (War, not Blessed: +0.1 desintox/s) |
| Fanatic's Belt | Belt | 15 | +20 STR, +20 DEX, +1 HP regen, +30 Pierce damage resist. (War, not Blessed: +0.2 desintox/s) |
| Mantle of Fanatic Priest | Robe | 15 | +50 max HP, +10 Magery, +20 Necromancy, +25 Fire/Energy/Necromancy Force. (War, not Blessed: +0.3 desintox/s) |
| Robe of Smart Cartographer | Robe | 15 | +50 Intelligence, +10 Cartography |
| Chameleon Shroud | Robe | — | +50 max HP, +70 max Intox, +0.8 Intox regen/s, +15% DMG vs monsters. Changes color to match wearer's cloak. |
| Talisman of Holy Inquisition | Talisman | — | +5 Holy Force. Paladin only. Similar to Talisman of Paroxysmus. Drops in Stronghold of Pain (added Jan 2025) |
Jewelry & Talismans
| Name | Type | Lv | Charges | Bonus |
|---|---|---|---|---|
| Lord of Flame's Talisman | Talisman | 0 | 5 | +20 Magery, +10 Fire Force, +10 all magic resist, +2 Mana regen |
| Talisman of Paroxysm | Talisman | 0 | 5 | +20 all magic resist, +20 Pierce damage resist, +3% damage penalty bonus, +2 HP regen |
| Talisman of Tracking Avoiding | Talisman | 12 | 5 | Absolute Tracking Avoidance, +10 all magic resist |
| Talisman of Fast Recall | Talisman | 0 | 5 | −1 second Recall cast time, +10 all magic resist |
| Serpent's Talisman | Talisman | 0 | 5 | +10 DEX, +10 Energy resist, +10 Hiding/Stealth/Poisoning, +3% monster DMG (War: +10 DEX) |
| Dragon Talisman | Talisman | 0 | 5 | +10 DEX, +10 STR, +10 Fire resist, +10 Tracking, +10 Detecting Hidden, +3% monster DMG (War: +10 DEX/STR) |
| Ring of the Daemon Lord | Ring | 12 | 7 | +20 STR/DEX/INT, +15 all magic resist, +100 def vs Great Daemons, +2 HP regen, +2% monster DMG |
| Earrings of Hunter | Earrings | 12 | 5 | +20 STR/DEX, +20 all magic resist, +6 Fire/Energy/Necromancy Force, +1 HP regen, +3% monster DMG |
Frozen River Jewelry — Obtained from Zaira (Altair) for Badges of Frost
5 types: Ring (10 badges), Earrings (15 badges), Bracelet (10 badges), Necklace (10 badges), Talisman (15 badges). All Frozen jewelry gives +10% Paralyze Penetration. Cannot be enchanted.
| Type | Bonus |
|---|---|
| Jewellery of Berserking | +20 magic resist, +1 HP regen, +15 Dexterity, +10% Detecting Hidden, +10% Stealth; +10% paralyze pen |
| Jewellery of Wizardry | +20 magic resist, +5 magic Force, +3 Holy Force, +10 Holy Magery, +25 Intelligence, +5 Magery, +5 Eval Int, +5 Necromancy, +1 Mana regen; +10% paralyze pen |
| Jewellery of Defence | +22 magic resist, +2 magic Force, +10 Defence, +20 max HP, +10 Tactics, +10 Hiding, +10 Stealth, +1 HP regen; +10% paralyze pen |
Shields of Champions
| Name | Armor | Bonus |
|---|---|---|
| King Valimar I Shield [Defence] | 150 | — |
| Shield of Inquisitor [Anti Magic] | 30 | +35 magic resist (all types) |
| Shield of Dawn [Regeneration] | 30 | +3 HP, Mana & Stamina regen |
| Divine Shield [Desintoxication] | 30 | +1.3 desintox/s (updated Jan 2026) |
| Shield of Elven Prince [Boss Defence] | 30 | +10% Boss damage resist |