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.

No SkillCap or StatCap exists on UORPG. All maximums are set by your chosen class and character level (0–12). Beyond level 12, stats continue to grow via a separate bonus progression described in the in-game "Level and Experience" article.

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.

AllianceCapitalsSpecial ClassRestriction
OrderQuintar, RheosPaladinNo Chaos items; no battle axes / sickles (Paladin)
ChaosAiventis, MaradunVampireNo Order items (Vampire)
RenegadeTrinsicNo 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.

PrimarySTR 200→380
HP lv0→12200→380
FactionAny

Archer

Ranged specialists. Bows and crossbows. Bonus hiding speed (0.2 s faster). Heavy bows and two-handed weapons can dismount enemies.

PrimaryDEX 200→380
HP lv0→12100→220
FactionAny

Mage

Ancient combat casters. Best alchemy and inscription. Receive −10% physical damage (bows/crossbows exempt from this reduction).

PrimaryINT 200→380
HP lv0→12100→220
FactionAny

Craftsman

Resource gathering and production specialists. Can level crafting skills through gathering and crafting — not just combat. Economy backbone of the server.

PrimaryBalanced
RoleEconomy / Support
FactionAny

Paladin Order

Holy Magery masters who formed the Guild of Paladins within the Holy Empire. Restricted to Order faction only.

SchoolHoly Magery
FactionOrder only

Assassin

Stealth and poison specialists. Poisoning on fencing weapons at 2× speed. Deep access to hiding, stealth, and detection skills.

SpecialtyStealth / Poison
FactionChaos only

Vampire Chaos

The only class that can cast Blade Spirit (5th circle) — power scales with Vampirism skill. Exclusive to Chaos. Cannot equip Order items.

UniqueBlade Spirit
FactionChaos only

Necromancer

Death magic specialists. Cannot equip chainmail or platemail armor. Access to the full Necromancy discipline spell set.

SchoolNecromancy
RestrictionNo chainmail / plate

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 / 380100 / 22050 / 110 200 / 380100 / 22050 / 110
Archer 100 / 220200 / 38050 / 110 100 / 220200 / 38050 / 110
Mage 100 / 22050 / 110200 / 380 100 / 22050 / 110200 / 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 TypeSkillSpecial Effect
SwordsSwordsmanship10% critical strike chance — crits deal 1.5× damage
Maces & HammersMace FightingReduces opponent's mana and stamina on every hit
Spears & FencesFencing+DMG vs Platemail; −DMG vs Light Armor; poison applied 2× faster; arrows/maces cannot be poisoned
Two-handed melee / Heavy crossbowsVariousChance to dismount opponent on hit
BowsArcheryShot interrupted if hit in melee; bow may lose durability from the hit
Poison cannot be applied to maces, bashing weapons, arrows, bolts, or any other ranged weapons. Only fencing weapons and swords can be poisoned; fencing weapons receive the coating twice as fast.

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.

#RankTypeDamage Bonus
1PrivateNon-officer+12% all damage
2CorporalNon-officer+13% all damage
3SergeantNon-officer+14% all damage
4EnsignOfficer+15% all damage
5LieutenantOfficer+16% all damage
6CaptainOfficer+17% all damage
7MajorOfficer+18% all damage
8ColonelOfficer+19% all damage
9GeneralOfficer+20% all damage
10Marshal / LordSpecial (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.

ClassMax Intox lv0Max Intox lv12Detox Rate lv0Detox Rate lv12
Knight20080010 / s22 / s
Archer20080015 / s27 / s
Mage20080010 / s22 / 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 .fparalyze mode 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.

8th-circle summoned creatures (Air/Earth/Fire/Water Elemental, Energy Vortex, Daemon) can only be cast by Mages — other classes must use scrolls. Blade Spirit (5th circle) is exclusive to Vampires and scales with Vampirism skill. Rune Magic (Recall, Mark, Gate Travel) is disabled near water.

Complete Spell List

Circle I — Magery Skill 10.0
SpellSchoolReagentsCast (s)Effect
ClumsyNecromancyBlood Moss, Nightshade1.5Temporarily reduces target's Dexterity
Create FoodGarlic, Ginseng, Mandrake Root1.0Creates food
FeeblemindNecromancyGinseng, Nightshade1.5Temporarily reduces target's Intelligence
HealHoly MagicGarlic, Ginseng, Spider's Silk1.2Heals the targeted creature
Magic ArrowFireBlack Pearl, Nightshade1.2Deals slight magical fire damage to target
Night SightSpider's Silk, Sulfurous Ash1.0Temporarily brightens the screen
Reactive ArmorHoly MagicGarlic, Spider's Silk, Sulfurous Ash1.5Barrier: absorbs 30% of 1 melee hit or 50% of 1 ranged hit
WeakenNecromancyGarlic, Nightshade1.5Temporarily reduces target's Strength
Circle II — Magery Skill 20.0
SpellSchoolReagentsCast (s)Effect
AgilityHoly MagicBlood Moss, Mandrake Root1.5Temporarily increases target's Dexterity
CunningHoly MagicMandrake Root, Nightshade1.5Temporarily increases target's Intelligence
CureHoly MagicGarlic, Ginseng2.0Cures target of poison
HarmNecromancyNightshade, Spider's Silk1.7Harms the target
Magic TrapGarlic, Spider's Silk, Sulfurous Ash2.0Not yet implemented
Magic UntrapBlood Moss, Sulfurous Ash2.0Not yet implemented
ProtectionHoly MagicGarlic, Ginseng, Sulfurous Ash1.5Temporarily increases target's armor
StrengthHoly MagicMandrake Root, Nightshade1.5Temporarily increases target's Strength
Circle III — Magery Skill 30.0
SpellSchoolReagentsCast (s)Effect
BlessHoly MagicGarlic, Mandrake Root2.0Temporarily raises STR, DEX, and INT
FireballFireBlack Pearl, Sulfurous Ash1.7Burns target with a ball of fire
Magic LockBlood Moss, Garlic, Sulfurous Ash3.0Locks a targeted item
PoisonNecromancyNightshade2.2Poisons a targeted creature
TelekinesisBlood Moss, Mandrake Root3.0Activates an item at a distance
TeleportBlood Moss, Mandrake Root3.0Teleports caster to targeted spot or character
UnlockBlood Moss, Sulfurous Ash2.0Unlocks a targeted item
Wall of StoneBlood Moss, Garlic2.5Creates an impassable stone wall
Circle IV — Magery Skill 40.0
SpellSchoolReagentsCast (s)Effect
Arch CureHoly MagicGarlic, Ginseng, Mandrake Root4.0Cures all nearby characters of poison
Arch ProtectionHoly MagicGarlic, Ginseng, Mandrake Root, Sulfurous Ash4.0Increases armor of all nearby characters
CurseNecromancyGarlic, Nightshade, Sulfurous Ash2.5Temporarily reduces target's STR, DEX, and INT
Fire FieldFireBlack Pearl, Spider's Silk, Sulfurous Ash3.5Fire wall; damages enemy players only
Greater HealHoly MagicGarlic, Ginseng, Mandrake Root, Spider's Silk2.7Stronger heal than 1st-circle Heal
LightningNature & EnergyBlack Pearl, Mandrake Root, Sulfurous Ash2.2Blasts target with lightning; immune to 2nd-circle fizzle
Mana DrainNecromancyBlack Pearl, Mandrake Root, Spider's Silk2.2Drains mana from target and transfers it to caster
RecallRune MagicBlack Pearl, Blood Moss, Mandrake Root7.0Teleports to a marked rune; disabled near water
Circle V — Magery Skill 50.0
SpellSchoolReagentsCast (s)Effect
Blade SpiritSummon MagicBlk Pearl, Mandrake Root, Nightshade, Black Steel Ingot5.0Vampire exclusive. Summons blade spirit; power = Vampirism skill
Dispel FieldBlack Pearl, Garlic, Spider's Silk, Sulfurous Ash2.0Dispels any magical field
IncognitoBlood Moss, Garlic, Nightshade3.0Hides caster's name from others
Magic ReflectHoly MagicGarlic, Mandrake Root, Spider's Silk3.2Reflects the next spell cast against the target back at its caster
Mind BlastNecromancyBlack Pearl, Mandrake Root, Nightshade, Sulfurous Ash2.7Mental attack — blasts the target's mind
ParalyzeNecromancyGarlic, Mandrake Root, Spider's Silk2.7Target cannot move or use items
Poison FieldNecromancyBlack Pearl, Nightshade, Spider's Silk3.5Poison wall; works on enemy players only
SummonSummon MagicBlood Moss, Mandrake Root, Spider's Silk5.0Summons a chosen creature
Circle VI — Magery Skill 60.0
SpellSchoolReagentsCast (s)Effect
DispelGarlic, Mandrake Root, Sulfurous Ash2.0Dispels all magic effects from target
Energy BoltNature & EnergyBlack Pearl, Nightshade2.7Blasts target with a damaging energy bolt
ExplosionFireBlack Pearl, Mandrake Root, Sulfurous Ash2.7AoE fire explosion; detonates 2 seconds after cast ends
InvisibilityBlood Moss, Nightshade3.0Makes targeted character invisible
MarkRune MagicBlack Pearl, Blood Moss, Mandrake Root6.0Marks a rune for Recall/Gate Travel; banned in dungeons
Mass CurseNecromancyGarlic, Mandrake Root, Nightshade, Sulfurous Ash6.0Curses all nearby enemies (reduces STR/DEX/INT)
Paralyze FieldNecromancyBlack Pearl, Ginseng, Spider's Silk4.5Paralyzing field; enemy players only
RevealBlood Moss, Sulfurous Ash2.5Reveals all nearby hidden enemies
Circle VII — Magery Skill 70.0
SpellSchoolReagentsCast (s)Effect
Chain LightningNature & EnergyBlk Pearl, Blood Moss, Mandrake Root, Sulfurous Ash2.7Lightning that chains between multiple targets in radius
Energy FieldNature & EnergyBlk Pearl, Mandrake Root, Spider's Silk, Sulfurous Ash3.5Energy wall: allies pass through freely, enemies cannot
Flame StrikeFireSpider's Silk, Sulfurous Ash3.2Most powerful single-target fire spell
Gate TravelRune MagicBlack Pearl, Mandrake Root, Sulfurous Ash8.0Opens a two-way portal to a marked rune location
Mana VampireNecromancyBlk Pearl, Blood Moss, Mandrake Root, Spider's Silk3.2Stronger Mana Drain; fully transfers mana to caster
Mass DispelBlk Pearl, Garlic, Mandrake Root, Sulfurous Ash6.0Dispels all effects and summoned creatures around caster
Meteor SwarmFireBlood Moss, Mandrake Root, Spider's Silk, Sulfurous Ash2.7Burns all enemies near the targeted area
PolymorphBlood Moss, Mandrake Root, Spider's Silk7.0Transforms the caster into a chosen creature form
Circle VIII — Magery Skill 80.0 · Summons require Mage class (others must use scrolls)
SpellSchoolReagentsCast (s)Effect
EarthquakeNature & EnergyBlood Moss, Ginseng, Mandrake Root, Sulfurous Ash6.0Shakes the ground; damages all nearby creatures
Energy VortexSummon MagicBlk Pearl, Blood Moss, Mandrake Root, Nightshade, 500 gold8.0Summons an energy vortex (skill req: 160)
ResurrectionHoly MagicBlood Moss, Garlic, Ginseng7.0Resurrects a dead allied player
Air ElementalSummon MagicBlood Moss, Mandrake Root, Spider's Silk8.0Summons Air Elemental (skill req: 100)
Earth ElementalSummon MagicBlood Moss, Mandrake Root, Spider's Silk, Iron Ore8.0Summons Earth Elemental (skill req: 120)
Water ElementalSummon MagicBlood Moss, Mandrake Root, Spider's Silk8.0Summons Water Elemental (skill req: 140)
Fire ElementalSummon MagicBlood Moss, Mandrake Root, Spider's Silk, Sulfurous Ash, Brimstone8.0Summons Fire Elemental (skill req: 180)
DaemonSummon MagicBlood Moss, Mandrake Root, Spider's Silk, Sulfurous Ash, Daemon Bone8.0Summons Daemon (skill req: 200)

World & Dungeons

Key Locations

LocationTypeNotes
AltairHub / Safe ZoneAFK city. Zaira & Reinar vendors. Arena for Fun portal, Occlo portal.
QuintarOrder CapitalPrimary Order city. Siege of Capital target.
RheosOrder CapitalFormer prison city, home of the Insurgents.
AiventisChaos CapitalLord Denthor's domain. Siege target.
MaradunChaos CapitalSecondary Chaos capital.
TrinsicRenegade CapitalOutcast city; no safe zone protections.
OccloPvP ZonePopular dueling location. Full loot zone.
Newbie DungeonPvE (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.

MonsterDMGArmorSTRDEXEXPNotable Drops
Young Vampire Bat1120602209035–50 gold · Dungeon Key · Skill Tome
Giant Rat152075180110Dungeon Key · Skill Tome
Spider212010514014080–110 Spider Silk · Dungeon Key · Skill Tome
Giant Spider142265220170Dungeon Key · Skill Tome
Vampire Bat13157024018060–100 gold · Dungeon Key · Skill Tome
Subterranean Mongbat222011520519070–90 gold · Gem · Skill Tome
Zombie3815185140220100–150 gold · Old Weapon · Enchant Scroll
Skeleton353019020025090–120 gold · Enchant Scroll
Ratman14206523525080–140 gold · Enchant Scroll
Ghost27150125185390220–290 gold · Enchant Scroll
Green Goblin3730175155445140–250 gold · Reagents Bag · Alchemy Potion
Orc3930180155460160–280 gold · Reagents Bag · Orc Herb
Ratman Warrior2530120225500190–320 gold · Enchant Scroll
Green Goblin Guard4730255175570200–350 gold · Reagents Bag
Orc Warrior5030270160590280–330 gold · Reagents Bag · Orc Herb
Ghoul5430265170610280–360 gold · Enchant Scroll
Corpser6650340175735Dungeon Key · Enchant Scroll
Lizardman2330105265735300–420 gold · Alchemy Potion
Giant Toad5745300190760330–460 gold
Lizardman Soldier5430280220820450–500 gold · Iron Short Spear
Lizardman Mage2130115260830430–460 gold · Reagents Bag · Magic Scroll
Lich29301352151,220570–790 gold · Recipe Deed · Magic Scroll
Spectroide60402851951,220+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. .attacknext command 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 .guardposts command 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.

Daily (every day): 17:25 Gladiators Arena  ·  20:40 Siege of Capital (Peace Projection)  ·  21:00 Team Tournament  ·  After Team Tournament ends: Siege of Capital (War Projection)

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.

PlacementRewards
Winner TeamRobe 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).
ResultReward
Victory5 Badges of Frost
Draw3 Badges of Frost
Loss1 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.

PlaceRewards
1stSash of Gladiator  ·  300 fame  ·  75,000 exp  ·  75,000 gold  ·  Prize Stone  ·  Special Statue
2nd200 fame  ·  50,000 exp  ·  50,000 gold
3rd100 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.

DayFormat
WednesdayGrand Kings Hill 3×3
SaturdayGrand Kings Hill 4×4
SundayGrand 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 .score to 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.

MetalApprox. Skill RequiredNotes
Iron0+Standard material; no bonus properties
Copper~65Entry rare metal; slight bonus
Bronze~75Mid-tier; moderate bonus
Steel~85Upper standard; good baseline properties
Golden~90Rare ore; significant bonuses
Agapite~92High-tier; strong bonuses
Verite~96Near-top tier
Valorite~100Top tier; best base properties

Crafting Skills

SkillProductsPrimary Resource
BlacksmithyMetal armor, weapons, ingotsOre (via Mining)
CarpentryWooden furniture, bowstaves, shieldsLogs (via Lumberjacking)
Bowcraft / FletchingBows, crossbows, arrows, boltsLogs, Feathers
TailoringCloth armor, leather armor, backpacksCloth, Leather
AlchemyPotions, explosives, dyesReagents, Bottles
JewelleryRings, bracelets, necklacesGems, Gold
InscriptionSpell scrolls, runebooksBlank Scrolls, Reagents
TinkeringMechanical devices, traps, keysMetal Ingots, Gears
CookingFood items for HP / stat regenerationRaw ingredients
CartographyMaps, treasure mapsBlank Maps, Pens
Craftsmen are the only class that can raise gathering and crafting skills outside of combat. All other classes must fight NPCs. Recipe Deeds (dropped by dungeon bosses) unlock additional rare crafting recipes unavailable by default.

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.

Items obtained from the annual overseas merchant summer event (Hammer of Doom, Bow of Equality, etc.) are seasonal — available roughly June–September each year with slightly different stats. Season event armor sets (Inferno, Furion, Divine, Blue Steel, Spring) drop during their respective seasonal events and exist for ~3 years before removal.

Individual Weapons

Swords & Axes (Swordsmanship)

NameTypeLvDMGSPDBonus / Effect
Old Sword1H23050+10 Strength
Old Hatchet2H24640+10 Strength
Orc Axe2H66140+25 Strength, +7 Tactics, +7 Swordsmanship
Ratman's Sword1H73460+25 Dexterity, +5 Tactics
Black Orc Axe2H76140+35 Strength, +10 Tactics, +10 Swordsmanship
Paladin's Scimitar1H73750+15 STR, +15 INT, +15 Tactics, +15 Swordsmanship, +20 Holy Force
Blade of Lightning2H106540Chance to cast Lightning on target
Dark Sickle1H104560+20 Necromancy Force
Sword of the I Empire1H107435
Excellent Ratman's Sword1H104060+35 Dexterity, +5 Tactics
Death's Scythe2H1012040+100 Fire, Energy & Necromancy Force. Only 1 exists — vanishes when a new one is crafted
Volcanic Sword1H129035
King of Ratman's Sword1H124560+50 Dexterity, +5 Tactics
Goblin King's Axe2H8220+50 Strength, +35 Tactics, +35 Swordsmanship. Boss drop: Azog
Sword of Dragon Hunter1H156040Deals double damage to Dragons (120 DMG)
Bardiche of Shadow Lord2H178840
Bardiche of Paroxysm2H1710040Applies poison to target
Bardiche of Ganjaman2H30% crit: +60% damage. Strongest crit in game. Seasonal overseas merchant

Maces & Hammers (Mace Fighting)

NameTypeLvDMGSPDBonus / Effect
Orc Club1H31870+20 Strength
Black Orc Club1H42070+30 Strength
Hammer of Strength2H75740+50 Strength
King of Dwarves Hammer2H127140Crush effect 33%: target immobilized 0.7 s
Lizardman Lord's Mace1H126740+50 Strength, +20 Tactics, +20 Mace Fighting
Mithril Maul of Paladin2H+10 Holy Force. Paladin only. Recipe: guard posts / Archon's Labyrinth (added Jan 2025)
Holy Maul of Paladin2H+15 Holy Force. Paladin only. Recipe: guard posts / Archon's Labyrinth (added Jan 2025)
Hammer of Doom2HStrongest hammer. Stun chance (like King of Dwarves). Seasonal overseas merchant

Spears & Fencing

NameTypeLvDMGSPDBonus / Effect
Lizardman's Spear1H75040+30 Dexterity, +10 Fencing
Assassin's Spear2H74840+25 STR, +25 DEX, +25 Tactics, +25 Fencing
Spear of Darkness2H106540+50 Fencing
Jaguar's Claw2H107540+40 Dexterity
Terathan Matriarch's Fork1H12545010% paralyze, 10% poison (force 10)
Night Hunter's Spear2H107420
Spear of Hunter2H76240
Spear of Baldura15Raises target's intoxication (only up to their max cap). 30 durability when crafted. Boss drop: Lord Baldura

Bows & Crossbows (Archery)

NameTypeLvDMGSPDBonus / Effect
Old Bow2H22360+10 Dexterity
Orc Crossbow2H34050+20 Strength
Frost Bow2H7356010% paralyze
Bow of Hunter2H73660+10 Archery
Bow of Feeblemind2H104455−70 Mana on shot
Crossbow of Raven2H106050−50 Stamina on shot
Hell Crossbow2H106840+50 Strength
Night Hunter's Bow2H104855
Lizardman Lord's Bow2H124960+15 STR, +35 DEX, +20 Tactics, +20 Archery
Crossbow of Real Ice2H12754010% paralyze, 10% critical hit (+50%)
Terathan Matriarch's Crossbow2H12595010% paralyze, 10% poison (force 10)
Ophidian Queen's Crossbow2H127540+30 Archery, +50 Dexterity
Dread Crossbow2H157550
Crossbow of Death2H179040
Bow of Equality2H75 / 70Dispel effect on arrow hit. 75 DMG War / 70 DMG Peace. Seasonal overseas merchant
Crossbow of Vikky2H30% crit: +60% damage. Strongest crit in game. Seasonal overseas merchant

Staffs (Magery / Necromancy)

NameTypeLvDMGSPDBonus
Old Mage Staff2H23240+20 INT, +28 Fire/Energy/Necromancy Force
Goblin High Shaman's Symbol1H105050+50 Fire, +45 Energy, +40 Necromancy Force
Staff of Fire Mage2H105540+20 Magery (part of Fire Set)
Staff of Darkness2H105540+10 Magery, +20 Necromancy, +55 Fire/Energy Force, +65 Necromancy Force
Rune Staff2H127040+70 Fire Force, +80 Energy Force
Symbol of Goblin's Overlord1H167050+70 Fire, +65 Energy, +60 Necromancy Force
Staff of Phantom2H177040+100 Fire, +100 Energy, +100 Necromancy Force
Staff of Corruption2H188540+80 Fire, +120 Energy, +120 Necromancy Force; +10% damage in War Projection (added Feb 2025)
Staff of Omnipotence2H1230% crit: +35% magic damage; +2% damage penalty bonus (defence). Seasonal overseas merchant (Jun 2025)

Books of Magic

NameLvBonus
Book of Magic7+10 Magery, +50 Fire/Nature/Energy/Necromancy Force
Book of Necromancy10+50 Fire/Energy Force, +55 Necromancy Force, +10 Magery, +20 Necromancy
Book of Energy10+50 Fire/Necromancy Force, +65 Energy Force, +20 Magery
Ice Book12+30 Magery, +85 Nature & Energy Force
Book of Fire Storm12+30 Magery, +77 Fire Force, +76 Energy/Necromancy Force
King's of Dead BookBest 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

PieceArmorBonus
Sword of Order (1H, 62 DMG, spd 40)+30 Swordsmanship
Arms of Order46+10 Tactics, +20 max HP
Chest of Order64+20 Strength, +10 magic resist
Gloves of Order30+20 Tactics, +10 max HP
Helm of Order38+10 Strength, +10 Healing, +10 magic resist
Gorget of Order26+10 Strength, +10 Anatomy
Leggings of Order52+10 Strength, +10 Healing, +10 Anatomy
Cloak of Order10+20 max HP, +10 magic resist
Order Shield78+25 max HP
Full set: +100 max HP. Set + Shield: +50 max HP, +10% Damage.

Chaos Set Chaos

PieceArmorBonus
Chaos Sickle (1H, 46 DMG, spd 60)+30 Swordsmanship
Arms of Chaos46+10 STR, +10 Sword/Mace/Fencing/Wrestling
Chest of Chaos64+40 Strength, +5 magic resist, Life Steal 5%
Gloves of Chaos30+10 Dexterity, +10 Sword/Mace/Fencing/Wrestling
Helm of Chaos38+20 Strength, +5 magic resist
Gorget of Chaos26+15 Sword/Mace/Fencing/Wrestling
Leggings of Chaos52+20 Strength
Cloak of Chaos10+20 Strength, +10 Dexterity
Chaos Shield78+20 Strength
Full set: +50 Strength. Set + Shield: +30 Strength.

Forest Set

PieceArmorBonus
Bow of Forest (2H, 44 DMG, spd 60)+30 Archery
Coif of Forest30+10 Archery, +10 magic resist
Tunic of Forest86+10 Archery, +10 Dexterity, +50 max HP, +10 magic resist
Leggings of Forest40+10 Archery, +20 max HP, +5 magic resist
Gloves of Forest20+10 Archery, +10 Dexterity, +10 max HP
Boots of Forest10+20 Dexterity, +10 max HP
Cloak of Forest10+10 Strength, +20 Dexterity
Robe of Forest10+30 Dexterity, +10 Archery; bonus desintox when worn with full set
Full set: +100 max HP, −5% damage penalty (damage reduction bonus).

Night Hunter Set

PieceArmorBonus
Night Hunter's Bow (2H, 48 DMG, spd 55)
Night Hunter's Spear (2H, 74 DMG, spd 20)
Night Hunter's Tunic48+10 Archery, +10 Fencing, +10 Dexterity, +5 magic resist
Night Hunter's Leggings36+20 Hiding, +20 Stealth, +10 Dexterity
Night Hunter's Gloves25+25 Archery, +25 Fencing
Night Hunter's Sleeves28+15 Archery, +15 Fencing
Night Hunter's Headdress30+15 Dexterity, +10 Strength, +10 Hiding, +10 Stealth
Night Hunter's Gorget25+5 Dexterity, +5 Strength, +5 magic resist
Night Hunter's Shoes15+20 Dexterity, +10 Strength
Full set: +100 max HP, −5% damage penalty.

Fire Set (Mage / Ringmail)

PieceArmorBonus
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 MagePart of set (added Nov 2022)
Fire Tunic40+20 Intelligence, +5 magic resist
Fire Leggings36+10 Eval Int, +20 Intelligence
Fire Gloves20+10 Magery, +10 Intelligence
Fire Sleeves30+10 Magery, +10 Eval Int
Fire Sandals10+20 Intelligence, +10 Fire resist, +5 Fire Force
Fire Cloak10+20 Intelligence, +5 Fire resist, +10 Fire Force
Full set: +130 max HP, −5% damage penalty. Fire Shroud worn with full set grants a bonus in War Projection.

Energy Set (Necromancer / Mage)

PieceArmorBonus
Book of Energy (lv 10)+50 Fire/Necromancy Force, +65 Energy Force, +20 Magery
Shield of Energy45+50 max HP (added Nov 2022)
Tunic of Energy40+20 max HP, +10 each magic Force
Leggings of Energy36+20 Intelligence, +10 Eval Int, +20 max Mana
Gloves of Energy20+10 Magery, +20 max HP
Sleeves of Energy30+10 Magery, +10 Eval Int, +10 max HP
Shoes of Energy10+10 Intelligence, +10 max HP, +8 Energy resist, +3 Fire/Necromancy resist, +5 Energy Force
Hat of Energy20+5 Energy Force, +10 Fire/Energy/Necromancy resist
Robe of Energy10+10 Intelligence, +10 max HP, +15 Energy Force, +10 Fire/Energy/Necromancy resist
Cloak of Energy10+10 Intelligence, +10 max HP, +5 Energy resist, +5 Energy Force
Full set: +100 max HP, −5% damage penalty. Shield + set: +10 Intelligence. Robe of Energy worn with full set grants bonus in War Projection.

Magic Bone Set (Necromancer)

PieceArmorBonus
Magic Bone Arms30+10 Magery, +10 Necromancy, +3 magic resist
Magic Bone Armor40+10 max HP, +13 magic resist
Magic Bone Gloves20+10 Necromancy, +20 max HP, +3 magic resist
Magic Bone Helm27+5 Necromancy, +20 max HP, +5 Necromancy Force, +13 magic resist
Magic Bone Leggings36+10 Intelligence, +20 max HP, +3 magic resist
Full set: +100 max HP, −5% damage penalty, +10% Spirit Speak (buff added Jan 2023). Price at Reinar: 100 God Stones.

Darkness Set

PieceArmorBonus
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 Darkness46+10 STR, +10 Sword/Mace/Fencing/Wrestling
Chest of Darkness64+20 Strength, +20 Dexterity, +5 magic resist
Gloves of Darkness30+10 Dexterity, +10 Fencing
Helm of Darkness38+20 Strength, +5 magic resist
Gorget of Darkness26+10 Strength, +20 Fencing
Leggings of Darkness52+10 Strength, +10 Dexterity
Cloak of Darkness10+15 STR, +15 DEX, +5 Necromancy resist, +5 Necromancy Force
Apron of Darkness5+10 max HP
Shoes of Darkness10+10 Intelligence, +10 max HP, +8 Necromancy resist, +3 Fire/Energy resist, +5 Necromancy Force
Full set (without cloak/apron): +35 Strength, +35 Dexterity. Price at Reinar: 120 God Stones.

High-Grade Artifact Sets (Level 12+)

Winter Set (Level 12)

PieceArmorBonus
Arms of Winter52+20 Strength, +10 Fire/Necromancy resist
Chest of Winter70+40 Strength, +20 Dexterity, +10 Fire/Necromancy resist
Gloves of Winter32+10 STR, +10 DEX, +5 Fire/Necromancy resist
Helm of Winter40+20 Strength, +10 Dexterity, +10 Fire/Necromancy resist
Gorget of Winter27+20 Dexterity, +15 Fire/Necromancy resist, +5 Energy resist
Leggings of Winter52+20 Strength, +10 Dexterity, +10 Fire/Necromancy resist
Cloak of Winter10+15 Strength, +15 Dexterity, +10 Fire/Necromancy resist
New Winter pieces have 30 durability.

Ancient Warrior Set (Level 18)

PieceArmorBonus (+ War Projection bonus)
Armor of Ancient Warrior80+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 Warrior60+10 Dexterity, +20 Tactics, +50 def vs Great Daemons, +3% DMG (War: +20 STR, +1% DMG)
Gorget of Ancient Warrior20+15 STR, +15 DEX, +15 Magic Resist, +50 def vs Great Daemons (War: +3% NPC DMG)
Arms of Ancient Warrior60+10 DEX, +20 Sword/Mace/Fencing/Wrestling, +50 def vs Great Daemons, +2% DMG (War: +20 STR, +1% DMG)
Drops from Palace of Paroxysmus boss. New pieces have 50 durability. Boss always drops either Ancient Warrior piece or a Legendary Deposit.

Dragon Scale Set (Level 18)

PieceArmorBonus (+ War Projection bonus)
Dragon Scale Arms80+30 STR, +10 DEX, +5 Magic Resist (War: +5 STR)
Dragon Scale Chest110+50 Strength, +20 Dexterity, +20 Magic Resist (War: +15 STR)
Dragon Scale Gloves40+5 STR, +10 DEX, +5 Magic Resist (War: +15 STR)
Dragon Scale Helm50+10 STR, +10 DEX, +10 Magic Resist (War: +5 STR, +10 DEX)
Dragon Scale Legs80+20 STR, +10 DEX, +5 Magic Resist, +1 HP regen (War: +15 STR)
Full set bonus: +40 Strength (+10 STR in War Projection). Dragon Scale pieces can be upgraded via Technologies found in Stronghold of Pain.

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.

Upgrade Technologies (Hunter, Winter, Magic Bone, Dragon/Holy metal sets, Dragon Scale) also drop from Stronghold of Pain.

Asmodissar Set (Level 15)

PieceArmorBonus
Talisman of Asmodissar0Boss drop — Asmodissar (Fire Dungeon Lv 3)
Cloak of the Daemonic Flame15Boss drop — Asmodissar
Bracelet of Asmodissar0Boss drop — Asmodissar
Robe of Ancient Daemon30Boss drop — Asmodissar
Shroud of the Daemonic Flame30Boss drop — Asmodissar
Asmodissar is the boss of the Temple of Fire (Fire Island, Level 3). Requires a Ball of Augur (drops 100% from boss True Prophet) to open the portal. Minimum party: 10–15 players recommended. Also drops unique Pyromancer set pieces.

Baldura Set (Level 15)

PieceArmorBonus
Spear of BalduraRaises target's intoxication (only up to their max cap). 30 durability
Talisman of Lord Baldura0Boss drop
Bracelet of the Daemon Lord0Boss drop
Apron of Dark Lord10Boss drop
Lord's of Dead Robe20Boss drop
Lord Baldura is activated via a mini-dungeon in Dark Citadel. Requires Stone of Forgotten Power (from Paroxysmus) + Obelisk of Darkness. Boss now always drops a special artifact. Boss gives 500,000 EXP.

Pharaoh Curse Set (Level 18) — Added Jan 2022

PieceArmorBonus (+ War Projection bonus)
Gorget of Pharaoh Curse20+25 Dexterity, +15 Magic Resist (War: +3% NPC Damage)
Gloves of Pharaoh Curse30+15 Dexterity, +5 Magic Resist (War: +10 Dexterity)
Drops from Na-Gri Scorpion Queen (Desert Island). Extremely rare boss.

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

TypeArmorSet Bonus
Platemail~36014% damage, +15 Fire / +35 Energy / +35 Necromancy magic resist, +40 Dexterity, +4 HP regen, +4 Mana regen, +0.4 desintox
Chainmail~22414% damage, +10 Fire / +30 Energy / +30 Necromancy magic resist, +33 Dexterity, +3 HP regen, +3 Mana regen, +0.3 desintox
Ringmail~17814% damage, +10 Fire / +30 Energy / +30 Necromancy magic resist, +3 Fire Force, +3 HP regen, +3 Mana regen, +0.3 desintox
Shield available for each type: +78/+65/+47 armor, +40 max HP with shield. New color and parameters. Previous Inferno set removed October 2024.

Furion Set (Level 12) — Introduced October 2023

Evolution of the retired Fury set. Drops from Inferno Terror mini-boss (autumn event).

TypeSet Bonus
Platemail14% damage, +14 Fire / +24 Energy / +14 Necromancy magic resist, +40 Dexterity, +4 HP regen, +4 Mana regen, +0.4 desintox
Chainmail / Ringmail14% 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

TypeSet Bonus
Platemail12% 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.
Chainmail12% 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.
Ringmail12% damage, +35 magic resist, +2 HP/Stamina/Mana regen, +20 Dexterity, +2 Holy Force, +10 Healing, +10 Spirit Speak. Armor equal to Dragon ringmail.
Shield available: +101/+84/+60 armor bonus, +50 max HP with shield. Divine Platemail has 45 magic resist restored as of November 2023.

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.

TypeDesintox Bonus
Platemail+2.0 desintox per second
Chainmail / Ringmail+1.5 desintox per second

Blue Steel Set (Level 12)

TypeArmorSet Bonus
Platemail310+50% Paralyze Immune, +120 Strength, +60 max HP (Shield: +78 armor, +40 HP)
Chainmail193+50% Paralyze Immune, +40 Strength, +40 Dexterity, +40 max HP (Shield: +65 armor, +40 HP)
Ringmail153+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.

WeaponTypeDMGSPDBonus
Empire Archer's Bow2H3260+30 DEX, +25 Tactics, +25 Archery
Empire Archer's Crossbow2H4150+40 DEX, +25 Tactics, +25 Archery
Empire Archer's Heavy Crossbow2H5040+50 DEX, +25 Tactics, +25 Archery
Empire Mage's Staff2H4440+50 INT, +25 Eval Int, +48 Fire/Energy Force, +40 Necromancy Force
Empire Knight's Viking Sword1H4540+30 STR, +25 Tactics, +25 Swordsmanship
Empire Knight's Halberd2H4840+50 STR, +25 Tactics, +25 Swordsmanship
Empire Guard War Mace1H4540+30 STR, +25 Tactics, +25 Mace Fighting
Ringmail set: +10 magic resist, +30 max intoxication cap, +100 max HP. Chainmail set: +8 magic resist, +50 max intox, +100 HP. Platemail set: +8 magic resist, +100 max HP, +50 max intox. Shield: +50 max HP additional.

Barbarian Set (Level 10)

WeaponTypeDMGSPDBonus
Barbarian Axe2H7240+30 DEX, +50 Swordsmanship
Barbarian Bow2H4060+30 DEX, +50 Archery
Barbarian Staff2H6040+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
Without the full set, masks give only +30 Defence and +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.

Full set bonus: +10 Archery, +5 Hiding, +5 Stealth.

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).

Full set + book: additional +10 Magery total.

Notable Clothing & Wearables

NameTypeLvBonus
Gods TunicRobe0+20% Paralyze Immune, +0.5 desintox regen, +10% DMG vs monsters. Newbie, indestructible, bound.
Gods RobeRobe0+30% Paralyze Immune, +0.5 desintox regen, +15% DMG vs monsters. Newbie, indestructible, bound.
Gods ShroudShroud0+40% Paralyze Immune, +0.5 desintox regen, +20% DMG vs monsters. Newbie, indestructible, bound.
Life RobeRobe7+20 Healing, +30 max HP, +1 HP regen
Sky RobeRobe7+20 max HP, +20 max Mana, +1 Mana regen, +10 Energy resist, +5 Energy Force
Sky CloakCloak7+10 max HP, +10 max Mana, +1 Mana regen, +10 Energy resist, +5 Energy Force
Lizardman Tunic of DesintoxicationTunic10+50 max HP, +50 max Intoxication, +0.8 Intox regen/s
Knight's SurcoatTunic10+30 Strength, +10 Fire/Energy/Necromancy resist
Death ShroudShroud10+20 Necromancy, +10 Intelligence, +15 Necromancy Force, +10 Fire/Energy/Necromancy resist
Black RobeRobe10+100 max HP
Black CapeCloak10+50 max HP
Cloak of WindCloak10+30 Dexterity
Sash of LifeBandage12+30 max HP, +1 HP regen. Can be repaired with rare cloth (2025)
Sash of ManaBandage12+30 max Mana, +1 Mana regen. Can be repaired with rare cloth
Sash of StaminaBandage12+30 max Stamina, +1 Stamina regen. Can be repaired with rare cloth
Flame ShroudShroud12+10 Magery, +50 max HP, +20 Fire/Energy/Necromancy resist, +20 Fire Force
Ice ShroudShroud12+10 Magery, +50 Fire resist, +10 Nature/Energy Force, +50 max HP
Shroud of Undead PriestShroud12+20 Necromancy, +20 Intelligence, +20 Necromancy Force, +40 Energy/Necromancy resist, +50 max HP
Shroud of DesintoxicationShroud13+50 max HP, +70 max Intoxication, +0.8 Intox regen/s. (Not Blessed, War Projection: +0.2 Intox regen/s)
Paralyze Protection ShroudShroud14+100 max HP, +40% Paralyze Immune
Robe of Magic DefenceRobe14+20 Slash damage resist, +30 Fire/Energy/Necromancy resist
Belt of Magic DefenceBelt14+10 Slash damage resist, +15 Fire/Energy/Necromancy resist
Robe of BasiliskRobe14+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 FanaticHat15+5 Magery, +10 Fire/Energy/Necromancy Force. (War, not Blessed: +0.1 desintox/s)
Fanatic's BeltBelt15+20 STR, +20 DEX, +1 HP regen, +30 Pierce damage resist. (War, not Blessed: +0.2 desintox/s)
Mantle of Fanatic PriestRobe15+50 max HP, +10 Magery, +20 Necromancy, +25 Fire/Energy/Necromancy Force. (War, not Blessed: +0.3 desintox/s)
Robe of Smart CartographerRobe15+50 Intelligence, +10 Cartography
Chameleon ShroudRobe+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 InquisitionTalisman+5 Holy Force. Paladin only. Similar to Talisman of Paroxysmus. Drops in Stronghold of Pain (added Jan 2025)

Jewelry & Talismans

NameTypeLvChargesBonus
Lord of Flame's TalismanTalisman05+20 Magery, +10 Fire Force, +10 all magic resist, +2 Mana regen
Talisman of ParoxysmTalisman05+20 all magic resist, +20 Pierce damage resist, +3% damage penalty bonus, +2 HP regen
Talisman of Tracking AvoidingTalisman125Absolute Tracking Avoidance, +10 all magic resist
Talisman of Fast RecallTalisman05−1 second Recall cast time, +10 all magic resist
Serpent's TalismanTalisman05+10 DEX, +10 Energy resist, +10 Hiding/Stealth/Poisoning, +3% monster DMG (War: +10 DEX)
Dragon TalismanTalisman05+10 DEX, +10 STR, +10 Fire resist, +10 Tracking, +10 Detecting Hidden, +3% monster DMG (War: +10 DEX/STR)
Ring of the Daemon LordRing127+20 STR/DEX/INT, +15 all magic resist, +100 def vs Great Daemons, +2 HP regen, +2% monster DMG
Earrings of HunterEarrings125+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.

TypeBonus
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
Jewelry of Berserking stat: +1 HP regen (not Stamina), +15 Dex (not 10), +20 magic resist (updated Nov 2023).

Shields of Champions

NameArmorBonus
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

UORPG Encyclopedia — Compiled from official server data at uorpg.net and wiki.uorpg.net  ·  Server timezone UTC+3  ·  All game data subject to change with server updates  ·  16th Anniversary Edition (2026)