Britannia is divided into Six distinct areas known as facets: Trammel, Felucca, Ilshenar, Malas, Ter Mur and the Tokuno Islands. Each facet has different rules and regulations governing gameplay.
Trammel, the facet on which all new players begin, is focused on player versus monster combat(PVM). Players on the Trammel facet may not attack each other. All player versus player combat is consensual (Dueling), meaning that the players involved must have actively pursued gameplay options to facilitate this type of combat. Players on this facet tend to be social, chat, roleplay and develop guilds. Many players find that crafting, beekeeping, planting, and animal breeding is relaxing and enjoyable rather than participate in combat. There are many beginner quests, training areas and community activities on this facet.
All of the Trammel cities are considered friendly and protected by the guards.
Felucca is the original facet. This facet allows non-consentual PvP and the stealing from other players. Player housing is allowed in Felucca. Resources are double here, and it is the only facet in which a power scroll can be obtained at a Champion Spawn.
This means that if you are on the Felucca facet and are outside of a guard zone (inside town, around moongates, etc), you may be freely attacked and may freely attack other players. Keep in mind, you are responsible for the consequences of your actions, and actively pursuing player versus player combat (PVP) may result in a negative reputation or karma.
Felucca and Trammel both are themselves divided into 2 areas: Britannia and the Lost Lands.
In Felucca dungeons and in The Lost Lands in Felucca, several Champion Spawns can be found. Within these areas, Power Scrolls can be obtained.
Also, resource drops (such as the wood that comes from lumberjacking or the ore that comes from mining) are double that of the other facets.
Within Felucca, PvP combat is nearly unrestricted. The only real restrictions are that combat initiated on blue players within a guard zone will result in the aggressor being "guard whacked" , an aggressive act against a blue player will turn the aggressor Gray and thus freely attackable until two minutes after his last aggressive act.
Within Felucca is also a Faction system of 4 (2 considered good and the others considered evil). Unlike murder, you may fight in towns freely against opposing factions.
When an aggressor kills a "blue" player, the victim has the opportunity to give their slayer a Murder Count. These decay in 40 hours of logged-in time, 15 minute blocks at once. At the accumulation of five, the character will flag red, a Murderer, and become freely attackable by anyone.
It is strongly advised that travelers to Felucca bring only what they are not afraid of losing, as bands of murderers, or simple player-bandits, have been known to roam the countryside in search of fresh blood. Defending yourself may be hard, so always know a good escape route, and be ready to flee if attacked and unprepared (An open runebook, to a safe spot, for example)
UO Darwinism requires "Player Killers"(PK)to allow defeated players to fully recover before attacking them again. This shard does not allow "Rez Killing" or "Griefing" other players. We allow for good vs evil roleplaying and want the shard to be fun for all.
Felucca has been fully customized by UO Darwinism. We have created new monsters and challenges for even the most seasoned players. Most of the more difficult quests/rewards will be found on this facet.
Many of the cities are not guarded and are inhabited by hostile creatures. There is a city specifically for red players called "Red City"
Ilshenar, Malas and the Tokuno Islands are governed by the same rules as Trammel. Player versus monster combat is the norm, and player versus player (or PvP) combat is consensual only. There are many quests, caves and ruins to explore on this facet.
Player housing is not allowed here. There are several dungeons to explore in Ilshenar. Paragon monsters and certain artifacts spawn here. One cannot use the transportation spells Recall, Gate Travel, or Sacred Journey to get into Ilshenar. Entrance to Ilshenar is exclusively through the moongate system. Ilshenar's gates are located at the Shrines of Virtue
- Magical Lands
Across Ilshenar, there are several very mysterious places that have yet to be fully understood. There are tales of Unicorns and other magical beasts.
- Ruined Cities
The cities of Ilshenar, thought long ago to be totally destroyed and devoid of life, still contain many secrets to this day. Most recently, many brave souls have liberated the Gargoyle City of Ver Lor Reg, a gigantic city bristling with life. Who knows what the future may hold in this ancient land? Only time will tell....
- Blackthorn's Ilshenar Castle.
Built in the heart of Ilshenar is the stronghold of Lord Blackthorn. Corrupted by his own ambition, Blackthorn has traded his very soul, to become an ally of the evil Exodus.
Infesting the castle like so many rats, are the evil Juka, Juggernauts, Betrayers, and even Controllers. Only the brave, and some would say foolish, dare risk this journey.
- Montor, is located in the northern mountains of Ilshenar. Once a beautiful city, with flowing waterfalls and immense libraries, it has long since been destroyed by the volcano that it was built upon. When the city fell, some of the survivors headed west, while others south. The shrine of Chaos is also contained in the city, to the east.
Now, the only life that can be found are the creatures of the Abyss. Gargoyles, daemons, succubus, and even a balron make their home in the former paradise. Travels are advised to be extremely cautious here if they choose to make a trip to this city of fire and brimstone.
- Ver Lor Reg, translated as the "Home of Light" from the Magic tongue. Thought to be lost to the winds of time, the city was discovered to be under the control of less than honorable forces, the vile minions of Exodus. It's citizens, doomed to a life of slavery and servitude, had neither the power nor the numbers to combat this evil force.
However, as has happened before in times past, a group of heroic warriors and mystics took the burden on themselves to free the gargoyles, and put right what once went wrong.
Following an epic battle the likes which haven't been seen in ages, in what was thought to be the home of the vile Exodus, the heroes broke Exodus' hold on the gargoyles, and the city was saved!
Today, the city is a vibrant center of trade and exploration in the new lands.
- Terort Skitas, the Temple of Knowledge. When Montor fell, this is where most of the scholars went to rebuild. Most of the information about Ilshenar was obtained from the scrolls and books inside of the walls of the temple. What was once a refuge for the greatest minds in Ilshenar, is now nothing more than an empty monument to the people that past. Perhaps that is what drew the Vampires that now inhabit the lower levels of the Sorcerers Dungeon.
If you are brave enough to reach the upper levels of the Temple, you will see the remains of a once great library and sanctum of magic.
As the survivors journeyed further west, they came across a large village built by a race of lizardmen, who proved to be less than friendly. In the middle of the village, is a cave that contains the dreaded Evil wyrm. Could the lizardmen worship the wyrm as some sort of god, or something else?
The Gargoyles of Vel Lor Reg are not the only creatures to make a home for themselves in Ilshenar. Just a short journey to the west of the Honor shrine lies a building, broken down with age and war, but still able to support inhabitants. Here is where the Rat men have staked a claim, turning this old fort from a forgotten past , into a home for all rat-kind. Oddly enough, the rats seem to have an agreement with a small group of brigands, living in the basement of the old fort.
- The Pass of Karnaugh
Many have journeyed to the pass but most never return after entering the strange building which is built entirely inside of the mountains around it. Containing some of the more vile creatures that call Ilshenar home, you would be well advised to avoid this place, unless traveling with fearless companions.
- Mistas, the giant walled city. Built to withstand the various monsters that roam Ilshenar, Mistas withstood constant attack and kept it’s citizens safe. From information that has been recovered, we can believe that the people that lived here were a kind and just people. It is unknown what caused the people to leave, as the defenses of the city are still intact, only now in use by an army of Ratmen and Ogres. Past the walls of the city, is a path that leads to a passage filled with strange creatures, odd relics and a temple of some sort. The Serpentine dragon makes it’s home in this cave, along with a race of pixies and centaurs.
- The Savage Village. During the Orc/Savage war, this is where the strange, painted humans very well could have come from. Situated just south of Blackthorn's Ilshenar castle, and against the mountain, this village is a very defensible position. Among the huts, you'll find a garden, the various tools and weapons introduced by the Savages, in various stages of production. Also near, and a small herd of ridgebacks make their home.
- Lakeshire. Little is known of the city of Lakeshire. The Meer people tend to keep to themselves.
- Amazon Camp. To the north of Lakshire lies a hidden and well guarded camp of Amazons
- Island Temple. Not much is known of this island temple, although adventurers have told tales of winged men living inside it’s walls. Contained inside, is an entrance to a dungeon.
- Cave Pyramid. The Cyclops and Titans of Ilshenar seem to have made a temple themselves, for some unknown reason. Perhaps they use it to worship a god, or something else more sinister. South of the temple is an entrance to a dungeon of Ilshenar.
Inside of an underground cave, is a building that seems to have been built to honor the wisps that inhabit Ilshenar. Contained inside, are various statues of wisps, and even a giant runic maze that was built by some unknown persons.
- Rock Dungeon There have been tales describing evil Drow Elves that live in the darkness of the rock caves
Floating within a dark sea of stars, Malas is a broken land, wracked by great tremors that constantly threaten the stability of its continents. Its origin is a mystery, and its future inscrutable, but what is known is that this facet is unlike any other. Three great sections of land — one of which is already in the process of crumbling into smaller islands — are connected by bridges, and in between them lays a vast abyss of nothingness. And yet, despite this unstable environment, life has flourished in the Dark Facet; creatures of all types call Malas home, and even humans have forged lives there.
Its primary features are the cities of Luna and Umbra, lots of player housing is available here, and the Dungeons Doom, Labyrinth and Bedlam. There are several unique locations to explore on this facet.
- Luna - Known as the "City of Paladins," Luna is located in the northwest corner of the landmass and consists of a central hub that is surrounded by paths and walls made of sandstone, like those found in the great Britannian city of Trinsic. Various merchants sell their wares from within the safety of the building that lies at the heart of the city, and Keepers of Chivalry patrol just outside, keeping the residents safe from shady characters and those who would disrupt their virtuous way of life. An open, grassy area that is not protected by the guards separates the center building from the outer wall, leaving plenty of room for the city to grow.
- Umbra - Known as the "City of Necromancers," Umbra is of a darker and less orderly construction than its sister-city Luna and is located on the opposite corner of the map. Dark grey stone walls make up the majority of the buildings, though the occasional accent of blood-red adds a sinister touch to the already foreboding atmosphere of the city - a perfect backdrop for the experienced, or even the aspiring, practitioner of the dark arts. Merchant shops are scattered randomly within the city and are connected by a series of cobblestone paths. A star-filled void forms a moat around the city, and in many places the embankment has been piled high with skulls - perhaps they are the remains of unlucky adventurers or would-be necromancers who failed in their attempt to harness the power of death magic.
Places of Interest
- Grimswind Ruins - One of the many curiosities of Malas are the Grimswind Ruins. While they're not incredibly striking in their assembly, there is a good deal of mystery surrounding their existence. Were they the beginnings of a third city, or was their construction based on ritualistic needs instead? One can only speculate for now, but perhaps more will be revealed as adventurers explore this new land.
- Crystal Fens - Located in various sections around Malas, there are forested areas where crystalline structures grow in bunches like jagged shrubs, the largest of which is on the northern continent. These radiant peculiarities of the Dark Facet are a striking contrast to the surrounding lushness of greenery, and further differentiate Malas from the other facets.
- Hanse's Hostel - The trek between the two cities of Malas is a long and lonely one, but travelers making this journey can find respite at a quaint little inn along the way.
- Abandoned Orc Fort - The orcs, too, have claimed a bit of Malas for themselves in the form of small forts. Though, curious enough, their largest fort on the southern continent has been abandoned. All that remains are the palisades and a few guard towers.
- Forgotten Pyramid - Within the southern desert of Malas, buried beneath many years of accumulated sand, a great pyramid rises high into the sky. Time has been harsh to this majestic monument, as rubble now decorates its steps, and cracks mottle its surface where grave robbers, no doubt, have attempted to gain entry. But what lies within this ancient tomb? Could there be treasure within, or are its caverns merely filled with the stench of death and the moans of the cursed undead?
- Gravewater Lake - Snuggled within the golden sands of Malas' desert is an immense lake that takes up a good portion of the southern continent. And while it may look passable, no boats will be able to travel across its misty waters.
- Dungeon Doom - Welcome to your doom! Malas isn't all about Paladins and Necromancers, oh no! While the surface of the shrouded facet might be a good place for you to build a nice little cottage and flower garden, the area under the Dark Facet is truly foul and cursed. Dungeon Doom introduces new puzzles, quests, and epic battles to Ultima Online: Age of Shadows. Doom is also the entrance to the infamous Doom Gauntlet
Many secrets are hidden in Doom and it'll take a quick mind to uncover them. Success will bring you great wealth and rare loot. In your travels you may wage war against ancient tomb guardians, or foul denizens whose sole desire is to see your lifeblood spill onto the cold stone floor. Not everyone consigned to eternity in Doom is out to see you dead, though. It is said that resurrection can even be had in this undead sanctuary — for a price. Legends tell of dead spirits, cursed to eternally wander Doom's halls, who may wish to reward adventurers who will undertake quests for them.
- The peerless boss Monsterous Interred Grizzle can be found in the secret citadel Bedlam
- The peerless boss can be found in the secret dungeon Labyrinth
The Tokuno Islands are a facet that consists of 3 named islands and several small, unnamed ones. The 3 main islands are: Isamu, Makoto, and Homare.
Included as part of the Samurai Empire expansion, the Tokuno Islands have an Asian theme, inspired in-part by various classical Asian mythologies.
UO Darwinism has expanded the original Tokuno content to include a custom blackbelt system, new dojos, temples and an emperor's palace. There are many exciting, new places to explore along with new quest storylines.
Player housing is allowed, but only to a limited extent, thus making real estate there very expensive. There is one city, Zento. Yjr facet also has several dungeons to explore. Use of the transporation spells Sacred Journey, Recall, and Gate Travel is unrestricted in Tokuno except in the dungeons.
- There are items spawned here known as the Treasures of Tokuno
- The Lesser Treasures of Tokuno can be found by killing almost any creature found in the Tokuno Islands.
- The Greater Treasures of Tokuno are awarded to those who return 10 of the lesser Treasures of Tokuno to the artifact dealer in the city
- There are also many stealables located throughout the land
- The peerless boss Travesty can be found on the island in the dungeon known as the Citadel
1. Crane Marsh
The Crane Marsh is a vast swamp located on the south end of the island. There is a small Lizardman village and other creatures. The houses in ruin suggest that the place was inhabited before.
2. Yomotsu Mines
The Yomotsu Mines are a dungeon. Built and inhabited by a hostile humanoid race, the Yomotsu, the mine are well known because they are the spawn location for the famous Fire Beetle, upon which you can smelt metal ore.
Dull Copper Elemental
3. Lightening Watch
Given the name, it is not surprising that the mysterious ruins are inhabited by Rai-Ju.
4. Field of Echoes
Field of Echoes is a massive dead forest in the west of the island, which ends in peninsula. It is filled with the Living Dead. Look for the ruins, as this place was once very different.
5. Homare Moongate
87° 32' N, 74° 2' W.
6. Bushido Dojo
The Bushido Dojo consists of a single room, but it is practically the only building on the island. This is not your neighborhood training facility, as it is inhabited by the many samurai and ninjas that have been corrupted by evil.
7. Homare's Eye
The largest lake in the area is also the home of the hated Yamandon. However, south of the lake is a good place to hunt Tsuki Wolves.
8. Kitsune Woods
Kitsune is Japanese for fox, which makes this Fox Woods. This area is densely forested and difficult to navigate at speed. It is through this area that two mountain tunnels can be found to the plain of Sho Toh.
9. Sho Toh
Sho Toh is a small plain at the northeast end of the island. It is cut off from the rest of the area by a mountain. It can be accessed through a cave that runs through this mountain.
Revenant-Jima is the large island off of the north coast of Homare-Jima.
Evil Mage Lord
2. Winter Spur
The icy environment hosts chilly villains.
Giant Ice Serpent
Lady of the Snow
3. Fan Dancer Dojo
4. Valley of the Sleeping Dragons
Valley of the Sleeping Dragon Champion Spawn.
5. Lightest Dark
The name implies the resident, as the Rai-Ju is the thunderous companion to the Shinto god of lightning.
6. Hiryu Forest
7. Yamandon Point
8. Tsuki Forest
9. Lotus Lakes
Giant Black Widow
10. Mount Sho
The eastern slope contains undead, while the volcano proper has fire-based creatures.
11. Lake Kappa
Cranes, Deathwatch Beetles, and Kappas.
12. Hotaka Plains
Healers can usually be found around the pavilions to the north and northeast of this open area.
13. The Citadel Entrance
14. Isamu-Jima Moongate
55° 1' N, 10° 49' W
15. Storm Point
The sea has seemingly flung her dead upon Storm Point, as undead and ship wrecks are present here.
16. Mount Hakonu
36° 54' N, 36° 37' W
1. Phoenix Mountains A mountain range bisects the island, but there are four passes through them. The easiest to navigate is the one due north of the City of Zento. The mountains appear to be a miner's paradise.
2. The Waste
A great desert encompasses the northern half of Makoto-Jima. Low-level undead, orcs, two variety of Deathwatch Beetles, and NPC Healers make the Waste a great training arena.
Deathwatch Beetle Hatchling
Ter Mur, the facet that has the Underworld and the Stygian Abyss is a dark and dangerous place to explore. The Royal City is located here as well as the Holy City.
It is primarily a dormant volcanic environment, interspersed with lush vegetation and rivers. Inhabited natively by Gargoyles, their ruler is Queen Zhah who holds court within the walled Royal City. Other than a moongate, Ter Mur can be reached by traversing the Stygian Abyss Dungeon from Britannia.
Ter Mur (From Gargish ter-múr: world) , while lush, is a land plagued with turmoil both mystical and political. Powerful and stoic masters of magic and steel, the Gargoyle race finds itself beset by challenges on all sides: The Void and supernatural terrors emerging from within; diminishing natural resources; and unrest from within the community itself as a result from their world torn apart by magics they are only now starting to comprehend.
Quests will be centered on gathering the skills to enhance the Gargoyles survival in a hostile and ever-changing land; securing the borders of Ter Mur against new foes; and perhaps meeting a few of the envoys with familiar faces from Ilshenar. Players will discover pockets of both unrelenting devotion as well as rebellious unrest within the Gargoyle community.
- Royal City is the capital of Ter Mur and the home of the Queen’s Palace. It can be easily reached using the only moongate in Ter Mur.
- The Holy city is an evil place, overrun by the undead.
- The Tomb of Kings is one of the entrances to the Stygian Abyss Dungeon.
- The Underworld Dungeon leads to the entrance to the Underworld Gauntlet
- The peerless bosses Medusa, Primeval Lich, Slasher of Veils, and Stygian Dragon can all be found here.