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	<updated>2026-04-14T11:59:55Z</updated>
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		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4310</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4310"/>
		<updated>2026-04-10T01:37:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Added 'reserved identity'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Name Reservation and Identity ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.&lt;br /&gt;
&lt;br /&gt;
=== Name Reservation ===&lt;br /&gt;
All character names created on an account are reserved for that account for the duration of the season.&lt;br /&gt;
&lt;br /&gt;
* No other account may use any name that exists on your account&lt;br /&gt;
* This applies to every character on the account&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Identity ===&lt;br /&gt;
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity is defined as:&lt;br /&gt;
&lt;br /&gt;
The name of the first character created on the account during the season&lt;br /&gt;
&lt;br /&gt;
This identity is fixed for the duration of the season and does not change if additional characters are created.&lt;br /&gt;
&lt;br /&gt;
=== Cross-Season Identity ===&lt;br /&gt;
At the start of a new season, each account inherits a Reserved Identity from the previous season.&lt;br /&gt;
&lt;br /&gt;
This is defined as:&lt;br /&gt;
&lt;br /&gt;
The Seasonal Identity from the previous season&lt;br /&gt;
&lt;br /&gt;
This reserved identity:&lt;br /&gt;
&lt;br /&gt;
* Remains bound to the account&lt;br /&gt;
* Cannot be used by other accounts&lt;br /&gt;
* Allows players to reclaim their established identity across seasons&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Account characters:&lt;br /&gt;
&lt;br /&gt;
* Bob (first character created → Seasonal Identity, reserved across seasons)&lt;br /&gt;
* Mary (reserved for this account during the current season)&lt;br /&gt;
* Fullerton (reserved for this account during the current season)&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
&lt;br /&gt;
* No other account may use &amp;quot;Bob&amp;quot;, &amp;quot;Mary&amp;quot;, or &amp;quot;Fullerton&amp;quot; during the season&lt;br /&gt;
* &amp;quot;Bob&amp;quot; remains reserved to this account in future seasons&lt;br /&gt;
* &amp;quot;Mary&amp;quot; and &amp;quot;Fullerton&amp;quot; are only reserved for this account within the current season&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4309</id>
		<title>UO Seasons Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=UO_Seasons_Overview&amp;diff=4309"/>
		<updated>2026-04-04T14:59:45Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: First writeup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UO Seasons Overview =&lt;br /&gt;
&lt;br /&gt;
UO Seasons is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a focus on fairness, accessibility, and repeatable opportunity.&lt;br /&gt;
&lt;br /&gt;
While mechanically grounded in early Ultima Online, UO Seasons introduces a cyclical structure designed to prevent long-term accumulation of advantage. Every season begins from a clean state, restoring the early-game environment where progress is earned, competition is meaningful, and no player begins with a pre-established advantage.&lt;br /&gt;
&lt;br /&gt;
Unlike Mortalis, UO Seasons does not emphasize permanent character identity. Players are free to experiment with different builds and playstyles within a season. However, character names remain unique, preserving recognition and continuity within the world.&lt;br /&gt;
&lt;br /&gt;
Death follows the Angel Island model. Murderers who die may choose between accepting a 20% stat loss or being sent to Angel Island Prison. Choosing prison avoids the stat penalty, accelerates murder count decay, and introduces multiple paths to resolution, including time served, parole, bribery, or escape. A successful escape reduces murder counts below the red threshold and restores normal play.&lt;br /&gt;
&lt;br /&gt;
At the end of each season, the world resets completely. Characters, items, gold, and housing do not persist. Instead, long-term progression is tracked through a seasonal point system, allowing players to build recognition over time without impacting game balance.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 characters per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset (no Trammel)&lt;br /&gt;
* Publish 15 era (pre-Age of Shadows)&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Seasonal Structure ==&lt;br /&gt;
UO Seasons operates on a cyclical model, with each season lasting approximately three months and resetting on a fixed schedule aligned with the equinoxes and solstices.&lt;br /&gt;
&lt;br /&gt;
At the conclusion of each season:&lt;br /&gt;
* All characters are reset&lt;br /&gt;
* All items and gold are removed&lt;br /&gt;
* All houses are cleared&lt;br /&gt;
&lt;br /&gt;
Each new season begins from a clean state, ensuring equal opportunity for all players.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Points and Awards ==&lt;br /&gt;
UO Seasons uses a persistent point system to track long-term player achievement across seasons.&lt;br /&gt;
&lt;br /&gt;
Points are earned through gameplay by generating gold within the world. Activities such as player-versus-monster combat, bulk order fulfillment, treasure hunting, and other forms of active participation contribute to point accumulation. Gold must be earned through gameplay systems; direct transfers between players do not contribute to point totals.&lt;br /&gt;
&lt;br /&gt;
Point generation is not a direct 1:1 conversion from gold. A baseline rate is established (approximately 200 gold per point for PvM activities), with scaling applied across other professions to ensure fair and comparable point generation regardless of playstyle.&lt;br /&gt;
&lt;br /&gt;
Points persist across seasons and accumulate over time. Points spent during a season are not lost; they are automatically re-credited in subsequent seasons. This allows players to participate in seasonal rewards without sacrificing long-term progression.&lt;br /&gt;
&lt;br /&gt;
Seasonal rewards include statues, trophies, and other collectibles. These items do not persist across resets, but the points used to obtain them do, allowing players to reacquire rewards or progress toward higher-tier items in future seasons.&lt;br /&gt;
&lt;br /&gt;
A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
Creature placement has been carefully aligned with era-accurate locations, and loot tables have been reconstructed to match historical OSI behavior as closely as possible.&lt;br /&gt;
&lt;br /&gt;
On top of this foundation, a limited number of quality-of-life enhancements have been introduced:&lt;br /&gt;
* Passive Animal Taming (see Skills)&lt;br /&gt;
* Adjusted champion spawn distribution to accommodate a Felucca-only world&lt;br /&gt;
* Additional champion encounters (e.g., Pirate, Azothu)&lt;br /&gt;
&lt;br /&gt;
These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.&lt;br /&gt;
&lt;br /&gt;
== Server Wars ==&lt;br /&gt;
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.&lt;br /&gt;
&lt;br /&gt;
* Every Friday&lt;br /&gt;
* 7:00 PM CET&lt;br /&gt;
* 7:00 PM Pacific&lt;br /&gt;
&lt;br /&gt;
Server Wars are a recurring event within each season and are not required for progression.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players. Progress and success are determined entirely through gameplay.&lt;br /&gt;
&lt;br /&gt;
== Why Play on UO Seasons? ==&lt;br /&gt;
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.&lt;br /&gt;
&lt;br /&gt;
Each season restores the early-game experience, where progress must be earned and no outcome is predetermined. At the same time, the seasonal point system ensures that player effort is recognized over time, providing continuity without compromising balance.&lt;br /&gt;
&lt;br /&gt;
Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and UO Seasons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! UO Seasons&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Permadeath || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Seasonal resets || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Persistent progression || Character-based || Point-based&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4308</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4308"/>
		<updated>2026-04-04T13:35:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Add UO Seasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
= Angel Island / Mortalis / Siege Perilous Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the shared wiki for the Angel Island, Mortalis, and Siege Perilous shards.&lt;br /&gt;
Most systems are common between shards; where behavior differs, pages call out shard-specific rules explicitly.&lt;br /&gt;
&lt;br /&gt;
== Choose your shard ==&lt;br /&gt;
* '''[[Angel_Island_Overview|Angel Island]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Siege_Perilous_Overview|Siege Perilous]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Mortalis_Overview|Mortalis]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[UO_Seasons_Overview|UO Seasons]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [[Beginners_Guide|Beginner’s Guide]]&lt;br /&gt;
* [[Downloads|Downloads]]&lt;br /&gt;
&lt;br /&gt;
== Core systems ==&lt;br /&gt;
* [[Character|Character]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Alignment|Alignment]]&lt;br /&gt;
* [[Custom_Content|Custom Content]]&lt;br /&gt;
&lt;br /&gt;
== World and play ==&lt;br /&gt;
* [[World_Map|World Map]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Quests|Quests]]&lt;br /&gt;
* [[Roleplaying|Roleplaying]]&lt;br /&gt;
* [[History|History]]&lt;br /&gt;
&lt;br /&gt;
== Notes for contributors ==&lt;br /&gt;
This wiki is being simplified to improve safety, usability, and maintainability.&lt;br /&gt;
If you see pages using heavy images, inline CSS, or layout hacks, they are scheduled for replacement with standard MediaWiki formatting.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Anti_AFK_Resource_Gathering&amp;diff=4307</id>
		<title>Anti AFK Resource Gathering</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Anti_AFK_Resource_Gathering&amp;diff=4307"/>
		<updated>2026-02-10T18:20:50Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Anti-AFK Resource Gathering ==&lt;br /&gt;
&lt;br /&gt;
To ensure a fair economy and to prevent unattended macroing, an '''Anti-AFK CAPTCHA system''' is in place for resource gathering.&lt;br /&gt;
&lt;br /&gt;
This system applies to '''mining and logging''' and is designed to ensure that resource gathering is actively supervised by the player.&lt;br /&gt;
&lt;br /&gt;
=== How the System Works ===&lt;br /&gt;
&lt;br /&gt;
While mining or chopping logs, players will occasionally be prompted with a '''simple CAPTCHA challenge'''.&lt;br /&gt;
&lt;br /&gt;
When a CAPTCHA appears:&lt;br /&gt;
&lt;br /&gt;
* You must respond correctly within the allowed time.&lt;br /&gt;
* '''Failing to answer the CAPTCHA, or not answering it at all, is treated as a failure.'''&lt;br /&gt;
* The system does not distinguish between an incorrect answer and no response.&lt;br /&gt;
&lt;br /&gt;
=== Consequences ===&lt;br /&gt;
&lt;br /&gt;
* '''First failure (or no response):'''&lt;br /&gt;
  * Resource gathering is temporarily blocked.&lt;br /&gt;
  * You may attempt to gather again after approximately '''5 minutes''', which will trigger another CAPTCHA.&lt;br /&gt;
&lt;br /&gt;
* '''Repeated failures or missed responses:'''&lt;br /&gt;
  * The character will be flagged as '''criminal'''.&lt;br /&gt;
  * The offense will be '''announced via the town crier'''.&lt;br /&gt;
  * The account will be marked internally.&lt;br /&gt;
  * The criminal flag lasts approximately '''4 hours'''.&lt;br /&gt;
&lt;br /&gt;
=== Important Notes ===&lt;br /&gt;
&lt;br /&gt;
* Successfully answering earlier CAPTCHAs does '''not''' provide immunity.&lt;br /&gt;
  * Each CAPTCHA is evaluated independently.&lt;br /&gt;
* The system is specifically intended to prevent '''unattended''' resource gathering.&lt;br /&gt;
* Running macros while only occasionally checking the screen still counts as unattended if a CAPTCHA is missed.&lt;br /&gt;
&lt;br /&gt;
=== Policy Statement ===&lt;br /&gt;
&lt;br /&gt;
There is '''no unattended ore or log gathering''' permitted on this shard.&lt;br /&gt;
&lt;br /&gt;
This system exists to:&lt;br /&gt;
* Preserve a healthy player-driven economy&lt;br /&gt;
* Ensure fairness for active crafters&lt;br /&gt;
* Enforce the shard’s [[Rules]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Corrosion&amp;diff=4306</id>
		<title>Corrosion</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Corrosion&amp;diff=4306"/>
		<updated>2026-01-29T01:50:59Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: update for clarity. Remove HTML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage occurs whenever your weapon comes into contact with corrosive substances. Whether it's from striking acidic slimes and elementals or blood mixing in with poison, corrosion damage will chew away at your weapons durability until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
There are methods for avoiding corrosion in both wooden weapons and those made from metal.&lt;br /&gt;
&lt;br /&gt;
== Protection Overview ==&lt;br /&gt;
&lt;br /&gt;
* **Metal weapons:** Use soft metals (Dull Copper, Copper, Bronze, Gold)&lt;br /&gt;
* **Wooden weapons and bows:** Use wax sealing&lt;br /&gt;
&lt;br /&gt;
Choose your protection method based on the material of your weapon.&lt;br /&gt;
&lt;br /&gt;
== Acid Blood Damage ==&lt;br /&gt;
&lt;br /&gt;
Some creatures, such as acidic slimes and toxic elementals, cause weapon damage through direct contact with their acidic blood. Striking these creatures with melee weapons causes accelerated durability loss unless the weapon is protected.&lt;br /&gt;
&lt;br /&gt;
== Poison Corrosion ==&lt;br /&gt;
&lt;br /&gt;
When poison mixes with blood during combat, it creates a corrosive effect on the weapon. This corrosion causes accelerated weapon degradation while active and must be cleaned to prevent further damage.&lt;br /&gt;
&lt;br /&gt;
== Soft Metals ==&lt;br /&gt;
&lt;br /&gt;
Certain metals are considered to be soft and are well known for their ability to resist corrosion damage. They include:&lt;br /&gt;
&lt;br /&gt;
* Dull Copper&lt;br /&gt;
* Copper&lt;br /&gt;
* Bronze&lt;br /&gt;
* Gold&lt;br /&gt;
&lt;br /&gt;
Weapons crafted using these materials will resist 100% of corrosion from acidic blood and poison-based corrosion (on supported shards).&lt;br /&gt;
&lt;br /&gt;
== Wax ==&lt;br /&gt;
&lt;br /&gt;
Wax can only be applied to **wooden weapons and bows**.&lt;br /&gt;
&lt;br /&gt;
All wooden weapons can be sealed with wax to prevent corrosion. Sealed weapons will resist 100% of corrosion damage, either from contact with acidic creatures or poison mixing with blood.&lt;br /&gt;
&lt;br /&gt;
Wax Pots are available on the beekeeper for 60 gp. You’ll need 4 beeswax and the [[Cooking]] skill to provide a weapon with 20 coats of wax.&lt;br /&gt;
&lt;br /&gt;
Under Ingredients in the [[Cooking]] menu, you will select Melted Wax. Your empty pot will be filled with wax.&lt;br /&gt;
&lt;br /&gt;
Next, double click the pot to apply the wax (20 coats at a time) to the wooden weapon or bow of your choice.&lt;br /&gt;
&lt;br /&gt;
Note that the hue of your weapon will not change.&lt;br /&gt;
&lt;br /&gt;
= Angel Island =&lt;br /&gt;
&lt;br /&gt;
Note that weapons crafted from these metals can be used by [[Zora]] in the creation of slayer and super-slayer weaponry.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
Weapons can be poisoned as normal - Use the poisoning skill, target the poison potion and finally target the weapon. On every successful hit you have a chance to inflict poison on your opponent.&lt;br /&gt;
&lt;br /&gt;
The chance to inflict poison now depends on the poisoning skill of the player who poisoned the weapon. This chance is roughly &amp;quot;Poisoning skill / 4&amp;quot;. A GM poisoned weapon will poison 25% of all hits.&lt;br /&gt;
&lt;br /&gt;
Note: Poison hits are &amp;quot;predictably random&amp;quot; rather than fully random.&lt;br /&gt;
&lt;br /&gt;
As always, every time you hit with a poisoned weapon, whether it inflicts poisons or not, one poison charge is consumed.&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
When you poison your opponent, your weapon will be afflicted with the &amp;quot;corrosion&amp;quot; effect. Your weapon breaks much quicker when it is corroding.&lt;br /&gt;
&lt;br /&gt;
You can identify corrosion by using [[Arms Lore]] on the weapon.&lt;br /&gt;
&lt;br /&gt;
You can remove corrosion by cleaning your weapon with an oil cloth. Note: Using oil cloth on your weapon will also remove any remaining poison charges.&lt;br /&gt;
&lt;br /&gt;
*Note that the oil cloth now has a limited number of uses.&lt;br /&gt;
&lt;br /&gt;
Certain metals which resist corrosion on Mortalis and Angel Island will not resist corrosion on Siege Perilous.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4305</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4305"/>
		<updated>2026-01-26T14:24:29Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Angel Island / Siege Perilous Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
= Angel Island / Mortalis / Siege Perilous Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the shared wiki for the Angel Island, Mortalis, and Siege Perilous shards.&lt;br /&gt;
Most systems are common between shards; where behavior differs, pages call out shard-specific rules explicitly.&lt;br /&gt;
&lt;br /&gt;
== Choose your shard ==&lt;br /&gt;
* '''[[Angel_Island_Overview|Angel Island]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Siege_Perilous_Overview|Siege Perilous]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Mortalis_Overview|Mortalis]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [[Beginners_Guide|Beginner’s Guide]]&lt;br /&gt;
* [[Downloads|Downloads]]&lt;br /&gt;
&lt;br /&gt;
== Core systems ==&lt;br /&gt;
* [[Character|Character]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Alignment|Alignment]]&lt;br /&gt;
* [[Custom_Content|Custom Content]]&lt;br /&gt;
&lt;br /&gt;
== World and play ==&lt;br /&gt;
* [[World_Map|World Map]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Quests|Quests]]&lt;br /&gt;
* [[Roleplaying|Roleplaying]]&lt;br /&gt;
* [[History|History]]&lt;br /&gt;
&lt;br /&gt;
== Notes for contributors ==&lt;br /&gt;
This wiki is being simplified to improve safety, usability, and maintainability.&lt;br /&gt;
If you see pages using heavy images, inline CSS, or layout hacks, they are scheduled for replacement with standard MediaWiki formatting.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4304</id>
		<title>Passive Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4304"/>
		<updated>2026-01-06T21:11:37Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Add some examples players can understand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Passive Skill Gain =&lt;br /&gt;
&lt;br /&gt;
Passive skill gain allows certain skills to improve naturally through meaningful play, without requiring repetitive or artificial actions. It is designed to reward real engagement while keeping progression intuitive and balanced.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain operates quietly in the background.&lt;br /&gt;
&lt;br /&gt;
* Players do not see internal calculations.&lt;br /&gt;
* Any messages showing points, chance, or banking are staff-only diagnostic output.&lt;br /&gt;
* Players will only notice normal skill gains occurring over time.&lt;br /&gt;
&lt;br /&gt;
== How Passive Gain Works ==&lt;br /&gt;
&lt;br /&gt;
Passive gain happens in a few simple stages.&lt;br /&gt;
&lt;br /&gt;
=== 1. Meaningful actions earn passive credit ===&lt;br /&gt;
&lt;br /&gt;
When you perform actions that are relevant to a skill—such as participating in combat, issuing appropriate pet commands, or otherwise engaging in situations that can reasonably teach the skill—the system may award passive credit.&lt;br /&gt;
&lt;br /&gt;
Not all actions qualify equally. Credit is influenced by:&lt;br /&gt;
&lt;br /&gt;
* Whether you are actively participating&lt;br /&gt;
* Whether the situation is trivial or meaningful&lt;br /&gt;
* Whether the action is appropriate for learning at your current skill level&lt;br /&gt;
&lt;br /&gt;
Trivial or inappropriate situations yield little or no credit.&lt;br /&gt;
&lt;br /&gt;
=== 2. Credit and chance are evaluated together ===&lt;br /&gt;
&lt;br /&gt;
Each passive opportunity is evaluated immediately using two factors:&lt;br /&gt;
&lt;br /&gt;
* Raw credit – how much learning opportunity the action represents&lt;br /&gt;
* Chance – how appropriate that opportunity is for producing a gain&lt;br /&gt;
&lt;br /&gt;
These are combined right away:&lt;br /&gt;
&lt;br /&gt;
: ''effective credit = raw credit × chance''&lt;br /&gt;
&lt;br /&gt;
Only the effective portion is added to your passive bank.&lt;br /&gt;
&lt;br /&gt;
Chance is not applied later—it directly determines how much credit is stored.&lt;br /&gt;
&lt;br /&gt;
=== 3. The bank accumulates progress ===&lt;br /&gt;
&lt;br /&gt;
The bank represents accumulated effective credit toward your next gain.&lt;br /&gt;
&lt;br /&gt;
* A higher bank means you are closer to a gain attempt&lt;br /&gt;
* The bank is not skill itself—it is stored progress&lt;br /&gt;
&lt;br /&gt;
=== 4. Skill gains consume the bank ===&lt;br /&gt;
&lt;br /&gt;
When enough effective credit accumulates, the system performs a gain attempt.&lt;br /&gt;
&lt;br /&gt;
On a successful gain:&lt;br /&gt;
&lt;br /&gt;
* The skill increases normally&lt;br /&gt;
* The bank is consumed or reset for that gain cycle&lt;br /&gt;
&lt;br /&gt;
This prevents stockpiling large amounts of progress and ensures gains occur gradually through continued play.&lt;br /&gt;
&lt;br /&gt;
== Difficulty and Learning Range ==&lt;br /&gt;
&lt;br /&gt;
A core principle of the passive system is that **difficulty is evaluated as your skill versus the creature’s difficulty tier**. It is *not* based on your pet’s strength or the outcome of the fight.&lt;br /&gt;
&lt;br /&gt;
This keeps the system focused on what your character can reasonably “learn” from the situation.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* Too easy → very low effectiveness&lt;br /&gt;
* Appropriate challenge → best results&lt;br /&gt;
* Far outside your learning range → reduced effectiveness&lt;br /&gt;
&lt;br /&gt;
Scaling is smooth rather than based on hard cutoffs, which keeps the system natural and discourages artificial training setups.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
The following examples illustrate how the system interprets challenge. These are not meant as training guides, but as demonstrations of how your skill interacts with creature difficulty.&lt;br /&gt;
&lt;br /&gt;
Assume a player with approximately **57.5 Animal Taming**:&lt;br /&gt;
&lt;br /&gt;
* '''Black Bear''' – Difficulty tier around 55  &lt;br /&gt;
: Slightly below the player’s skill. Still within the learning zone, producing modest passive credit.&lt;br /&gt;
&lt;br /&gt;
* '''Grizzly Bear''' – Difficulty tier around 59  &lt;br /&gt;
: Slightly above the player’s skill. A good match, providing noticeably stronger passive credit.&lt;br /&gt;
&lt;br /&gt;
* '''Ogre''' – MinTameSkill is 0, so difficulty is estimated from power (mid-50s)  &lt;br /&gt;
: Also in the learning zone and capable of producing meaningful passive credit.&lt;br /&gt;
&lt;br /&gt;
* '''Harpy''' – MinTameSkill is 0, difficulty estimated around the mid-40s  &lt;br /&gt;
: Too easy at this skill level. The system will award tiny “crumbs” of passive credit that do not meaningfully accumulate.&lt;br /&gt;
&lt;br /&gt;
* '''Dragon / Ogre Lord''' – Difficulty far above the player’s current level  &lt;br /&gt;
: These are outside the effective range for passive learning. Interactions award little or no usable passive credit.&lt;br /&gt;
&lt;br /&gt;
These examples show how the system naturally shifts your “learning targets” upward as your skill improves. Creatures that once taught you will eventually become trivial, while higher-tier creatures become newly appropriate.&lt;br /&gt;
&lt;br /&gt;
== Design Goals ==&lt;br /&gt;
&lt;br /&gt;
Passive gain is designed to:&lt;br /&gt;
&lt;br /&gt;
* Encourage real gameplay instead of grinding&lt;br /&gt;
* Reward engagement, cooperation, and survival&lt;br /&gt;
* Prevent trivial or automated progression&lt;br /&gt;
* Feel intuitive rather than mechanical&lt;br /&gt;
&lt;br /&gt;
Players should not need to understand the math to benefit from the system—simply playing well in meaningful situations is enough.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain quietly banks scaled progress from meaningful play and converts it into normal skill gains over time. Internal calculations are hidden, and progression is tuned to reward appropriate challenge rather than repetition.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4303</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4303"/>
		<updated>2026-01-06T20:00:51Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: /* Mortalis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Animal Taming allows you to tame animals and monsters to fight for you. Simply use the Animal Taming skill on an untamed creature.&lt;br /&gt;
&lt;br /&gt;
Angel Island also features a custom [[Dragon Breeding]] system that allows tamers to breed their own specialized pet dragons.&lt;br /&gt;
&lt;br /&gt;
== Animal Trainers ==&lt;br /&gt;
&lt;br /&gt;
Animal Trainers on Angel Island are able to help players find animals in the wilderness. Simply say the animal trainer's name followed by the name of the animal you wish to find, and they will provide approximate coordinates for the closest one.&lt;br /&gt;
&lt;br /&gt;
== Pet Bonding ==&lt;br /&gt;
&lt;br /&gt;
Your pet will bond with you if you keep it wonderfully happy for seven real-life days. The easiest way to accomplish this is to fully feed your pet, then stable it for one week. Afterward, feed it again to complete the bonding process.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bond pets for a substantial fee using the [[Tree of Knowledge]]. This mighty tree can be found within the [[Hedgemaze]].&lt;br /&gt;
&lt;br /&gt;
Note: Bonded pets will suffer stat loss upon resurrection.&lt;br /&gt;
&lt;br /&gt;
== Training Taming ==&lt;br /&gt;
&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), or forest critters (Britain Moongate) '''50.0–59.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), forest critters, and Grizzly Bears (mainland forests) '''59.1–65.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* White Wolves (Dagger Island) '''65.1–71.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Bulls (Jhelom Bull Pen) '''71.1–83.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Great Harts (Moonglow, Barrier Island) '''83.1–95.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Nightmares (Covetous Level 2) '''95.1–GM:'''&lt;br /&gt;
&lt;br /&gt;
== Taming Requirements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Skill Required&lt;br /&gt;
! Slots Required&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Bull Frog&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hind&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timber Wolf&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Boar&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Horse&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Polar Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Walrus&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brown Bear&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cougar&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion (*)&lt;br /&gt;
| 47.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grey Wolf&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Panther&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snow Leopard&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Spider (*)&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grizzly Bear&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Wolf&lt;br /&gt;
| 65.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bull&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Cat (*)&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Toad&lt;br /&gt;
| 77.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dire Wolf (*)&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Great Hart&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Drake (*)&lt;br /&gt;
| 84.3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Hound (*)&lt;br /&gt;
| 85.5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragon (*)&lt;br /&gt;
| 93.9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare (*)&lt;br /&gt;
| 95.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*): Aggressive&lt;br /&gt;
&lt;br /&gt;
Note: Taming requirements are based on shown skill.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, it is twice as difficult to tame high-level monsters. There are two distinct factors involved: the chance to begin taming and the chance to successfully complete the tame.&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, the chance to begin taming is unchanged; however, the chance to successfully complete the tame after it has started is reduced by half.&lt;br /&gt;
&lt;br /&gt;
= Mortalis =&lt;br /&gt;
&lt;br /&gt;
On Mortalis, Animal Taming follows classic Ultima Online mechanics, with one intentional enhancement designed to reward active adventuring rather than repetitive or stationary training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based skill gains from taming creatures, Mortalis supports limited passive Animal Taming progression earned through meaningful interaction with pets in the field. This allows tamers to make gradual background progress by naturally playing their role while adventuring alongside their animals.&lt;br /&gt;
&lt;br /&gt;
Passive Taming progression may be earned through appropriate, real-world activities such as:&lt;br /&gt;
&lt;br /&gt;
* Commanding pets during live encounters&lt;br /&gt;
* Feeding, healing, or curing pets while adventuring&lt;br /&gt;
* Pets improving through combat participation&lt;br /&gt;
&lt;br /&gt;
These passive gains are intentionally modest and are meant to supplement—not replace—traditional Animal Taming progression. Standard taming, creature difficulty, and direct effort remain the primary means of advancing the skill.&lt;br /&gt;
&lt;br /&gt;
Passive Taming does not function in guarded regions, inside houses, or in artificial or low-risk environments, and it does not apply to hirelings or non-tameable NPCs. Progress is only awarded during genuine play in situations where learning is appropriate.&lt;br /&gt;
&lt;br /&gt;
The intent of Passive Taming on Mortalis is to reinforce Animal Taming as an adventuring skill—one developed through shared risk and experience in a dangerous world, rather than through repetition in safety.&lt;br /&gt;
&lt;br /&gt;
For a full explanation of how passive progression works, see [[Passive Taming]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Animal Lore]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4302</id>
		<title>Passive Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Passive_Taming&amp;diff=4302"/>
		<updated>2026-01-06T19:55:49Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Passive Skill Gain =&lt;br /&gt;
&lt;br /&gt;
Passive skill gain allows certain skills to improve naturally through meaningful play, without requiring repetitive or artificial actions. It is designed to reward real engagement while keeping progression intuitive and balanced.&lt;br /&gt;
&lt;br /&gt;
== Visibility ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain operates quietly in the background.&lt;br /&gt;
&lt;br /&gt;
* Players do not see internal calculations.&lt;br /&gt;
* Any messages showing points, chance, or banking are staff-only diagnostic output.&lt;br /&gt;
* Players will only notice normal skill gains occurring over time.&lt;br /&gt;
&lt;br /&gt;
== How Passive Gain Works ==&lt;br /&gt;
&lt;br /&gt;
Passive gain happens in a few simple stages.&lt;br /&gt;
&lt;br /&gt;
=== 1. Meaningful actions earn passive credit ===&lt;br /&gt;
&lt;br /&gt;
When you perform actions that are relevant to a skill—such as participating in combat, issuing appropriate pet commands, or otherwise engaging in situations that can reasonably teach the skill—the system may award passive credit.&lt;br /&gt;
&lt;br /&gt;
Not all actions qualify equally. Credit is influenced by:&lt;br /&gt;
&lt;br /&gt;
* Whether you are actively participating&lt;br /&gt;
* Whether the situation is trivial or meaningful&lt;br /&gt;
* Whether the action is appropriate for learning at your current skill level&lt;br /&gt;
&lt;br /&gt;
Trivial or inappropriate situations yield little or no credit.&lt;br /&gt;
&lt;br /&gt;
=== 2. Credit and chance are evaluated together ===&lt;br /&gt;
&lt;br /&gt;
Each passive opportunity is evaluated immediately using two factors:&lt;br /&gt;
&lt;br /&gt;
* Raw credit – how much learning opportunity the action represents&lt;br /&gt;
* Chance – how appropriate that opportunity is for producing a gain&lt;br /&gt;
&lt;br /&gt;
These are combined right away:&lt;br /&gt;
&lt;br /&gt;
: ''effective credit = raw credit × chance''&lt;br /&gt;
&lt;br /&gt;
Only the effective portion is added to your passive bank.&lt;br /&gt;
&lt;br /&gt;
Chance is not applied later—it directly determines how much credit is stored.&lt;br /&gt;
&lt;br /&gt;
=== 3. The bank accumulates progress ===&lt;br /&gt;
&lt;br /&gt;
The bank represents accumulated effective credit toward your next gain.&lt;br /&gt;
&lt;br /&gt;
* A higher bank means you are closer to a gain attempt&lt;br /&gt;
* The bank is not skill itself—it is stored progress&lt;br /&gt;
&lt;br /&gt;
=== 4. Skill gains consume the bank ===&lt;br /&gt;
&lt;br /&gt;
When enough effective credit accumulates, the system performs a gain attempt.&lt;br /&gt;
&lt;br /&gt;
On a successful gain:&lt;br /&gt;
&lt;br /&gt;
* The skill increases normally&lt;br /&gt;
* The bank is consumed or reset for that gain cycle&lt;br /&gt;
&lt;br /&gt;
This prevents stockpiling large amounts of progress and ensures gains occur gradually through continued play.&lt;br /&gt;
&lt;br /&gt;
== Difficulty and Learning Range ==&lt;br /&gt;
&lt;br /&gt;
Passive gain favors situations that are appropriately challenging.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* Too easy → very low effectiveness&lt;br /&gt;
* Appropriate challenge → best results&lt;br /&gt;
* Far outside your learning range → reduced effectiveness&lt;br /&gt;
&lt;br /&gt;
This is handled through smooth scaling rather than hard cutoffs, making it difficult to exploit and easy to play naturally.&lt;br /&gt;
&lt;br /&gt;
== Design Goals ==&lt;br /&gt;
&lt;br /&gt;
Passive gain is designed to:&lt;br /&gt;
&lt;br /&gt;
* Encourage real gameplay instead of grinding&lt;br /&gt;
* Reward engagement, cooperation, and survival&lt;br /&gt;
* Prevent trivial or automated progression&lt;br /&gt;
* Feel intuitive rather than mechanical&lt;br /&gt;
&lt;br /&gt;
Players should not need to understand the math to benefit from the system—simply playing well in meaningful situations is enough.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Passive skill gain quietly banks scaled progress from meaningful play and converts it into normal skill gains over time. Internal calculations are hidden, and progression is tuned to reward appropriate challenge rather than repetition.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
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&lt;hr /&gt;
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		<updated>2026-01-05T15:13:18Z</updated>

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		<updated>2026-01-05T15:09:18Z</updated>

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		<updated>2026-01-05T15:07:24Z</updated>

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		<updated>2026-01-05T15:04:12Z</updated>

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		<updated>2026-01-05T13:52:05Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;Main Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main Page&lt;/div&gt;</summary>
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		<updated>2026-01-05T13:50:03Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;Main_Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main_Page&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4287</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4287"/>
		<updated>2026-01-05T13:44:45Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4286</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4286"/>
		<updated>2026-01-05T13:42:52Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4285</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4285"/>
		<updated>2026-01-05T13:34:40Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4284</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4284"/>
		<updated>2026-01-05T13:18:51Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** Main_Page| hello&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4283</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4283"/>
		<updated>2026-01-05T13:11:18Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4282</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4282"/>
		<updated>2026-01-05T13:06:35Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** mainpage|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4281</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4281"/>
		<updated>2026-01-05T13:04:58Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** https://game-master.net/aiwiki/index.php?title=Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4280</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=MediaWiki:Sidebar&amp;diff=4280"/>
		<updated>2026-01-05T13:03:09Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** Main_Page|Main Page&lt;br /&gt;
* Quick Navigation&lt;br /&gt;
** https://drive.google.com/file/d/1Rsur1WoEhkvmTMB3b6iFpHn_4Ar97WGQ/view?usp=sharing|Download the Game&lt;br /&gt;
** https://discord.gg/GwRuSV9vAb|Join the Discord&lt;br /&gt;
** https://game-master.net/|Visit the Website&lt;br /&gt;
** Install_&amp;amp;_Connect|Install Guide&lt;br /&gt;
** Skills|Skills Overview&lt;br /&gt;
** Custom_Content|Custom Content&lt;br /&gt;
** Credits|Wiki Credits&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Getting_Started&amp;diff=4279</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Getting_Started&amp;diff=4279"/>
		<updated>2026-01-05T02:00:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Ultima's Legacy Lives On!&lt;br /&gt;
&lt;br /&gt;
=== What is Ultima Online? ===&lt;br /&gt;
&lt;br /&gt;
Ultima Online (UO) is a massively multiplayer online role-playing game (MMORPG), released on September 24, 1997 by Origin Systems, later Electronic Arts, and now Broadsword. The game is played in a fantasy setting similar to the other Ultima games that preceded it.&lt;br /&gt;
&lt;br /&gt;
Ultima Online was one of the first major MMORPGs and helped establish the genre. It is an online-only game played by thousands of users on various game servers (also known as shards). It remains one of the longest-running MMORPGs with an active player base.&lt;br /&gt;
&lt;br /&gt;
Because it was released before the DMCA (1998), technically minded users are able to create and host their own custom free shards using various UO emulators (e.g., RunUO). These shard operators can modify the server and create custom content. As a result, free shards have been growing and evolving since that time.&lt;br /&gt;
&lt;br /&gt;
You can read more about the history of Ultima Online on:&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Ultima_Online Wikipedia]&lt;br /&gt;
&lt;br /&gt;
=== What is Angel Island? ===&lt;br /&gt;
&lt;br /&gt;
Angel Island is a classic Ultima Online shard circa Publish 15 with enhancements, set in a Felucca ruleset. More important than the era is the philosophy behind the design. The Angel Island team set out to build a solid and robust incarnation of Ultima Online that embodies what many players loved about early UO while still growing and expanding to remain interesting over time.&lt;br /&gt;
&lt;br /&gt;
I started out playing on the OSI (Origin Systems) Ultima Online Napa shard in 1998 and played through July 2002 when OSI released the now infamous Publish 16. Publish 16 changed elements of the game that removed much of the risk, and for me, much of the fun. What I found fun was knowing you could lose all your possessions if you died in a dungeon. OSI changed this so that upon death in a dungeon, you were teleported back to safety with all your belongings.&lt;br /&gt;
&lt;br /&gt;
I was a roleplayed player killer on Napa (PK). My method of operation was to protect the monsters of the town of Wind (the lich to be exact). If I found you in Wind and you were not wearing a red bandanna (a show of respect), you would be killed. However, I would usually return some of your stuff, give you a book explaining the rules of hunting in Wind, and give you sufficient means to return home. Publish 16 destroyed this. I could kill you but I could not roleplay the rest of our encounter.&lt;br /&gt;
&lt;br /&gt;
There were many other unwelcome changes as well, including many new weapons and armor ill-befitting of the time period. Item insurance, and all sorts of crazy enhancements associated with weapons. You could literally have a sword with ten lines of goofy enhancements.&lt;br /&gt;
&lt;br /&gt;
In March 2000, and before leaving OSI, I wrote up a proposal for a prison system called &amp;quot;Angel Island&amp;quot; and got overwhelming support from the Ultima Online community. Over 1000 members of the Ultima Online community mailed in support of the &amp;quot;Angel Island&amp;quot; prison system, many of them legends in their own right. Here is the [https://game-master.net/html/Angel%20Island%20Proposal.html original proposal] with many of the supporters listed. (The links are long dead now.) I sent the proposal off to Runesaber (a lead developer at OSI) and a few others. I later heard the proposal was discussed at an annual OSI event, but nothing came of it.&lt;br /&gt;
&lt;br /&gt;
It was at this time I left OSI and decided to launch my version of UO: one set in the Publish 15 time period, and one where roleplayed player-killing was an integral part of the game. I launched the Angel Island free shard in March of 2004 and maintained and developed it for the next 13 years. My team and I built the Angel Island prison system described in the proposal, and you will find it here today.&lt;br /&gt;
&lt;br /&gt;
I had a saying back then, and I still believe it now: ''life is only as sweet as death is painful.''&lt;br /&gt;
&lt;br /&gt;
Angel Island adds many new features and systems including new character templates (the Summoner and Slayer), Townships, Sea Gypsies that will take you on a seafaring quest, almost 2000 treasure map locations, themed treasure chests, alignment (align with Orcs, pirates, savages, etc.), a War Ring for guilds, the Angel Island prison system, special seasonal champion spawns, an automated event system, ransom quests (kin protect the ransom and other alignments try to steal it), Island Siege (an island dedicated to PvP; no murder counts), a bounty system (where players can place a bounty on the head of their murderer), anti-macroing systems (CAPTCHA for miners), enhanced AI for monsters, and more.&lt;br /&gt;
&lt;br /&gt;
==== Server Features ====&lt;br /&gt;
&lt;br /&gt;
Our Angel Island shard runs on a dedicated PowerEdge T640 with 10 cores (20 logical) and a 1000mbps fiber internet connection. The Angel Island server platform ensures you will have 24/7 access to your UO account!&lt;br /&gt;
&lt;br /&gt;
I hope you all enjoy Our UO. We’ve had a lot of fun putting it together.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;It is not the strongest of the species that survive, nor the most intelligent, but the one most responsive to change&amp;quot;''  &lt;br /&gt;
— Charles Darwin&lt;br /&gt;
&lt;br /&gt;
=== What is Siege Perilous? ===&lt;br /&gt;
&lt;br /&gt;
Siege Perilous is a separate shard hosted by Adam Ant which uses a different ruleset than the Angel Island shard. On Siege Perilous, players are limited to one account with one character. This creates an interesting challenge for players, as they are still limited in how many skill points that character can have. This dynamic enhances player interaction and brings the community closer.&lt;br /&gt;
&lt;br /&gt;
The Siege Perilous shard is currently in an open beta stage of its development where players are invited to test the shard’s mechanics.&lt;br /&gt;
&lt;br /&gt;
Historically, Siege Perilous was a shard conceptualized during the Ultima Online beta. When it first launched years later, it was stated that the intention was to capture the feel of Ultima Online when it was freshly launched. At that time, there were no highly detailed systems in the game. The developers wanted to create a more challenging version of the game which would be a true test of skill and character.&lt;br /&gt;
&lt;br /&gt;
=== What is Mortalis? ===&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a deliberate focus on consequence, identity, and permanence.&lt;br /&gt;
&lt;br /&gt;
In Mortalis, death is permanent at the character level. When a character dies, that life ends. The player returns to the world through reincarnation rather than resurrection. While individual lives are finite, Mortalis preserves continuity across generations through inheritance systems such as bank contents and housing, ensuring that progress endures without trivializing loss.&lt;br /&gt;
&lt;br /&gt;
Mortalis is intentionally strict about disposable characters and low-risk progression. Players are limited to one account per IP and one character per account, reinforcing personal identity, social accountability, and long-term consequence within the world.&lt;br /&gt;
&lt;br /&gt;
= New Player Guide =&lt;br /&gt;
&lt;br /&gt;
Once you’ve logged in, you’ll need to know the basics. Here’s a quick guide on how to function in the world.&lt;br /&gt;
&lt;br /&gt;
== Creating a character and logging in ==&lt;br /&gt;
&lt;br /&gt;
You can pick which stats and skills your character will start with. For simplicity, pick the Warrior pre-made skillset. From there you can customize your character’s appearance and choose a name.&lt;br /&gt;
&lt;br /&gt;
Once you are ready, press the green arrow in the bottom right corner and you will be logged into the world.&lt;br /&gt;
&lt;br /&gt;
Note that some client versions allow choosing skills that you typically can't see on the starting skills menu. Any points devoted to these skills will be removed entirely upon character creation. Skills affected by this are listed in [[Skills]].&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
On all shards, your starting items are geared toward your starting skills and selected profession. You may get useful equipment, so be careful to select the skills you believe are important to your character as a whole. See also: [[Items]].&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, every character starts with the same equipment:&lt;br /&gt;
* Clothing (newbie items)&lt;br /&gt;
* 1 dagger (newbie item)&lt;br /&gt;
* 100 gold coins&lt;br /&gt;
* 25 ingots&lt;br /&gt;
* 1 shovel&lt;br /&gt;
* 1 bag with 10 of each reagent&lt;br /&gt;
* 1 katana&lt;br /&gt;
&lt;br /&gt;
On Angel Island, starting equipment is similar in spirit, but the starting gold is replaced with an [[Unemployment Checks|Unemployment Check]]. Unemployment Checks may be spent at NPC vendors for goods and services (including basic skill training where available).&lt;br /&gt;
&lt;br /&gt;
On Mortalis, starting equipment is similar in spirit, but the starting gold is replaced with a [[Training Vouchers|Training Voucher]]. Training Vouchers may only be used for skill training (not for purchasing goods). Mortalis starting equipment is specially handled: starter resources are removed on death/reincarnation, cannot be sold to vendors, and are of limited use to other players.&lt;br /&gt;
&lt;br /&gt;
''Note: On Siege Perilous you can't ask NPCs for skill training.''&lt;br /&gt;
&lt;br /&gt;
=== Moving and Playing ===&lt;br /&gt;
&lt;br /&gt;
You will appear in the new player training area just outside the city of Britain (walk into the sparkles to enter the city). This area has some useful information and a demonstration of the artificial intelligence adapted to many of the NPCs you will encounter.&lt;br /&gt;
&lt;br /&gt;
To move, point the cursor in the direction you wish to go and hold down your right mouse button. To inspect items or NPCs, click on them with the left mouse button once. To use an item or open a door, double left-click the item or door.&lt;br /&gt;
&lt;br /&gt;
Stand still and double left-click your character sprite to open your paperdoll. This is where you equip weapons, clothes, and armor. It also includes useful buttons such as Options, Skills, and Log Out.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
The War/Peace button in your paperdoll will put your character into combat mode. Double-clicking any creature will attack it. Be careful not to attack anything that highlights as Blue (innocent), or you may become a criminal and be subject to the town guards if you are in a guarded area.&lt;br /&gt;
&lt;br /&gt;
Entering war mode does not automatically make you a criminal. You commit a criminal action when you are in war mode and double click an innocent player or NPC.&lt;br /&gt;
&lt;br /&gt;
==== Notoriety system ====&lt;br /&gt;
&lt;br /&gt;
UO has a notoriety system that indicates what is appropriate to attack:&lt;br /&gt;
&lt;br /&gt;
* '''Blue''': Innocent&lt;br /&gt;
* '''Grey''': Criminal&lt;br /&gt;
* '''Red''': Murderer&lt;br /&gt;
* '''Orange''': Enemy (Guild War or Alignment)&lt;br /&gt;
* '''Green''': Ally (Guildmate)&lt;br /&gt;
&lt;br /&gt;
You can find out a player’s notoriety by single-left clicking on their sprite and checking the color of their name.&lt;br /&gt;
&lt;br /&gt;
Blues are innocent players and NPCs. You can attack them, but this will likely result in the guards being called on you if you are in a guarded town. Monsters are typically grey, meaning they are freely attackable.&lt;br /&gt;
&lt;br /&gt;
There is also a criminal status for players who have committed criminal acts recently, such as attacking an innocent blue player or stealing from somebody. Criminal status lasts for 120 seconds after the last criminal offense and returns to blue status after the timer ends. Grey players are freely attackable by anyone during this duration, guarded or not.&lt;br /&gt;
&lt;br /&gt;
Guards cannot be called on a player who is attacking a grey criminal in town. Finally, there is Murderer (red) status. A murderer is not allowed into any town and will be killed by the guards when spotted and “guards” is called, or by NPCs in guarded regions. Players become murderers after killing at least 5 human players in game (tracked via the murder count system). Murderer status can be reduced by waiting in-game or by going to the Angel Island prison (where murder counts decay faster). More info can be found in the Features section of the website.&lt;br /&gt;
&lt;br /&gt;
Note that if you are in an alignment, only other members of your alignment can perform beneficial actions on you.&lt;br /&gt;
&lt;br /&gt;
=== Basics and other Misc. ===&lt;br /&gt;
&lt;br /&gt;
In UO, speaking is as simple as typing and pressing Enter. Anything you enter appears above your character briefly. Speech is used to talk to other players, open your bank chest, call guards, and interact with NPCs.&lt;br /&gt;
&lt;br /&gt;
'''Bank''': To open your bank chest, stand near a banker NPC and say “bank”. Each character on your account has a bank chest. Bank chests are safe from thieves. Bank access is universal by city (your bank is the same in every town).&lt;br /&gt;
&lt;br /&gt;
'''Guards''': When you are in a guarded region (you will see a message when entering or leaving guard protection), guards protect you from monsters, player killers, and often thieves. If attacked in town, say “guards” and guards will kill the attacker. Note that skilled thieves may still evade guards.&lt;br /&gt;
&lt;br /&gt;
'''Vendors''': Vendors sell equipment if you have gold. To buy or sell, stand near the vendor and say “vendor buy” or “vendor sell”. Alternatively, you can press Shift+left-click to open a context menu. Some NPCs also offer basic skill training (where enabled).&lt;br /&gt;
On Angel Island, [[Unemployment Checks]] may be used for the purchase of goods and services from NPCs. On Mortalis, [[Training Vouchers]] may only be used for skill training and cannot be used to purchase goods.&lt;br /&gt;
&lt;br /&gt;
'''Status bar''': To open your status bar, left-click and hold on your character sprite and drag away. Double-click the bar to see more detail.&lt;br /&gt;
&lt;br /&gt;
'''Mini-map''': Press Alt+R to open the mini-map. Press Alt+R again to enlarge it.&lt;br /&gt;
&lt;br /&gt;
'''Combat (practical)''': Drag a target’s health bar the same way as your own. Enter war mode (Tab or Alt+C) and double-click the monster (or player) you want to attack. Standing adjacent causes automatic swings.&lt;br /&gt;
&lt;br /&gt;
'''Healing''': Bandages are the simplest early healing. You can buy cloth from tailors and cut it with scissors, or harvest cotton and process it via spinning wheel and loom. To heal, double-click bandages and target yourself (health bar or sprite). Healing time depends on Dexterity and can be interrupted in combat (“Your fingers slip!”). If you are low, it is often safer to run briefly while the bandage completes.&lt;br /&gt;
&lt;br /&gt;
'''Macros''': Macros are shortcuts that improve gameplay. Open your paperdoll → Options → Macros tab. An important macro is “lastobject”, which repeats your last double-click action (useful for bandaging). Remember to press “apply” to save macros. You may also want an “allnames” hotkey to display creature names on screen.&lt;br /&gt;
&lt;br /&gt;
'''Ctrl + Shift''': Pressing Ctrl+Shift shows objects/creatures on screen in a list box you can drag from. Dragging a creature entry opens its status bar; dragging an object attempts to pick it up if you are close enough. Holding Ctrl+Shift or Shift can also bypass the “amount” window when moving stacks.&lt;br /&gt;
&lt;br /&gt;
'''Guilds''': You may be invited to join a guild. Guilds are player communities with shared interests/goals. Note that guild members can attack each other freely; guilds self-police. It is advisable to join a guild on Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
'''Logging out''': To log out safely, find an inn (signs with a candle). Stand inside, open your paperdoll, and press “log out”. If you log out elsewhere, your character remains vulnerable for several minutes before timing out. You cannot log into another character on the same account while one is still in the world.&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
Housing allows players to acquire and customize homes in the world.&lt;br /&gt;
&lt;br /&gt;
There are two primary types of housing:&lt;br /&gt;
* Classic houses (pre-built structures)&lt;br /&gt;
* Custom houses (designed by players/staff on the test shard and approved)&lt;br /&gt;
&lt;br /&gt;
Speak with a custom house advisor in Discord if you are interested in designing custom housing.&lt;br /&gt;
&lt;br /&gt;
Players can acquire houses by purchasing them from other players or from NPC architects. Once a player has a deed and places it on an open plot, they can customize it by placing furniture and decorations. Players may invite others into their homes, allow public access, and place vendors to sell goods.&lt;br /&gt;
&lt;br /&gt;
Note that housing is expensive, particularly on Siege Perilous where housing prices are 10× higher than usual.&lt;br /&gt;
&lt;br /&gt;
On Mortalis, housing is designed to support long-term continuity across reincarnations. House ownership may be inherited when a character dies and the player reincarnates, preserving identity and permanence while keeping Mortalis true to its consequence-driven design.&lt;br /&gt;
&lt;br /&gt;
==== Newbie Tents ====&lt;br /&gt;
&lt;br /&gt;
Newbie tents exist on Angel Island only (not Siege Perilous) and work like limited houses. You can’t lock items down or decorate the interior, you can’t increase storage, etc. You place your tent to gain a housing spot and an extra storage container in the wild. Don’t forget where you placed it.&lt;br /&gt;
&lt;br /&gt;
Tents count toward your one [[Housing]] space per account, so if you lose track of where it is placed, you are in trouble.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size: 8×8&lt;br /&gt;
* Can be placed anywhere a small house can be placed.&lt;br /&gt;
* To unpack: double-click the tent bag and target the ground where you’d like to place it.&lt;br /&gt;
* Vendors can be placed in tents (note: you must use a “contract of employment” — vendor rentals don’t work).&lt;br /&gt;
* Can be dyed (dyeing changes the color of the tent bag, the tent’s secure backpack, and the tent roof, but not the tent walls).&lt;br /&gt;
* Once placed, the tent contains a backpack that is locked down and secure. It must be emptied before the tent can be packed up again.&lt;br /&gt;
* Tent bag is newbied.&lt;br /&gt;
* Cannot be purchased from NPC vendors.&lt;br /&gt;
* When a tent decays, everything in the backpack also decays.&lt;br /&gt;
* Given to all characters once.&lt;br /&gt;
* Cannot be placed if the player already has a house.&lt;br /&gt;
* To pack up: double-click the bedroll.&lt;br /&gt;
* When packed up, the tent bag ends up on the ground (where anyone can pick it up).&lt;br /&gt;
* Decay time banking is similar to house banking, up to five days. In other words, if you place it and log out for five days, it will decay, but if you continue to play, it will not decay. [[Housing]] and [[Newbie Tents]] on Angel Island don't require use to refresh besides just playing normally.&lt;br /&gt;
* Default tent bag color is beige (like a bedroll).&lt;br /&gt;
* Default tent roof color is light gray.&lt;br /&gt;
* Tent wall color is light blue.&lt;br /&gt;
&lt;br /&gt;
== Making Money ==&lt;br /&gt;
&lt;br /&gt;
Begin the game in Britain and head north to the cemetery for some easy money for equipment. This will help you train your skills and stats.&lt;br /&gt;
&lt;br /&gt;
Some skills are free to train and are good for gaining stats, such as Hiding (Dexterity/Stamina) or Arms Lore (Strength/HP).&lt;br /&gt;
&lt;br /&gt;
Once you are ready to start training, move on to the following sections for advanced starter build information.&lt;br /&gt;
&lt;br /&gt;
Note that skill and stat training on Siege Perilous is limited by a [[Return Over Time (RoT)]] system that restricts daily gains.&lt;br /&gt;
&lt;br /&gt;
=== Bard Warrior ===&lt;br /&gt;
&lt;br /&gt;
You can nearly build this template for free, and it is capable of bringing in great amounts of gold once you master it. Take a look at [[The Bard's Table]] to find out the difficulty of the type of monster you wish to slay.&lt;br /&gt;
&lt;br /&gt;
I’d start the character with 50 Healing and 50 Resist.&lt;br /&gt;
&lt;br /&gt;
First, travel to the cotton fields east of Skara Brae (or west of Britain) and collect as much cotton as you can hold. Use spinning wheels to spin it into thread and looms to process it into cloth. Use scissors to cut the cloth into bandages.&lt;br /&gt;
&lt;br /&gt;
=== Training Weapons Skills ===&lt;br /&gt;
&lt;br /&gt;
Purchase the training weapons of choice in a quantity of about 10. The training weapons for each skill are:&lt;br /&gt;
* Fencing = dagger&lt;br /&gt;
* Swordsmanship = skinning knife&lt;br /&gt;
* Archery = regular bow bought from NPC&lt;br /&gt;
* Macing = shepherd's crook&lt;br /&gt;
&lt;br /&gt;
Hire a fighter from across the west bridge in Britain. Stand next to one of the fighters and say “&amp;lt;name&amp;gt; hire” or use the drop-down context menu (Shift + click the NPC). Then drop the requested gold amount (or more) onto the NPC after it tells you its rate. Note that hireling NPCs cost more on Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
Have the NPC follow you to a safe area. Set up a Razor macro that looks something like:&lt;br /&gt;
* Double Click Bandage&lt;br /&gt;
* Wait 0.5 seconds&lt;br /&gt;
* Target NPC&lt;br /&gt;
* Wait 8 seconds&lt;br /&gt;
…and set it to loop. You may need to adjust delays for lag.&lt;br /&gt;
&lt;br /&gt;
Now command the NPC to attack you with “all kill”. Quickly type “all stop” followed by “all follow me”. If you did this correctly, your NPC should be standing there while you swing and heal at the same time. This can raise weapon skill, tactics, anatomy, and healing.&lt;br /&gt;
&lt;br /&gt;
=== Training Musicianship ===&lt;br /&gt;
&lt;br /&gt;
Purchase about 10 instruments from a vendor and find a safe place to macro. Create a Razor macro that looks like:&lt;br /&gt;
* Double click instrument (set by type)&lt;br /&gt;
* Wait 0.3 seconds&lt;br /&gt;
* Use skill Peacemaking&lt;br /&gt;
* Wait 0.3 seconds&lt;br /&gt;
* Target Self&lt;br /&gt;
* Wait 11 seconds&lt;br /&gt;
…and set it to loop. Adjust delays for lag.&lt;br /&gt;
&lt;br /&gt;
This should raise your musicianship and peacemaking to GM if you macro overnight on Angel Island, but not on Siege Perilous (due to RoT limits). &lt;br /&gt;
&lt;br /&gt;
Example skill layout:&lt;br /&gt;
* 100 Weapon&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Anatomy&lt;br /&gt;
* 100 Healing&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Peacemaking&lt;br /&gt;
* 50 Resist (optional: raise another skill like Hiding to 50 for convenience)&lt;br /&gt;
&lt;br /&gt;
=== Getting that Gold! ===&lt;br /&gt;
&lt;br /&gt;
Start by farming a graveyard or other overland spawn until you have enough money for decent player-made armor and weapons. Beware other players who frequent these areas to hunt new players; plan an escape route to the nearest guard zone.&lt;br /&gt;
&lt;br /&gt;
Peacemaking is very useful: use it, target a monster, and begin attacking with reduced risk. Practice how long your heals take and how long peacemaking holds before you need to re-apply it. Be cautious around mages while your Resist is still low.&lt;br /&gt;
&lt;br /&gt;
Once you can afford GM/magic weapons and armor, you can take on larger spawns and earn more gold. After you master peacemaking you may be able to handle Ogre Lords. Save some gold for making a mage next if you intend to participate in PvP.&lt;br /&gt;
&lt;br /&gt;
That’s it. You’re now a capable adventurer, ready to enjoy all that Angel Island and Siege Perilous have to offer!&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4278</id>
		<title>Mortalis Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4278"/>
		<updated>2026-01-05T01:48:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mortalis Overview =&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a deliberate focus on consequence, identity, and permanence.  &lt;br /&gt;
While mechanically grounded in early Ultima Online, Mortalis reshapes how certain systems are experienced without broadly departing from era-accurate mechanics.&lt;br /&gt;
&lt;br /&gt;
In Mortalis, death is permanent at the character level. When a character dies, that life ends. There is no resurrection back into the world. Instead, the player returns through reincarnation, beginning a new life while carrying forward the weight of their past actions. Survival matters, and the risk of loss restores meaning to exploration, conflict, and decision-making.&lt;br /&gt;
&lt;br /&gt;
At the same time, Mortalis preserves continuity across lives. Bank contents and house ownership persist through reincarnation, allowing progress to endure without trivializing death. Reputation — including murder counts, fame, and karma — is tied to the player’s identity rather than a single character. The world remembers who you are, not merely who you were most recently.&lt;br /&gt;
&lt;br /&gt;
Mortalis is intentionally designed around a single enduring identity. Players are limited to one account per IP and one character per account, reinforcing accountability, reputation, and social consequence. Disposable characters and risk-free experimentation are discouraged, not through artificial punishment, but through consistent, transparent rules.&lt;br /&gt;
&lt;br /&gt;
Starter equipment is tracked and removed on death, preventing reincarnation from being used to generate resources or bypass early progression. Advancement comes from real engagement with the world, cooperation with others, and a willingness to accept risk — not from repetition in safety.&lt;br /&gt;
&lt;br /&gt;
The result is a shard that feels unmistakably like classic Ultima Online, while restoring the tension, gravity, and long-term meaning that defined its earliest days.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 player character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== A Note on Animal Taming ==&lt;br /&gt;
Animal Taming in Mortalis follows classic Ultima Online mechanics, with one intentional enhancement designed to encourage active adventuring rather than repetitive training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based gains, Animal Taming supports limited passive skill progression earned through real interaction with pets in the field. Caring for, commanding, and fighting alongside a pet can contribute to Taming advancement, reinforcing the intended role of tamers as adventurers rather than stationary trainers.&lt;br /&gt;
&lt;br /&gt;
This passive progression is narrow in scope and does not replace standard skill gain mechanics. It exists solely to reward meaningful play and does not apply broadly to other skills. Detailed behavior, limits, and gain rules are documented on the Skills pages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
Mortalis introduces a small number of focused custom systems intended to reinforce long-term identity and meaningful play, while keeping the majority of game mechanics aligned with classic Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
These systems are purpose-built and intentionally narrow in scope.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
Mortalis emphasizes emergent gameplay driven by player interaction and consequence.  &lt;br /&gt;
Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards or power.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;br /&gt;
&lt;br /&gt;
== Why Play on Mortalis? ==&lt;br /&gt;
Mortalis exists for players who want their actions to matter over time.&lt;br /&gt;
&lt;br /&gt;
Progress is earned through real engagement with the world rather than repetition in safety. Cooperation, trust, and risk are central to survival. Mortalis rewards thoughtful play, long-term planning, and social interaction, preserving the tension that defined early Ultima Online.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and Mortalis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! Mortalis&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement. This exception is limited in scope and does not replace standard skill gain mechanics. See the Skills section for details.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=File:Alignmentgump01.png&amp;diff=4277</id>
		<title>File:Alignmentgump01.png</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=File:Alignmentgump01.png&amp;diff=4277"/>
		<updated>2026-01-05T00:52:43Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Adam ant uploaded a new version of File:Alignmentgump01.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=File:Alignmentgump02.png&amp;diff=4276</id>
		<title>File:Alignmentgump02.png</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=File:Alignmentgump02.png&amp;diff=4276"/>
		<updated>2026-01-05T00:35:32Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Adam ant uploaded a new version of File:Alignmentgump02.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Unemployment_Checks&amp;diff=4275</id>
		<title>Unemployment Checks</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Unemployment_Checks&amp;diff=4275"/>
		<updated>2026-01-04T20:29:27Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On '''Angel Island''', new players begin their journey with a freshly cut [[Unemployment Check]] inside their backpacks. Unemployment Checks may be used for skill training and are accepted by many NPC vendors as a substitute for gold.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
On Angel Island, Unemployment Checks are widely accepted in exchange for training by NPCs. To train using a check, type the following:&lt;br /&gt;
&lt;br /&gt;
'''(Vendor Name) train (Skill Name) (Gold Amount)'''&lt;br /&gt;
&lt;br /&gt;
As soon as you press Enter, the value of the Unemployment Check is reduced and your character is trained, provided that the NPC is capable of performing the requested training.&lt;br /&gt;
&lt;br /&gt;
=== Shopping ===&lt;br /&gt;
&lt;br /&gt;
On Angel Island, Unemployment Checks can be used to purchase items and supplies from a variety of NPC vendor shops.&lt;br /&gt;
&lt;br /&gt;
Purchasing with an Unemployment Check works the same as purchasing with gold in your backpack. If a transaction fails, the vendor likely does not accept Unemployment Checks as payment. Simply having the check in your backpack is equivalent to carrying gold.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
&lt;br /&gt;
Unemployment Checks are subject to the following limitations:&lt;br /&gt;
&lt;br /&gt;
* Unemployment Checks are not physical currency and cannot be dropped or stacked like gold.&lt;br /&gt;
* Unemployment Checks cannot be traded or transferred between players.&lt;br /&gt;
* Unemployment Checks may only be used with NPCs that explicitly accept them.&lt;br /&gt;
* Unemployment Checks are intended to support early character development and basic economic participation.&lt;br /&gt;
&lt;br /&gt;
Unemployment Checks do not provide any advantage beyond their stated uses and do not grant access to items or services otherwise unavailable through normal gameplay.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Training_Vouchers&amp;diff=4274</id>
		<title>Training Vouchers</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Training_Vouchers&amp;diff=4274"/>
		<updated>2026-01-04T20:26:09Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On '''Mortalis''', new players begin their journey with a [[Training Voucher]] instead of gold. Training Vouchers are used exclusively for skill training and are not accepted as currency for goods or services.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
On Mortalis, Training Vouchers may only be used for training skills with NPC trainers.&lt;br /&gt;
&lt;br /&gt;
To train using a Training Voucher, type the following:&lt;br /&gt;
&lt;br /&gt;
'''(Vendor Name) train (Skill Name) (Gold Amount)'''&lt;br /&gt;
&lt;br /&gt;
When the command is accepted, the value of the Training Voucher is reduced accordingly and your character receives training, provided the NPC is capable of training the requested skill.&lt;br /&gt;
&lt;br /&gt;
Training Vouchers are consumed only through training and cannot be used for any other purpose.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
&lt;br /&gt;
Training Vouchers on Mortalis are intentionally limited in scope:&lt;br /&gt;
&lt;br /&gt;
* Training Vouchers cannot be used to purchase items, supplies, or services.&lt;br /&gt;
* Training Vouchers are not accepted by shopkeepers as payment for goods.&lt;br /&gt;
* Training Vouchers cannot be traded, sold, or transferred between players.&lt;br /&gt;
* Training Vouchers are intended solely to support early skill development.&lt;br /&gt;
&lt;br /&gt;
=== Design Notes ===&lt;br /&gt;
&lt;br /&gt;
Training Vouchers exist to support Mortalis’s one-character, long-term identity model. Early skill access is provided without introducing a gold economy advantage or enabling item acquisition through non-gameplay means.&lt;br /&gt;
&lt;br /&gt;
All equipment, resources, and wealth on Mortalis must be earned through interaction with the world.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Unemployment_Checks&amp;diff=4273</id>
		<title>Unemployment Checks</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Unemployment_Checks&amp;diff=4273"/>
		<updated>2026-01-04T20:24:14Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On '''Angel Island''', new players begin their journey with a freshly cut [[Unemployment Check]] inside their backpacks. These checks may be used for training and are accepted in most shops as gold.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
On Angel Island, unemployment checks are widely accepted in exchange for training by NPCs. To train using the check, you must type the following:&lt;br /&gt;
&lt;br /&gt;
'''(Vendor Name) train (Skill Name) (Gold Amount)'''&lt;br /&gt;
&lt;br /&gt;
As soon as you press Enter, the value of the unemployment check is reduced and your character is trained, provided that the NPC is capable of performing the requested training.&lt;br /&gt;
&lt;br /&gt;
=== Shopping ===&lt;br /&gt;
&lt;br /&gt;
On Angel Island, unemployment checks can be used to purchase items and supplies from a variety of NPC vendor shops.&lt;br /&gt;
&lt;br /&gt;
Purchasing with an unemployment check works the same as purchasing with gold in your backpack. If a transaction fails, the vendor likely does not accept unemployment checks as payment. Simply having the check in your backpack is equivalent to carrying gold.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Getting_Started&amp;diff=4272</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Getting_Started&amp;diff=4272"/>
		<updated>2026-01-04T20:21:09Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Add Mortalis notes, and general cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
Ultima's Legacy Lives On!&lt;br /&gt;
&lt;br /&gt;
=== What is Ultima Online? ===&lt;br /&gt;
&lt;br /&gt;
Ultima Online (UO) is a massively multiplayer online role-playing game (MMORPG), released on September 24, 1997 by Origin Systems, later Electronic Arts, and now Broadsword. The game is played in a fantasy setting similar to the other Ultima games that preceded it.&lt;br /&gt;
&lt;br /&gt;
Ultima Online was one of the first major MMORPGs and helped establish the genre. It is an online-only game played by thousands of users on various game servers (also known as shards). It remains one of the longest-running MMORPGs with an active player base.&lt;br /&gt;
&lt;br /&gt;
Because it was released before the DMCA (1998), technically minded users are able to create and host their own custom free shards using various UO emulators (e.g., RunUO). These shard operators can modify the server and create custom content. As a result, free shards have been growing and evolving since that time.&lt;br /&gt;
&lt;br /&gt;
You can read more about the history of Ultima Online on:&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Ultima_Online Wikipedia]&lt;br /&gt;
&lt;br /&gt;
=== What is Angel Island? ===&lt;br /&gt;
&lt;br /&gt;
Angel Island is a classic Ultima Online shard circa Publish 15 with enhancements, set in a Felucca ruleset. More important than the era is the philosophy behind the design. The Angel Island team set out to build a solid and robust incarnation of Ultima Online that embodies what many players loved about early UO while still growing and expanding to remain interesting over time.&lt;br /&gt;
&lt;br /&gt;
I started out playing on the OSI (Origin Systems) Ultima Online Napa shard in 1998 and played through July 2002 when OSI released the now infamous Publish 16. Publish 16 changed elements of the game that removed much of the risk, and for me, much of the fun. What I found fun was knowing you could lose all your possessions if you died in a dungeon. OSI changed this so that upon death in a dungeon, you were teleported back to safety with all your belongings.&lt;br /&gt;
&lt;br /&gt;
I was a roleplayed player killer on Napa (PK). My method of operation was to protect the monsters of the town of Wind (the lich to be exact). If I found you in Wind and you were not wearing a red bandanna (a show of respect), you would be killed. However, I would usually return some of your stuff, give you a book explaining the rules of hunting in Wind, and give you sufficient means to return home. Publish 16 destroyed this. I could kill you but I could not roleplay the rest of our encounter.&lt;br /&gt;
&lt;br /&gt;
There were many other unwelcome changes as well, including many new weapons and armor ill-befitting of the time period. Item insurance, and all sorts of crazy enhancements associated with weapons. You could literally have a sword with ten lines of goofy enhancements.&lt;br /&gt;
&lt;br /&gt;
In March 2000, and before leaving OSI, I wrote up a proposal for a prison system called &amp;quot;Angel Island&amp;quot; and got overwhelming support from the Ultima Online community. Over 1000 members of the Ultima Online community mailed in support of the &amp;quot;Angel Island&amp;quot; prison system, many of them legends in their own right. Here is the [https://game-master.net/html/Angel%20Island%20Proposal.html original proposal] with many of the supporters listed. (The links are long dead now.) I sent the proposal off to Runesaber (a lead developer at OSI) and a few others. I later heard the proposal was discussed at an annual OSI event, but nothing came of it.&lt;br /&gt;
&lt;br /&gt;
It was at this time I left OSI and decided to launch my version of UO: one set in the Publish 15 time period, and one where roleplayed player-killing was an integral part of the game. I launched the Angel Island free shard in March of 2004 and maintained and developed it for the next 13 years. My team and I built the Angel Island prison system described in the proposal, and you will find it here today.&lt;br /&gt;
&lt;br /&gt;
I had a saying back then, and I still believe it now: ''life is only as sweet as death is painful.''&lt;br /&gt;
&lt;br /&gt;
Angel Island adds many new features and systems including new character templates (the Summoner and Slayer), Townships, Sea Gypsies that will take you on a seafaring quest, almost 2000 treasure map locations, themed treasure chests, alignment (align with Orcs, pirates, savages, etc.), a War Ring for guilds, the Angel Island prison system, special seasonal champion spawns, an automated event system, ransom quests (kin protect the ransom and other alignments try to steal it), Island Siege (an island dedicated to PvP; no murder counts), a bounty system (where players can place a bounty on the head of their murderer), anti-macroing systems (CAPTCHA for miners), enhanced AI for monsters, and more.&lt;br /&gt;
&lt;br /&gt;
==== Server Features ====&lt;br /&gt;
&lt;br /&gt;
Our Angel Island shard runs on a dedicated PowerEdge T640 with 10 cores (20 logical) and a 1000mbps fiber internet connection. The Angel Island server platform ensures you will have 24/7 access to your UO account!&lt;br /&gt;
&lt;br /&gt;
I hope you all enjoy Our UO. We’ve had a lot of fun putting it together.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;It is not the strongest of the species that survive, nor the most intelligent, but the one most responsive to change&amp;quot;''  &lt;br /&gt;
— Charles Darwin&lt;br /&gt;
&lt;br /&gt;
=== What is Siege Perilous? ===&lt;br /&gt;
&lt;br /&gt;
Siege Perilous is a separate shard hosted by Adam Ant which uses a different ruleset than the Angel Island shard. On Siege Perilous, players are limited to one account with one character. This creates an interesting challenge for players, as they are still limited in how many skill points that character can have. This dynamic enhances player interaction and brings the community closer.&lt;br /&gt;
&lt;br /&gt;
The Siege Perilous shard is currently in an open beta stage of its development where players are invited to test the shard’s mechanics.&lt;br /&gt;
&lt;br /&gt;
Historically, Siege Perilous was a shard conceptualized during the Ultima Online beta. When it first launched years later, it was stated that the intention was to capture the feel of Ultima Online when it was freshly launched. At that time, there were no highly detailed systems in the game. The developers wanted to create a more challenging version of the game which would be a true test of skill and character.&lt;br /&gt;
&lt;br /&gt;
=== What is Mortalis? ===&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a singular focus on consequence, identity, and permanence.&lt;br /&gt;
&lt;br /&gt;
In Mortalis, death is permanent at the character level. When a character dies, that life ends and the player returns through reincarnation rather than resurrection. Mortalis preserves continuity across lives through inheritance systems (such as bank and housing), while ensuring that choices—good or bad—carry forward.&lt;br /&gt;
&lt;br /&gt;
Mortalis is intentionally strict about disposable characters and low-risk progression. Players are limited to one account per IP and one character per account, reinforcing identity, community, and long-term consequence.&lt;br /&gt;
&lt;br /&gt;
= New Player Guide =&lt;br /&gt;
&lt;br /&gt;
Once you’ve logged in, you’ll need to know the basics. Here’s a quick guide on how to function in the world.&lt;br /&gt;
&lt;br /&gt;
== Creating a character and logging in ==&lt;br /&gt;
&lt;br /&gt;
You can pick which stats and skills your character will start with. For simplicity, pick the Warrior pre-made skillset. From there you can customize your character’s appearance and choose a name.&lt;br /&gt;
&lt;br /&gt;
Once you are ready, press the green arrow in the bottom right corner and you will be logged into the world.&lt;br /&gt;
&lt;br /&gt;
Note that some client versions allow choosing skills that you typically can't see on the starting skills menu. Any points devoted to these skills will be removed entirely upon character creation. Skills affected by this are listed in [[Skills]].&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
On all shards, your starting items are geared toward your starting skills and selected profession. You may get useful equipment, so be careful to select the skills you believe are important to your character as a whole. See also: [[Items]].&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, every character starts with the same equipment:&lt;br /&gt;
* Clothing (newbie items)&lt;br /&gt;
* 1 dagger (newbie item)&lt;br /&gt;
* 100 gold coins&lt;br /&gt;
* 25 ingots&lt;br /&gt;
* 1 shovel&lt;br /&gt;
* 1 bag with 10 of each reagent&lt;br /&gt;
* 1 katana&lt;br /&gt;
&lt;br /&gt;
On Angel Island, starting equipment is similar in spirit, but the starting gold is replaced with an [[Unemployment Checks|Unemployment Check]]. Unemployment Checks may be spent at NPC vendors for goods and services (including basic skill training where available).&lt;br /&gt;
&lt;br /&gt;
On Mortalis, starting equipment is similar in spirit, but the starting gold is replaced with a [[Training Vouchers|Training Voucher]]. Training Vouchers may only be used for skill training (not for purchasing goods). Mortalis starting equipment is specially handled: starter resources are removed on death/reincarnation, cannot be sold to vendors, and are of limited use to other players.&lt;br /&gt;
&lt;br /&gt;
''Note: On Siege Perilous you can't ask NPCs for skill training.''&lt;br /&gt;
&lt;br /&gt;
=== Moving and Playing ===&lt;br /&gt;
&lt;br /&gt;
You will appear in the new player training area just outside the city of Britain (walk into the sparkles to enter the city). This area has some useful information and a demonstration of the artificial intelligence adapted to many of the NPCs you will encounter.&lt;br /&gt;
&lt;br /&gt;
To move, point the cursor in the direction you wish to go and hold down your right mouse button. To inspect items or NPCs, click on them with the left mouse button once. To use an item or open a door, double left-click the item or door.&lt;br /&gt;
&lt;br /&gt;
Stand still and double left-click your character sprite to open your paperdoll. This is where you equip weapons, clothes, and armor. It also includes useful buttons such as Options, Skills, and Log Out.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
The War/Peace button in your paperdoll will put your character into combat mode. Double-clicking any creature will attack it. Be careful not to attack anything that highlights as Blue (innocent), or you may become a criminal and be subject to the town guards if you are in a guarded area.&lt;br /&gt;
&lt;br /&gt;
Entering war mode does not automatically make you a criminal. You commit a criminal action when you are in war mode and double click an innocent player or NPC.&lt;br /&gt;
&lt;br /&gt;
==== Notoriety system ====&lt;br /&gt;
&lt;br /&gt;
UO has a notoriety system that indicates what is appropriate to attack:&lt;br /&gt;
&lt;br /&gt;
* '''Blue''': Innocent&lt;br /&gt;
* '''Grey''': Criminal&lt;br /&gt;
* '''Red''': Murderer&lt;br /&gt;
* '''Orange''': Enemy (Guild War or Alignment)&lt;br /&gt;
* '''Green''': Ally (Guildmate)&lt;br /&gt;
&lt;br /&gt;
You can find out a player’s notoriety by single-left clicking on their sprite and checking the color of their name.&lt;br /&gt;
&lt;br /&gt;
Blues are innocent players and NPCs. You can attack them, but this will likely result in the guards being called on you if you are in a guarded town. Monsters are typically grey, meaning they are freely attackable.&lt;br /&gt;
&lt;br /&gt;
There is also a criminal status for players who have committed criminal acts recently, such as attacking an innocent blue player or stealing from somebody. Criminal status lasts for 120 seconds after the last criminal offense and returns to blue status after the timer ends. Grey players are freely attackable by anyone during this duration, guarded or not.&lt;br /&gt;
&lt;br /&gt;
Guards cannot be called on a player who is attacking a grey criminal in town. Finally, there is Murderer (red) status. A murderer is not allowed into any town and will be killed by the guards when spotted and “guards” is called, or by NPCs in guarded regions. Players become murderers after killing at least 5 human players in game (tracked via the murder count system). Murderer status can be reduced by waiting in-game or by going to the Angel Island prison (where murder counts decay faster). More info can be found in the Features section of the website.&lt;br /&gt;
&lt;br /&gt;
Note that if you are in an alignment, only other members of your alignment can perform beneficial actions on you.&lt;br /&gt;
&lt;br /&gt;
=== Basics and other Misc. ===&lt;br /&gt;
&lt;br /&gt;
In UO, speaking is as simple as typing and pressing Enter. Anything you enter appears above your character briefly. Speech is used to talk to other players, open your bank chest, call guards, and interact with NPCs.&lt;br /&gt;
&lt;br /&gt;
'''Bank''': To open your bank chest, stand near a banker NPC and say “bank”. Each character on your account has a bank chest. Bank chests are safe from thieves. Bank access is universal by city (your bank is the same in every town).&lt;br /&gt;
&lt;br /&gt;
'''Guards''': When you are in a guarded region (you will see a message when entering or leaving guard protection), guards protect you from monsters, player killers, and often thieves. If attacked in town, say “guards” and guards will kill the attacker. Note that skilled thieves may still evade guards.&lt;br /&gt;
&lt;br /&gt;
'''Vendors''': Vendors sell equipment if you have gold. To buy or sell, stand near the vendor and say “vendor buy” or “vendor sell”. Alternatively, you can press Shift+left-click to open a context menu. Some NPCs also offer basic skill training (where enabled).&lt;br /&gt;
On Angel Island, [[Unemployment Checks]] may be used for the purchase of goods and services from NPCs. On Mortalis, [[Training Vouchers]] may only be used for skill training and cannot be used to purchase goods.&lt;br /&gt;
&lt;br /&gt;
'''Status bar''': To open your status bar, left-click and hold on your character sprite and drag away. Double-click the bar to see more detail.&lt;br /&gt;
&lt;br /&gt;
'''Mini-map''': Press Alt+R to open the mini-map. Press Alt+R again to enlarge it.&lt;br /&gt;
&lt;br /&gt;
'''Combat (practical)''': Drag a target’s health bar the same way as your own. Enter war mode (Tab or Alt+C) and double-click the monster (or player) you want to attack. Standing adjacent causes automatic swings.&lt;br /&gt;
&lt;br /&gt;
'''Healing''': Bandages are the simplest early healing. You can buy cloth from tailors and cut it with scissors, or harvest cotton and process it via spinning wheel and loom. To heal, double-click bandages and target yourself (health bar or sprite). Healing time depends on Dexterity and can be interrupted in combat (“Your fingers slip!”). If you are low, it is often safer to run briefly while the bandage completes.&lt;br /&gt;
&lt;br /&gt;
'''Macros''': Macros are shortcuts that improve gameplay. Open your paperdoll → Options → Macros tab. An important macro is “lastobject”, which repeats your last double-click action (useful for bandaging). Remember to press “apply” to save macros. You may also want an “allnames” hotkey to display creature names on screen.&lt;br /&gt;
&lt;br /&gt;
'''Ctrl + Shift''': Pressing Ctrl+Shift shows objects/creatures on screen in a list box you can drag from. Dragging a creature entry opens its status bar; dragging an object attempts to pick it up if you are close enough. Holding Ctrl+Shift or Shift can also bypass the “amount” window when moving stacks.&lt;br /&gt;
&lt;br /&gt;
'''Guilds''': You may be invited to join a guild. Guilds are player communities with shared interests/goals. Note that guild members can attack each other freely; guilds self-police. It is advisable to join a guild on Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
'''Logging out''': To log out safely, find an inn (signs with a candle). Stand inside, open your paperdoll, and press “log out”. If you log out elsewhere, your character remains vulnerable for several minutes before timing out. You cannot log into another character on the same account while one is still in the world.&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
Housing allows players to acquire and customize homes in the world.&lt;br /&gt;
&lt;br /&gt;
There are two primary types of housing:&lt;br /&gt;
* Classic houses (pre-built structures)&lt;br /&gt;
* Custom houses (designed by players/staff on the test shard and approved)&lt;br /&gt;
&lt;br /&gt;
Speak with a custom house advisor in Discord if you are interested in designing custom housing.&lt;br /&gt;
&lt;br /&gt;
Players can acquire houses by purchasing them from other players or from NPC architects. Once a player has a deed and places it on an open plot, they can customize it by placing furniture and decorations. Players may invite others into their homes, allow public access, and place vendors to sell goods.&lt;br /&gt;
&lt;br /&gt;
Note that housing is expensive, particularly on Siege Perilous where housing prices are 10× higher than usual.&lt;br /&gt;
&lt;br /&gt;
On Mortalis, housing is designed to support long-term continuity across reincarnations. House ownership may be inherited when a character dies and the player reincarnates, preserving identity and permanence while keeping Mortalis true to its consequence-driven design.&lt;br /&gt;
&lt;br /&gt;
==== Newbie Tents ====&lt;br /&gt;
&lt;br /&gt;
Newbie tents exist on Angel Island only (not Siege Perilous) and work like limited houses. You can’t lock items down or decorate the interior, you can’t increase storage, etc. You place your tent to gain a housing spot and an extra storage container in the wild. Don’t forget where you placed it.&lt;br /&gt;
&lt;br /&gt;
Tents count toward your one [[Housing]] space per account, so if you lose track of where it is placed, you are in trouble.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
* Size: 8×8&lt;br /&gt;
* Can be placed anywhere a small house can be placed.&lt;br /&gt;
* To unpack: double-click the tent bag and target the ground where you’d like to place it.&lt;br /&gt;
* Vendors can be placed in tents (note: you must use a “contract of employment” — vendor rentals don’t work).&lt;br /&gt;
* Can be dyed (dyeing changes the color of the tent bag, the tent’s secure backpack, and the tent roof, but not the tent walls).&lt;br /&gt;
* Once placed, the tent contains a backpack that is locked down and secure. It must be emptied before the tent can be packed up again.&lt;br /&gt;
* Tent bag is newbied.&lt;br /&gt;
* Cannot be purchased from NPC vendors.&lt;br /&gt;
* When a tent decays, everything in the backpack also decays.&lt;br /&gt;
* Given to all characters once.&lt;br /&gt;
* Cannot be placed if the player already has a house.&lt;br /&gt;
* To pack up: double-click the bedroll.&lt;br /&gt;
* When packed up, the tent bag ends up on the ground (where anyone can pick it up).&lt;br /&gt;
* Decay time banking is similar to house banking, up to five days. In other words, if you place it and log out for five days, it will decay, but if you continue to play, it will not decay. [[Housing]] and [[Newbie Tents]] on Angel Island don't require use to refresh besides just playing normally.&lt;br /&gt;
* Default tent bag color is beige (like a bedroll).&lt;br /&gt;
* Default tent roof color is light gray.&lt;br /&gt;
* Tent wall color is light blue.&lt;br /&gt;
&lt;br /&gt;
== Making Money ==&lt;br /&gt;
&lt;br /&gt;
Begin the game in Britain and head north to the cemetery for some easy money for equipment. This will help you train your skills and stats.&lt;br /&gt;
&lt;br /&gt;
Some skills are free to train and are good for gaining stats, such as Hiding (Dexterity/Stamina) or Arms Lore (Strength/HP).&lt;br /&gt;
&lt;br /&gt;
Once you are ready to start training, move on to the following sections for advanced starter build information.&lt;br /&gt;
&lt;br /&gt;
Note that skill and stat training on Siege Perilous is limited by a [[Return Over Time (RoT)]] system that restricts daily gains.&lt;br /&gt;
&lt;br /&gt;
=== Bard Warrior ===&lt;br /&gt;
&lt;br /&gt;
You can nearly build this template for free, and it is capable of bringing in great amounts of gold once you master it. Take a look at [[The Bard's Table]] to find out the difficulty of the type of monster you wish to slay.&lt;br /&gt;
&lt;br /&gt;
I’d start the character with 50 Healing and 50 Resist.&lt;br /&gt;
&lt;br /&gt;
First, travel to the cotton fields east of Skara Brae (or west of Britain) and collect as much cotton as you can hold. Use spinning wheels to spin it into thread and looms to process it into cloth. Use scissors to cut the cloth into bandages.&lt;br /&gt;
&lt;br /&gt;
=== Training Weapons Skills ===&lt;br /&gt;
&lt;br /&gt;
Purchase the training weapons of choice in a quantity of about 10. The training weapons for each skill are:&lt;br /&gt;
* Fencing = dagger&lt;br /&gt;
* Swordsmanship = skinning knife&lt;br /&gt;
* Archery = regular bow bought from NPC&lt;br /&gt;
* Macing = shepherd's crook&lt;br /&gt;
&lt;br /&gt;
Hire a fighter from across the west bridge in Britain. Stand next to one of the fighters and say “&amp;lt;name&amp;gt; hire” or use the drop-down context menu (Shift + click the NPC). Then drop the requested gold amount (or more) onto the NPC after it tells you its rate. Note that hireling NPCs cost more on Siege Perilous.&lt;br /&gt;
&lt;br /&gt;
Have the NPC follow you to a safe area. Set up a Razor macro that looks something like:&lt;br /&gt;
* Double Click Bandage&lt;br /&gt;
* Wait 0.5 seconds&lt;br /&gt;
* Target NPC&lt;br /&gt;
* Wait 8 seconds&lt;br /&gt;
…and set it to loop. You may need to adjust delays for lag.&lt;br /&gt;
&lt;br /&gt;
Now command the NPC to attack you with “all kill”. Quickly type “all stop” followed by “all follow me”. If you did this correctly, your NPC should be standing there while you swing and heal at the same time. This can raise weapon skill, tactics, anatomy, and healing.&lt;br /&gt;
&lt;br /&gt;
=== Training Musicianship ===&lt;br /&gt;
&lt;br /&gt;
Purchase about 10 instruments from a vendor and find a safe place to macro. Create a Razor macro that looks like:&lt;br /&gt;
* Double click instrument (set by type)&lt;br /&gt;
* Wait 0.3 seconds&lt;br /&gt;
* Use skill Peacemaking&lt;br /&gt;
* Wait 0.3 seconds&lt;br /&gt;
* Target Self&lt;br /&gt;
* Wait 11 seconds&lt;br /&gt;
…and set it to loop. Adjust delays for lag.&lt;br /&gt;
&lt;br /&gt;
This should raise your musicianship and peacemaking to GM if you macro overnight on Angel Island, but not on Siege Perilous (due to RoT limits). &lt;br /&gt;
&lt;br /&gt;
Example skill layout:&lt;br /&gt;
* 100 Weapon&lt;br /&gt;
* 100 Tactics&lt;br /&gt;
* 100 Anatomy&lt;br /&gt;
* 100 Healing&lt;br /&gt;
* 100 Musicianship&lt;br /&gt;
* 100 Peacemaking&lt;br /&gt;
* 50 Resist (optional: raise another skill like Hiding to 50 for convenience)&lt;br /&gt;
&lt;br /&gt;
=== Getting that Gold! ===&lt;br /&gt;
&lt;br /&gt;
Start by farming a graveyard or other overland spawn until you have enough money for decent player-made armor and weapons. Beware other players who frequent these areas to hunt new players; plan an escape route to the nearest guard zone.&lt;br /&gt;
&lt;br /&gt;
Peacemaking is very useful: use it, target a monster, and begin attacking with reduced risk. Practice how long your heals take and how long peacemaking holds before you need to re-apply it. Be cautious around mages while your Resist is still low.&lt;br /&gt;
&lt;br /&gt;
Once you can afford GM/magic weapons and armor, you can take on larger spawns and earn more gold. After you master peacemaking you may be able to handle Ogre Lords. Save some gold for making a mage next if you intend to participate in PvP.&lt;br /&gt;
&lt;br /&gt;
That’s it. You’re now a capable adventurer, ready to enjoy all that Angel Island and Siege Perilous have to offer!&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Beginners_Guide&amp;diff=4271</id>
		<title>Beginners Guide</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Beginners_Guide&amp;diff=4271"/>
		<updated>2026-01-04T19:53:10Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Beginner's Guide =&lt;br /&gt;
&lt;br /&gt;
Welcome. This section is organized as a simple set of starting points for new (and returning) players.&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
* [[Install_&amp;amp;_Connect|Install &amp;amp; Connect]] — Install the client and connect to the shard&lt;br /&gt;
* [[Getting_Started|Getting Started]] — First steps in the world: character creation, basics, and early goals&lt;br /&gt;
* [[Rules]] — Shard rules and conduct expectations&lt;br /&gt;
&lt;br /&gt;
== Core Systems ==&lt;br /&gt;
* [[Banking]] — Banks, storage, and securing your valuables&lt;br /&gt;
* [[Items]] — Items, equipment, and common item mechanics&lt;br /&gt;
* [[Spells]] — Spellcasting basics and key references&lt;br /&gt;
* [[Mounts]] — Mount rules and related mechanics (where applicable)&lt;br /&gt;
&lt;br /&gt;
== Help and Reference ==&lt;br /&gt;
* [[Commands]] — Useful in-game commands and speech commands&lt;br /&gt;
* [[Known_Issues|Known Issues]] — Current known issues and workarounds&lt;br /&gt;
* [[FAQ]] — Frequently asked questions&lt;br /&gt;
* [[Video_Tutorials|Video Tutorials]] — Video walkthroughs and tutorials&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
If you think a page is missing or outdated, please flag it on the relevant talk page or on Discord.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4270</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4270"/>
		<updated>2026-01-04T18:15:17Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: add Passive Taming for Mortalis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Animal Taming allows you to tame animals and monsters to fight for you. Simply use the Animal Taming skill on an untamed creature.&lt;br /&gt;
&lt;br /&gt;
Angel Island also features a custom [[Dragon Breeding]] system that allows tamers to breed their own specialized pet dragons.&lt;br /&gt;
&lt;br /&gt;
== Animal Trainers ==&lt;br /&gt;
&lt;br /&gt;
Animal Trainers on Angel Island are able to help players find animals in the wilderness. Simply say the animal trainer's name followed by the name of the animal you wish to find, and they will provide approximate coordinates for the closest one.&lt;br /&gt;
&lt;br /&gt;
== Pet Bonding ==&lt;br /&gt;
&lt;br /&gt;
Your pet will bond with you if you keep it wonderfully happy for seven real-life days. The easiest way to accomplish this is to fully feed your pet, then stable it for one week. Afterward, feed it again to complete the bonding process.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bond pets for a substantial fee using the [[Tree of Knowledge]]. This mighty tree can be found within the [[Hedgemaze]].&lt;br /&gt;
&lt;br /&gt;
Note: Bonded pets will suffer stat loss upon resurrection.&lt;br /&gt;
&lt;br /&gt;
== Training Taming ==&lt;br /&gt;
&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), or forest critters (Britain Moongate) '''50.0–59.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), forest critters, and Grizzly Bears (mainland forests) '''59.1–65.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* White Wolves (Dagger Island) '''65.1–71.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Bulls (Jhelom Bull Pen) '''71.1–83.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Great Harts (Moonglow, Barrier Island) '''83.1–95.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Nightmares (Covetous Level 2) '''95.1–GM:'''&lt;br /&gt;
&lt;br /&gt;
== Taming Requirements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Skill Required&lt;br /&gt;
! Slots Required&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Bull Frog&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hind&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timber Wolf&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Boar&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Horse&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Polar Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Walrus&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brown Bear&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cougar&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion (*)&lt;br /&gt;
| 47.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grey Wolf&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Panther&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snow Leopard&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Spider (*)&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grizzly Bear&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Wolf&lt;br /&gt;
| 65.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bull&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Cat (*)&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Toad&lt;br /&gt;
| 77.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dire Wolf (*)&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Great Hart&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Drake (*)&lt;br /&gt;
| 84.3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Hound (*)&lt;br /&gt;
| 85.5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragon (*)&lt;br /&gt;
| 93.9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare (*)&lt;br /&gt;
| 95.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*): Aggressive&lt;br /&gt;
&lt;br /&gt;
Note: Taming requirements are based on shown skill.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, it is twice as difficult to tame high-level monsters. There are two distinct factors involved: the chance to begin taming and the chance to successfully complete the tame.&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, the chance to begin taming is unchanged; however, the chance to successfully complete the tame after it has started is reduced by half.&lt;br /&gt;
&lt;br /&gt;
= Mortalis =&lt;br /&gt;
&lt;br /&gt;
On Mortalis, Animal Taming follows classic Ultima Online mechanics, with one intentional enhancement designed to reward active adventuring rather than repetitive or stationary training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based skill gains from taming creatures, Mortalis supports limited passive Animal Taming progression earned through meaningful interaction with pets in the field. Tamers may receive background progress by playing their role naturally while adventuring alongside their animals.&lt;br /&gt;
&lt;br /&gt;
Passive Taming progression may be awarded through activities such as:&lt;br /&gt;
* Commanding pets during real encounters&lt;br /&gt;
* Feeding, healing, or curing pets&lt;br /&gt;
* Pets gaining stats or skills through combat&lt;br /&gt;
&lt;br /&gt;
This system is deliberately constrained. Passive gains are supplemental in nature and do not replace standard taming or traditional progression methods. Gains do not occur in guarded regions, inside houses, or in artificial or low-risk setups, and they do not apply to hirelings or non-tameable NPCs.&lt;br /&gt;
&lt;br /&gt;
The intent of Passive Taming on Mortalis is to encourage tamers to participate directly in the dangers of the world with their pets, reinforcing Animal Taming as an adventuring skill rather than one trained through repetition in safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also: [[Animal Lore]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4269</id>
		<title>Mortalis Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4269"/>
		<updated>2026-01-04T18:04:55Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Add Taming blurb, and enhanced overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mortalis Overview =&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a singular focus on consequence, identity, and permanence.  &lt;br /&gt;
While mechanically grounded in early Ultima Online, Mortalis deliberately reshapes how certain systems are experienced without broadly departing from era-accurate mechanics.&lt;br /&gt;
&lt;br /&gt;
In Mortalis, death is permanent at the character level. When a character dies, that life ends. The player returns to the world through reincarnation rather than resurrection, beginning anew while carrying forward the weight of their past actions. This design restores meaning to survival and reinforces the idea that choices have lasting consequences.&lt;br /&gt;
&lt;br /&gt;
At the same time, Mortalis preserves continuity across lives. Bank contents and house ownership persist through reincarnation, ensuring that progress is not erased, but transformed. Reputation — including murder counts, fame, and karma — is tied to the player’s identity rather than a single character, allowing the world to remember who you are, not just who you were.&lt;br /&gt;
&lt;br /&gt;
Mortalis is designed to discourage disposable characters and risk-free play without resorting to artificial punishment. Starter equipment is tracked, bound, and removed on death, preventing deaths from being used to mint resources or exploit the economy. Advancement comes from engagement with the world, cooperation with others, and willingness to accept risk, not from repetition in safety.&lt;br /&gt;
&lt;br /&gt;
The result is a shard that feels unmistakably like classic Ultima Online, while restoring the tension, gravity, and long-term meaning that defined its earliest days.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 player character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== A Note on Animal Taming ==&lt;br /&gt;
Animal Taming in Mortalis follows classic Ultima Online mechanics, with one intentional enhancement designed to encourage active adventuring rather than repetitive training.&lt;br /&gt;
&lt;br /&gt;
In addition to traditional difficulty-based gains, Animal Taming supports limited passive skill progression earned through real interaction with pets in the field. Caring for, commanding, and fighting alongside a pet can contribute to Taming advancement, reinforcing the intended role of tamers as adventurers rather than stationary trainers.&lt;br /&gt;
&lt;br /&gt;
This passive progression is narrow in scope and does not replace standard skill gain mechanics. It exists solely to reward meaningful play and does not apply broadly to other skills. Detailed behavior, limits, and gain rules are documented on the Skills pages.&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
Mortalis introduces a small number of focused custom systems intended to reinforce long-term identity and meaningful play, while keeping the majority of game mechanics aligned with classic Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
These systems are purpose-built and intentionally narrow in scope.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
Mortalis emphasizes emergent gameplay driven by player interaction and consequence.  &lt;br /&gt;
Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards or power.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;br /&gt;
&lt;br /&gt;
== Why Play on Mortalis? ==&lt;br /&gt;
Mortalis exists for players who want their actions to matter over time.&lt;br /&gt;
&lt;br /&gt;
Progress is earned through real engagement with the world rather than repetition in safety. Cooperation, trust, and risk are central to survival. Mortalis rewards thoughtful play, long-term planning, and social interaction, preserving the tension that defined early Ultima Online.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and Mortalis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! Mortalis&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement. This exception is limited in scope and does not replace standard skill gain mechanics. See the Skills section for details.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4268</id>
		<title>Mortalis Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4268"/>
		<updated>2026-01-04T17:43:45Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: table updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mortalis Overview =&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a singular focus on consequence, identity, and permanence.  &lt;br /&gt;
While mechanically grounded in early Ultima Online, Mortalis deliberately reshapes how certain systems are experienced without broadly departing from era-accurate mechanics.&lt;br /&gt;
&lt;br /&gt;
Mortalis is designed to restore weight to player actions. Survival matters. Reputation matters. Choices persist.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 player character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* Mounts enabled&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
Mortalis introduces a small number of focused custom systems intended to reinforce long-term identity and meaningful play, while keeping the majority of game mechanics aligned with classic Ultima Online behavior.&lt;br /&gt;
&lt;br /&gt;
These systems are purpose-built and intentionally narrow in scope.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
Mortalis emphasizes emergent gameplay driven by player interaction and consequence.  &lt;br /&gt;
Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards or power.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;br /&gt;
&lt;br /&gt;
== Why Play on Mortalis? ==&lt;br /&gt;
Mortalis exists for players who want their actions to matter over time.&lt;br /&gt;
&lt;br /&gt;
Progress is earned through real engagement with the world rather than repetition in safety. Cooperation, trust, and risk are central to survival. Mortalis rewards thoughtful play, long-term planning, and social interaction, preserving the tension that defined early Ultima Online.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and Mortalis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! Mortalis&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || None&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based*&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || Yes**&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
: * Animal Taming additionally supports passive skill gain through active pet engagement. This exception is limited in scope and does not replace standard skill gain mechanics. See the Skills section for details.&lt;br /&gt;
: ** NPC shopkeepers do not purchase starting equipment.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4267</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Main_Page&amp;diff=4267"/>
		<updated>2026-01-04T17:03:21Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
= Angel Island / Siege Perilous Wiki =&lt;br /&gt;
&lt;br /&gt;
Welcome to the shared wiki for the Angel Island and Siege Perilous shards.&lt;br /&gt;
Most systems are common between shards; where behavior differs, pages call out shard-specific rules explicitly.&lt;br /&gt;
&lt;br /&gt;
== Choose your shard ==&lt;br /&gt;
* '''[[Angel_Island_Overview|Angel Island]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Siege_Perilous_Overview|Siege Perilous]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
* '''[[Mortalis_Overview|Mortalis]]''' — shard overview, rules highlights, and shard-specific mechanics&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [[Beginners_Guide|Beginner’s Guide]]&lt;br /&gt;
* [[Downloads|Downloads]]&lt;br /&gt;
&lt;br /&gt;
== Core systems ==&lt;br /&gt;
* [[Character|Character]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Alignment|Alignment]]&lt;br /&gt;
* [[Custom_Content|Custom Content]]&lt;br /&gt;
&lt;br /&gt;
== World and play ==&lt;br /&gt;
* [[World_Map|World Map]]&lt;br /&gt;
* [[Housing|Housing]]&lt;br /&gt;
* [[Quests|Quests]]&lt;br /&gt;
* [[Roleplaying|Roleplaying]]&lt;br /&gt;
* [[History|History]]&lt;br /&gt;
&lt;br /&gt;
== Notes for contributors ==&lt;br /&gt;
This wiki is being simplified to improve safety, usability, and maintainability.&lt;br /&gt;
If you see pages using heavy images, inline CSS, or layout hacks, they are scheduled for replacement with standard MediaWiki formatting.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4266</id>
		<title>Mortalis Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Mortalis_Overview&amp;diff=4266"/>
		<updated>2026-01-04T17:01:51Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Created page with &amp;quot;= Mortalis Overview =  Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a singular focus on consequence, identity,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mortalis Overview =&lt;br /&gt;
&lt;br /&gt;
Mortalis is a classic Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset, with a singular focus on consequence, identity, and permanence.  &lt;br /&gt;
While mechanically grounded in early Ultima Online, Mortalis deliberately reshapes how death, progression, and reputation function in the world.&lt;br /&gt;
&lt;br /&gt;
Mortalis is designed to restore weight to player actions. Survival matters. Reputation matters. Death is meaningful.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 account per IP&lt;br /&gt;
* 1 player character per account&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
Mortalis introduces several custom systems that reinforce its core philosophy, including reincarnation, identity persistence, and passive progression.&lt;br /&gt;
&lt;br /&gt;
These systems are designed to discourage disposable characters, macro-driven progression, and risk-free gameplay, while remaining faithful to the feel of classic Ultima Online.&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
Mortalis emphasizes emergent gameplay driven by player interaction and consequence.  &lt;br /&gt;
Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;br /&gt;
&lt;br /&gt;
== Why Play on Mortalis? ==&lt;br /&gt;
Mortalis exists for players who want their choices to matter.&lt;br /&gt;
&lt;br /&gt;
Death is not a minor inconvenience. Reputation follows you beyond a single life. Progress is earned through engagement with the world, not repetition in safety. Cooperation, trust, and risk are central to survival.&lt;br /&gt;
&lt;br /&gt;
Mortalis rewards thoughtful play, long-term planning, and social interaction, recreating the tension and meaning that defined early Ultima Online for many players.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and Mortalis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! Mortalis&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || ??&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Classic factions || [[Alignment]]&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Passive + engagement-based&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Death penalty || Corpse recovery || Reincarnation with loss&lt;br /&gt;
|-&lt;br /&gt;
| Reputation persistence || Per character || Persistent across lives&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || ??&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Siege_Perilous_Overview&amp;diff=4265</id>
		<title>Siege Perilous Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Siege_Perilous_Overview&amp;diff=4265"/>
		<updated>2026-01-04T16:48:16Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Update Table to compare against OSI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Siege Perilous Overview =&lt;br /&gt;
&lt;br /&gt;
''“The truest test of a player is one in which their true character is weighed and measured.”''&lt;br /&gt;
&lt;br /&gt;
'''Siege Perilous is that test.''' Those who survive it pursue a truly skill-based environment where success requires forging allies, communicating, and trading with others. Players who choose to make trouble for others will quickly find themselves in logistical peril, and may struggle to survive.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 character per person&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* Publish 13.6 (UO:R-era) combat mechanics&lt;br /&gt;
&lt;br /&gt;
== What Is Siege Perilous? ==&lt;br /&gt;
Siege Perilous is a shard hosted by Adam Ant using a special ruleset where players are limited to '''one single character per person'''.&lt;br /&gt;
&lt;br /&gt;
On the test shard, players may have access to test functionality such as setting skills or stats via speech commands (e.g., “set swords 100”). See [[Commands]] for more information.&lt;br /&gt;
&lt;br /&gt;
Siege Perilous allows mounts, with the trade-off that Recall (including scrolls) is disabled as part of the ruleset. Gate travel remains available.&lt;br /&gt;
&lt;br /&gt;
Combat-related systems are configured to be era-accurate to Publish 13.6. Siege Perilous uses UO:R mechanics such as [[Special Moves]] (e.g., Crushing Blow, Paralyzing Blow), and includes bonuses to certain spells if you have Inscription or Poisoning.&lt;br /&gt;
&lt;br /&gt;
== Siege Perilous History ==&lt;br /&gt;
The name “Siege Perilous” references Arthurian legend and the idea that only the most worthy can succeed on a challenging server.&lt;br /&gt;
&lt;br /&gt;
The Siege ruleset is designed as a throwback to early Ultima Online, before many later-era systems were introduced. Over time, Siege developed a devoted following of players who valued its high-risk environment, forced specialization, and strong community interdependence.&lt;br /&gt;
&lt;br /&gt;
== Alignment System ==&lt;br /&gt;
Like Angel Island, Siege Perilous uses the [[Alignment]] system rather than the original OSI Factions or Hero/Evil mechanics.&lt;br /&gt;
&lt;br /&gt;
Guildmasters may choose an alignment for their guild, placing them in a permanent state of war with other alignments. Aligned players are freely attackable by opposing alignments anywhere in the world.&lt;br /&gt;
&lt;br /&gt;
A guild’s alignment may only be changed once every 7 days.&lt;br /&gt;
&lt;br /&gt;
== The Siege Perilous Ruleset ==&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
On Siege Perilous, you are limited to:&lt;br /&gt;
* 1 character&lt;br /&gt;
&lt;br /&gt;
=== NPCs ===&lt;br /&gt;
* NPCs do not train characters.&lt;br /&gt;
* NPCs do not purchase items from players.&lt;br /&gt;
* NPC prices are 3× normal, except housing which is 10× normal.&lt;br /&gt;
* Hireling fees are 3× normal.&lt;br /&gt;
&lt;br /&gt;
=== Skill Gain (RoT) ===&lt;br /&gt;
Character development is intentionally constrained to fit the one-character ruleset and prevent rapid build-swapping via macroing. Siege uses [[Return Over Time (RoT)]].&lt;br /&gt;
&lt;br /&gt;
* Skills above 70 gain at a limited rate, with increasing cooldowns at 80 and 90.&lt;br /&gt;
* Players may gain a maximum of 6 stat points per day.&lt;br /&gt;
&lt;br /&gt;
Learn more: [[Return Over Time (RoT)]]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
* Recall does not function.&lt;br /&gt;
* Mark does not function inside dungeons.&lt;br /&gt;
* Gate does not function inside dungeons.&lt;br /&gt;
* Telekinesis does not work on locked or trapped treasure chests.&lt;br /&gt;
* Magery functions normally in towns.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Justice System ===&lt;br /&gt;
* Murderers may enter towns.&lt;br /&gt;
* Healing a murderer flags the healer criminal, but guards do not respond.&lt;br /&gt;
* Wandering Healers may resurrect murderers.&lt;br /&gt;
* Thieves Guild members are not expelled for murder and have no skill or time requirements to join.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
* Bard tools and other tools degrade with use.&lt;br /&gt;
* Fishing yields fewer SOS bottles and cannot recover treasure maps.&lt;br /&gt;
* Traps on treasure chests must be removed before opening.&lt;br /&gt;
* Failures in Tinkering and Taste Identification can have severe consequences.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
* Monsters that are also low-level tameables do not drop loot.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 13.6) and Siege Perilous ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 13.6) !! Siege Perilous&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca only || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Recall || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Alignment / Factions || Factions || [[Alignment]]&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Halved || Halved&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || [[Return Over Time (RoT)]] || [[Return Over Time (RoT)]]&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || No (except [[Cartography]] and [[Lockpicking]] 0–10) || No (except [[Cartography]] and [[Lockpicking]] 0–10)&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || High-level creatures significantly harder || High-level creatures significantly harder&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Weakened || Weakened&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on chests || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Tools and weapons degrade || Tools and weapons degrade&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || No || No&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || 3× || 3×&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || 3× || 3×&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || 10× || 10×&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal only || Criminal only&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild restrictions || Minimal || Minimal&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Reduced auto-reveal || Reduced auto-reveal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Angel_Island_Overview&amp;diff=4264</id>
		<title>Angel Island Overview</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Angel_Island_Overview&amp;diff=4264"/>
		<updated>2026-01-04T16:28:23Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Update Table to compare against OSI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Angel Island Overview =&lt;br /&gt;
&lt;br /&gt;
Angel Island is a classic Ultima Online shard based on the Publish 15 era, with enhancements, running under a Felucca ruleset.  &lt;br /&gt;
More important than the era itself is the philosophy behind the design: to preserve what made early UO compelling while continuing to grow and evolve the world.&lt;br /&gt;
&lt;br /&gt;
The Angel Island team focuses on building a solid, robust incarnation of Ultima Online that emphasizes meaningful gameplay, risk, and long-term interest.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* 1 house per account&lt;br /&gt;
* 3 accounts per IP&lt;br /&gt;
* 5 player characters per account&lt;br /&gt;
* 225 stat cap&lt;br /&gt;
* 700 skill cap&lt;br /&gt;
* Felucca ruleset&lt;br /&gt;
* No mounts&lt;br /&gt;
&lt;br /&gt;
== Custom Systems ==&lt;br /&gt;
Angel Island hosts a variety of custom systems, some of which extend or refine classic mechanics.  &lt;br /&gt;
For a complete list, see [[Custom Content]].&lt;br /&gt;
&lt;br /&gt;
== Staff-Hosted Events ==&lt;br /&gt;
Angel Island emphasizes player-run events, with staff generally taking a hands-off approach.  &lt;br /&gt;
On rare occasions, staff may host events, and players will be notified when this occurs.&lt;br /&gt;
&lt;br /&gt;
== Donations ==&lt;br /&gt;
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.&lt;br /&gt;
&lt;br /&gt;
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.&lt;br /&gt;
&lt;br /&gt;
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.&lt;br /&gt;
&lt;br /&gt;
== Why Play on Angel Island? ==&lt;br /&gt;
Angel Island was created to provide high-quality content without interfering with the classic gameplay elements that made early Ultima Online memorable and rewarding.&lt;br /&gt;
&lt;br /&gt;
The shard introduces alternative templates such as the Summoner and Slayer, offering viable paths beyond traditional tamer-based gameplay. For long-time Angel Island veterans, the world also contains familiar challenges and nostalgic content inspired by the shard’s history.&lt;br /&gt;
&lt;br /&gt;
Angel Island runs on dedicated server-class hardware (bare metal, not virtualized) with a high-bandwidth fiber connection and generator-backed power to ensure reliable, continuous availability.&lt;br /&gt;
&lt;br /&gt;
== Differences Between OSI (Publish 15) and Angel Island ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto; width:75%;&amp;quot;&lt;br /&gt;
|+ '''Shard Rules Comparison'''&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! OSI (Publish 15) !! Angel Island&lt;br /&gt;
|-&lt;br /&gt;
| Accounts per IP || Paid / Unlimited || 3&lt;br /&gt;
|-&lt;br /&gt;
| Characters per account || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Houses per account || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stat cap || 225 || 225&lt;br /&gt;
|-&lt;br /&gt;
| Skill cap || 700 || 700&lt;br /&gt;
|-&lt;br /&gt;
| Facets || Felucca + Trammel || Felucca only&lt;br /&gt;
|-&lt;br /&gt;
| Mounts || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Recall || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Gate travel || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item insurance || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Factions || Classic factions || [[Kin System]]&lt;br /&gt;
|-&lt;br /&gt;
| Resource drop rates || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Skill &amp;amp; stat gains || Normal, difficulty-based || Normal, difficulty-based&lt;br /&gt;
|-&lt;br /&gt;
| NPC skill training || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animal taming difficulty || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Blade Spirits / Energy Vortex || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis on trapped chests || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Item wear || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeepers buy items || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| NPC shopkeeper prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| NPC resource sales || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Hireling fees || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Housing prices || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| [[Balanced Buyback System]] || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Murderers allowed in town || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards&lt;br /&gt;
|-&lt;br /&gt;
| Instant logout / housing ban for reds &amp;amp; greys || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Poisoned arrows || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Guild murder restrictions || Standard || Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]] mechanics || Normal || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Weapon enchantments || Yes || No&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Archery&amp;diff=4263</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Archery&amp;diff=4263"/>
		<updated>2026-01-04T13:41:00Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Replace page with clean, standard MediaWiki landing page; remove custom layout and inline CSS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill in Archery determines your ability to hit targets with projectiles fired from a bow.&lt;br /&gt;
&lt;br /&gt;
Archery combined with poisoned rags allows you to shoot poisoned arrows. Your chance to apply the level of poison on the rag to the target is equal to your Poisoning skill. Failing the check to apply the poison from the rag will result in the arrow being poisoned at one level lower.&lt;br /&gt;
&lt;br /&gt;
Note: You will always apply Poison Level − 1 to arrows if you have 0.0 Poisoning skill.&lt;br /&gt;
&lt;br /&gt;
== Training Archery ==&lt;br /&gt;
&lt;br /&gt;
To train Archery, hire a fighter from the Fighter's Pit in Jhelom and keep them healed while you shoot them. It takes thousands of arrows to advance from 30.0 to GM, so using a scavenger agent to recover missed arrows is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
See Also: [[Tactics]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4262</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Animal_Taming&amp;diff=4262"/>
		<updated>2026-01-04T13:38:59Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Replace page with clean, standard MediaWiki landing page; remove custom layout and inline CSS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Animal Taming allows you to tame animals and monsters to fight for you. Simply use the Animal Taming skill on an untamed creature.&lt;br /&gt;
&lt;br /&gt;
Angel Island also features a custom [[Dragon Breeding]] system that allows tamers to breed their own specialized pet dragons.&lt;br /&gt;
&lt;br /&gt;
== Animal Trainers ==&lt;br /&gt;
&lt;br /&gt;
Animal Trainers on Angel Island are able to help players find animals in the wilderness. Simply say the animal trainer's name followed by the name of the animal you wish to find, and they will provide approximate coordinates for the closest one.&lt;br /&gt;
&lt;br /&gt;
== Pet Bonding ==&lt;br /&gt;
&lt;br /&gt;
Your pet will bond with you if you keep it wonderfully happy for seven real-life days. The easiest way to accomplish this is to fully feed your pet, then stable it for one week. Afterward, feed it again to complete the bonding process.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bond pets for a substantial fee using the [[Tree of Knowledge]]. This mighty tree can be found within the [[Hedgemaze]].&lt;br /&gt;
&lt;br /&gt;
Note: Bonded pets will suffer stat loss upon resurrection.&lt;br /&gt;
&lt;br /&gt;
== Training Taming ==&lt;br /&gt;
&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), or forest critters (Britain Moongate) '''50.0–59.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Walruses, Snow Leopards, Polar Bears (Dagger Island), forest critters, and Grizzly Bears (mainland forests) '''59.1–65.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* White Wolves (Dagger Island) '''65.1–71.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Bulls (Jhelom Bull Pen) '''71.1–83.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Great Harts (Moonglow, Barrier Island) '''83.1–95.1:''' &amp;lt;/br&amp;gt;&lt;br /&gt;
* Nightmares (Covetous Level 2) '''95.1–GM:'''&lt;br /&gt;
&lt;br /&gt;
== Taming Requirements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Skill Required&lt;br /&gt;
! Slots Required&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Bull Frog&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hind&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timber Wolf&lt;br /&gt;
| 23.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Boar&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Horse&lt;br /&gt;
| 29.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Polar Bear&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Walrus&lt;br /&gt;
| 35.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brown Bear&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cougar&lt;br /&gt;
| 41.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion (*)&lt;br /&gt;
| 47.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grey Wolf&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Panther&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snow Leopard&lt;br /&gt;
| 53.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Spider (*)&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Grizzly Bear&lt;br /&gt;
| 59.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Wolf&lt;br /&gt;
| 65.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bull&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Cat (*)&lt;br /&gt;
| 71.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Giant Toad&lt;br /&gt;
| 77.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dire Wolf (*)&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Great Hart&lt;br /&gt;
| 83.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Drake (*)&lt;br /&gt;
| 84.3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hell Hound (*)&lt;br /&gt;
| 85.5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragon (*)&lt;br /&gt;
| 93.9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare (*)&lt;br /&gt;
| 95.1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*): Aggressive&lt;br /&gt;
&lt;br /&gt;
Note: Taming requirements are based on shown skill.&lt;br /&gt;
&lt;br /&gt;
= Siege Perilous =&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, it is twice as difficult to tame high-level monsters. There are two distinct factors involved: the chance to begin taming and the chance to successfully complete the tame.&lt;br /&gt;
&lt;br /&gt;
On Siege Perilous, the chance to begin taming is unchanged; however, the chance to successfully complete the tame after it has started is reduced by half.&lt;br /&gt;
&lt;br /&gt;
See Also: [[Animal Lore]]&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
	<entry>
		<id>https://game-master.net/aiwiki/index.php?title=Veterinary&amp;diff=4261</id>
		<title>Veterinary</title>
		<link rel="alternate" type="text/html" href="https://game-master.net/aiwiki/index.php?title=Veterinary&amp;diff=4261"/>
		<updated>2026-01-04T13:36:41Z</updated>

		<summary type="html">&lt;p&gt;Adam ant: Replace page with clean, standard MediaWiki landing page; remove custom layout and inline CSS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Veterinary is the skill required for an animal tamer to heal their pets. At 60.0 [[Animal Lore]] and 60.0 Veterinary, you have a chance to cure a poisoned pet. At 80.0 Animal Lore and 80.0 Veterinary, you have a chance to resurrect a dead bonded pet.&lt;br /&gt;
&lt;br /&gt;
== Training Veterinary ==&lt;br /&gt;
&lt;br /&gt;
* 0.0–30.0: Purchase training from an NPC&lt;br /&gt;
* 30.0–GM: Heal two pets attacking each other&lt;br /&gt;
&lt;br /&gt;
To raise Veterinary, obtain two polar bears and command them to attack each other. Set up a macro to heal each pet as quickly as possible and allow it to run for an extended period. This method can require several thousand bandages, so be prepared.&lt;/div&gt;</summary>
		<author><name>Adam ant</name></author>
	</entry>
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