Difference between revisions of "Upheaval Overview"

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= UO Seasons Overview =
= Upheaval Overview =


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.
Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.


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.
At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.


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.
The Orcish clans have invaded.


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.
Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.


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.
Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.


== Current Season ==
The result is a world intended to be learned rather than completely explained.


Season 2: The Orc Invasion
== The Orcish Invasion ==


The Orcish clans have seized much of Sosaria. Major towns have fallen, civilization is fragmented, and players must work together to reclaim occupied territory.
Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.


Season 2 introduces:
The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.
* Territory Control
* Orc Occupation Forces
* Orcish Kin Masks
* Township-based safety and civilization
* Detective System
* Restricted player magic
* No mounts in dungeons
* Additional Season 2 rule changes


See: [[Season 2: The Orc Invasion]]
Liberation, however, is not permanent.


== Core Rules ==
Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.
* 1 account per IP
 
* 5 characters per account
Territorial control can therefore shift repeatedly over the life of the shard:
* 1 house per account
 
* 225 stat cap
'''Occupation → Liberation → Orc Recapture → Liberation → ...'''
* 700 skill cap
 
* Trammel ruleset (no Felucca)
There is no final state in which Britannia has been permanently saved or permanently conquered.
* Publish 15 era (pre-Age of Shadows)
 
* Mounts enabled
These changes affect more than the creatures occupying an area. Territorial control influences:
 
* Access to merchants
* Vendor behavior
* Trade and supplies
* Travel and safety
* Courier routes
* Player movement
* The relative danger of different parts of Britannia
 
A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.
 
The war is therefore part of the continuing state of the world rather than an event that players eventually complete.
 
For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see '''[[The Orc Invasion]]'''.
 
== Orc Alignment ==
 
Players may align themselves with the Orcish side of the conflict.
 
Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.
 
The reverse may become true when territory is liberated.
 
This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.
 
== Vendors Under Occupation ==
 
The people of Britannia no longer react uniformly to war.
 
Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.
 
These loyalties persist even when control of a town changes.
 
Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.
 
There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.
 
As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.
 
For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see '''[[Vendors Under Occupation]]'''.
 
== Discovering Vendor Personalities ==
 
There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.
 
Instead, vendors occasionally reveal something about themselves through conversation.
 
Their remarks may depend upon:
 
* The current occupation state
* The allegiance of the nearby player
* Their own persistent loyalties
 
A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.
 
Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.
 
== Hidden Vendor Networks ==
 
Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.
 
A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.
 
A contact might tell you something like:
 
"You might speak with Harlan, the blacksmith in Vesper. Keep your voice down."
 
These are not conventional quests.
 
There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.
 
Those networks support two distinct activities:
 
* Finding merchants and supplies
* Working as a courier
 
== Finding Supplies ==
 
Occupation can make obtaining ordinary equipment and supplies considerably more complicated.
 
A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.
 
A known sympathizer may be able to suggest someone who will.
 
For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.
 
The player must then find that person and determine whether the information was useful.
 
Through these networks, players may gain access to:
 
* Weapons
* Armor
* Reagents
* Bandages
* Tools
* Training
* Food and provisions
* Other supplies made difficult to obtain by occupation
 
There is no formal assignment and no quest interface.
 
The player has a need. The network provides information. What the player does with that information is up to them.
 
== Courier Work ==
 
Trusted vendors may also have work that needs doing.
 
Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.
 
The courier is told whom the item belongs to and where that person can be found.
 
The rest is up to the player.
 
There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.
 
The journey itself is the assignment.
 
A courier may choose to:
 
* Take the direct road
* Travel by a safer but longer route
* Avoid enemy patrols
* Seek help from another player
* Wait for conditions to change
* Risk entering hostile territory alone
 
At the destination, the item is delivered directly to the intended vendor.
 
Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.
 
Exactly how that value is determined is something players are encouraged to discover for themselves.
 
== Courier Rewards ==
 
Courier assignments are not created equal.
 
A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.
 
Rewards can include goods associated with the merchants of Britannia, including:
 
* Weapons and armor
* Reagents and scrolls
* Potions
* Tools and crafting materials
* Gems and gold
* General supplies
 
The exact reward is not revealed when an assignment begins.
 
A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.
 
== An Emergent World ==
 
Upheaval deliberately avoids turning occupation into a conventional quest system.
 
The systems are intended to create situations rather than prescribe solutions.


== Seasonal Structure ==
A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.
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.


At the conclusion of each season:
Other players may become involved naturally.
* All characters are reset
* All items and gold are removed
* All houses are cleared


Each new season begins from a clean state, ensuring equal opportunity for all players.
This can create informal roles such as:


== Name Reservation and Identity ==
* Courier
* Merchant
* Scout
* Escort
* Caravan leader
* Highwayman


=== Overview ===
None requires a new character class or skill.
Seasons enforces strict name ownership at the account level while maintaining a single persistent identity per account for seasonal scoring.


=== Name Reservation ===
They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.
All character names created on an account are reserved for that account for the duration of the season.


* No other account may use any name that exists on your account
== Competing Interests ==
* This applies to every character on the account


=== Seasonal Identity ===
Liberation is not necessarily advantageous to everyone.
Each account has a single Seasonal Identity, which represents that account on the Seasons leaderboard.


The Seasonal Identity is defined as:
One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.


The name of the first character created on the account during the season
Another group may have reasons for preferring dangerous territory.


This identity is fixed for the duration of the season and does not change if additional characters are created.
Orc-aligned players experience the territorial conflict from yet another perspective.


=== Cross-Season Identity ===
As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.
At the start of a new season, each account inherits a Reserved Identity from the previous season.


This is defined as:
Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally "better."


The Seasonal Identity from the previous season
== A Connected Britannia ==


This reserved identity:
In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.


* Remains bound to the account
Upheaval attempts to make them part of a connected world.
* Cannot be used by other accounts
* Allows players to reclaim their established identity across seasons


=== Example ===
People know people.
Account characters:


* Bob (first character created → Seasonal Identity, reserved across seasons)
Merchants have loyalties.
* Mary (reserved for this account during the current season)
* Fullerton (reserved for this account during the current season)


Result:
Information travels.


* No other account may use "Bob", "Mary", or "Fullerton" during the season
Goods need to move.
* "Bob" remains reserved to this account in future seasons
* "Mary" and "Fullerton" are only reserved for this account within the current season


== Seasonal Points and Awards ==
Roads matter.
UO Seasons uses a persistent point system to track long-term player achievement across seasons.


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.
Territorial control matters.


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.
A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.


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.
Knowledge of Britannia itself becomes useful.


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.
== Core Rules ==


A persistent leaderboard tracks the top point earners across all seasons, providing long-term recognition without introducing gameplay advantages.
Upheaval is built upon the classic Publish 15-era Ultima Online experience.


== Seasonal Features ==
* 1 account per IP
UO Seasons is designed to closely reflect Publish 15-era Ultima Online behavior.
* 1 character per account
* 1 house per account
* 225 stat cap
* 700 skill cap
* Felucca ruleset
* Publish 15 era (pre-Age of Shadows)
* Mounts are disabled
* Reds are allowed in town


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.
== Classic UO Foundation ==


On top of this foundation, a limited number of quality-of-life enhancements have been introduced:
Upheaval is intended to remain recognizably Ultima Online.
* Passive Animal Taming (see Skills)
* Adjusted champion spawn distribution to accommodate a Felucca-only world
* Additional champion encounters (e.g., Pirate, Azothu)


These changes are intentionally narrow in scope and are designed to enhance gameplay without altering the core experience.
Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.
 
The occupation systems are layered onto that world rather than replacing it.
 
The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.


== Server Wars ==
== Server Wars ==
UO Seasons hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.
 
Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.


* Every Friday
* Every Friday
Line 127: Line 272:
* 7:00 PM Pacific
* 7:00 PM Pacific


Server Wars are a recurring event within each season and are not required for progression.
Server Wars are not required for progression.


== Staff-Hosted Events ==
== Staff-Hosted Events ==
UO Seasons emphasizes player-driven gameplay. Staff-hosted events are limited and are intended to support the world rather than drive progression.
 
Upheaval emphasizes player-driven gameplay.
 
Staff-hosted events are limited and are intended to support the world rather than drive progression.


== Donations ==
== Donations ==
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.
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.


All shards are provided freely to players. Progress and success are determined entirely through gameplay.
All shards are provided freely to players. Progress and success are determined entirely through gameplay.


== Why Play on UO Seasons? ==
== Why Play Upheaval? ==
UO Seasons is designed for players who want a fair and competitive environment without long-term structural advantage.
 
Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.
 
Towns can fall.
 
Towns can be liberated.
 
The people living in those towns remember where their loyalties lie.
 
Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.


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.
The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.


Players can experiment, compete, and refine their approach each season, while building a persistent record of achievement.
The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.


== Differences Between OSI (Publish 15) and UO Seasons ==
It is part of the state of the world.
[[OSI vs UO Seasons]]


''Notes:''
And that state can change.
: * Animal Taming additionally supports passive skill gain through active pet engagement.
: ** NPC shopkeepers do not purchase starting equipment.

Latest revision as of 10:49, 20 September 2026

Upheaval Overview

Upheaval is a persistent Ultima Online shard based on the Publish 15 era, running under a Felucca ruleset.

At its foundation, Upheaval retains the classic Ultima Online experience: character development, exploration, crafting, treasure hunting, housing, player conflict, and a player-driven economy. But Britannia is no longer a static world.

The Orcish clans have invaded.

Towns and surrounding territories may fall under Orc control. Players can fight to reclaim occupied territory, but liberation is not necessarily permanent. Control of the world can shift over time, changing the dangers players face, the people willing to help them, and even where they can safely conduct business.

Upheaval extends this conflict beyond combat. Occupation affects commerce, travel, NPC behavior, access to supplies, and relationships between towns. The people of Britannia have their own loyalties, and those loyalties do not simply change because control of a town does.

The result is a world intended to be learned rather than completely explained.

The Orcish Invasion

Britannia is locked in a continuing struggle between civilization and the invading Orcish clans.

The Orcs occupy towns and surrounding territories, establishing occupation forces and disrupting normal life. Human players can organize resistance, defeat the occupying clans, and eventually liberate entire districts.

Liberation, however, is not permanent.

Orc-aligned players have objectives of their own and can work to reclaim liberated territory. Through the Gypsy Seers found throughout Britannia, Orc players can gather the trophies of fallen enemies and ultimately challenge the forces protecting a liberated town. If they succeed, the district falls once again under Orc control and the occupation begins anew.

Territorial control can therefore shift repeatedly over the life of the shard:

Occupation → Liberation → Orc Recapture → Liberation → ...

There is no final state in which Britannia has been permanently saved or permanently conquered.

These changes affect more than the creatures occupying an area. Territorial control influences:

  • Access to merchants
  • Vendor behavior
  • Trade and supplies
  • Travel and safety
  • Courier routes
  • Player movement
  • The relative danger of different parts of Britannia

A liberated town may be considerably easier for human players to use, while that same town may become hostile territory for Orc-aligned players. If the Orcs reclaim it, those relationships reverse again.

The war is therefore part of the continuing state of the world rather than an event that players eventually complete.

For detailed information about territories, Orc clans, liberation, Gypsy Seers, and the mechanics of conquering and recapturing towns, see The Orc Invasion.

Orc Alignment

Players may align themselves with the Orcish side of the conflict.

Orc-aligned players are recognized differently by occupation forces and by the inhabitants of Britannia. An occupied town that is dangerous or commercially inaccessible to a human player may be considerably more welcoming to an Orc.

The reverse may become true when territory is liberated.

This makes territorial control a matter of perspective. The same town can represent friendly territory to one player and hostile territory to another.

Vendors Under Occupation

The people of Britannia no longer react uniformly to war.

Eligible town vendors have persistent political personalities that influence how they behave during occupation and liberation. Some support the ruling power, some sympathize with the opposing side, and others may serve as spies or trusted contacts.

These loyalties persist even when control of a town changes.

Under Orc occupation, human players may find ordinary merchants unwilling to serve them and must learn which vendors can be trusted. Orc-aligned players face the opposite situation when humans regain control.

There are no icons or labels identifying these loyalties. Players discover them through observation, conversation, experimentation, and information shared with other players.

As towns are liberated and recaptured, control of commerce changes, but the loyalties of the people who live there do not.

For details on vendor personalities, commerce, sympathizers, spies, and hidden merchant networks, see Vendors Under Occupation.

Discovering Vendor Personalities

There are no icons identifying sympathizers, spies, loyalists, or hostile vendors.

Instead, vendors occasionally reveal something about themselves through conversation.

Their remarks may depend upon:

  • The current occupation state
  • The allegiance of the nearby player
  • Their own persistent loyalties

A sympathetic vendor may hint that friends remain elsewhere. A spy may suggest that appearances are deceptive. A hostile vendor may make their opinion considerably less subtle.

Players are expected to discover these relationships through observation, conversation, experimentation, and information shared with other players.

Hidden Vendor Networks

Sympathizers and spies may belong to networks of trusted contacts extending across Britannia.

A player who finds the right person and asks the right questions may learn about another sympathetic vendor elsewhere in the world.

A contact might tell you something like:

"You might speak with Harlan, the blacksmith in Vesper. Keep your voice down."

These are not conventional quests.

There is no quest log, glowing marker, objective arrow, or scripted sequence of NPCs to follow. They are pieces of information that players can use to gradually learn the social and commercial networks operating throughout Britannia.

Those networks support two distinct activities:

  • Finding merchants and supplies
  • Working as a courier

Finding Supplies

Occupation can make obtaining ordinary equipment and supplies considerably more complicated.

A human player in an Orc-controlled town may discover that the local blacksmiths, healers, mages, or provisioners refuse to do business with them.

A known sympathizer may be able to suggest someone who will.

For example, a player searching for reagents might ask a trusted vendor for help and receive the name of a sympathetic mage in another town.

The player must then find that person and determine whether the information was useful.

Through these networks, players may gain access to:

  • Weapons
  • Armor
  • Reagents
  • Bandages
  • Tools
  • Training
  • Food and provisions
  • Other supplies made difficult to obtain by occupation

There is no formal assignment and no quest interface.

The player has a need. The network provides information. What the player does with that information is up to them.

Courier Work

Trusted vendors may also have work that needs doing.

Players can ask appropriate vendors about jobs, tasks, deliveries, or other work. A vendor may entrust the player with a document, ledger, manifest, parcel, supply order, or similar item intended for another member of the network.

The courier is told whom the item belongs to and where that person can be found.

The rest is up to the player.

There is no quest gump or objective arrow. The entrusted item physically exists in the player's possession and must be carried through the world to its recipient.

The journey itself is the assignment.

A courier may choose to:

  • Take the direct road
  • Travel by a safer but longer route
  • Avoid enemy patrols
  • Seek help from another player
  • Wait for conditions to change
  • Risk entering hostile territory alone

At the destination, the item is delivered directly to the intended vendor.

Successful couriers are rewarded according to the undertaking involved. Distance and danger matter, and conditions in Britannia can therefore affect the value of a delivery.

Exactly how that value is determined is something players are encouraged to discover for themselves.

Courier Rewards

Courier assignments are not created equal.

A short journey through friendly territory may represent relatively routine work. A long journey involving hostile or contested territory may represent a much greater undertaking.

Rewards can include goods associated with the merchants of Britannia, including:

  • Weapons and armor
  • Reagents and scrolls
  • Potions
  • Tools and crafting materials
  • Gems and gold
  • General supplies

The exact reward is not revealed when an assignment begins.

A courier can judge the journey, the destination, and the state of the world, but there is always some uncertainty about what awaits at the other end.

An Emergent World

Upheaval deliberately avoids turning occupation into a conventional quest system.

The systems are intended to create situations rather than prescribe solutions.

A courier crossing Britannia might encounter Orc patrols, hostile players, resistance forces, travelers, newly liberated territory, or a town that has fallen since the player last visited.

Other players may become involved naturally.

This can create informal roles such as:

  • Courier
  • Merchant
  • Scout
  • Escort
  • Caravan leader
  • Highwayman

None requires a new character class or skill.

They emerge because the state of the world gives players reasons to travel, cooperate, protect one another, interfere with one another, and learn what is happening beyond the walls of their own town.

Competing Interests

Liberation is not necessarily advantageous to everyone.

One group of players may want an occupied town liberated because doing so restores safer travel and easier access to commerce.

Another group may have reasons for preferring dangerous territory.

Orc-aligned players experience the territorial conflict from yet another perspective.

As control of Britannia changes, so do trade routes, merchant relationships, travel risks, and economic opportunities.

Players may therefore find themselves supporting different states of the world based upon their own interests rather than simply because one side is universally "better."

A Connected Britannia

In traditional Ultima Online, Britain, Vesper, Minoc, Yew, and the other towns can easily become little more than separate collections of vendors and services.

Upheaval attempts to make them part of a connected world.

People know people.

Merchants have loyalties.

Information travels.

Goods need to move.

Roads matter.

Territorial control matters.

A blacksmith discovered while searching for equipment today may become a valuable contact tomorrow. A courier assignment may lead a player to a merchant or town they would otherwise never have visited. A previously safe route may become dangerous, while an occupied town may suddenly be liberated.

Knowledge of Britannia itself becomes useful.

Core Rules

Upheaval is built upon the classic Publish 15-era Ultima Online experience.

  • 1 account per IP
  • 1 character per account
  • 1 house per account
  • 225 stat cap
  • 700 skill cap
  • Felucca ruleset
  • Publish 15 era (pre-Age of Shadows)
  • Mounts are disabled
  • Reds are allowed in town

Classic UO Foundation

Upheaval is intended to remain recognizably Ultima Online.

Creature placement, loot, skills, crafting, housing, treasure hunting, PvM, and PvP retain the classic Publish 15 foundation wherever possible.

The occupation systems are layered onto that world rather than replacing it.

The goal is not to turn Ultima Online into a scripted quest game. Upheaval instead gives the existing world additional state, relationships, and consequences so that familiar places can behave differently depending upon what is happening in Britannia.

Server Wars

Upheaval hosts weekly Server Wars to provide a consistent opportunity for structured conflict and large-scale player interaction.

  • Every Friday
  • 7:00 PM CET
  • 7:00 PM Pacific

Server Wars are not required for progression.

Staff-Hosted Events

Upheaval emphasizes player-driven gameplay.

Staff-hosted events are limited and are intended to support the world rather than drive progression.

Donations

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.

All shards are provided freely to players. Progress and success are determined entirely through gameplay.

Why Play Upheaval?

Upheaval is designed for players who want classic Ultima Online in a world that does not simply wait for them.

Towns can fall.

Towns can be liberated.

The people living in those towns remember where their loyalties lie.

Commerce changes. Travel changes. Opportunities change. What one player considers dangerous territory may be friendly territory to another.

The systems deliberately leave room for players to discover how the world works, share information, form alliances, protect trade, disrupt trade, reclaim territory, or exploit the opportunities created by conflict.

The Orcish Invasion is therefore not simply an event occurring on top of Ultima Online.

It is part of the state of the world.

And that state can change.