Difference between revisions of "Mortalis Overview"
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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. | 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. | ||
While mechanically grounded in early Ultima Online, Mortalis deliberately reshapes how | While mechanically grounded in early Ultima Online, Mortalis deliberately reshapes how certain systems are experienced without broadly departing from era-accurate mechanics. | ||
Mortalis is designed to restore weight to player actions. Survival matters. Reputation matters. | Mortalis is designed to restore weight to player actions. Survival matters. Reputation matters. Choices persist. | ||
== Core Rules == | == Core Rules == | ||
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* 700 skill cap | * 700 skill cap | ||
* Felucca ruleset | * Felucca ruleset | ||
* Mounts enabled | |||
== Custom Systems == | == Custom Systems == | ||
Mortalis introduces | 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. | ||
These systems are | These systems are purpose-built and intentionally narrow in scope. | ||
== Staff-Hosted Events == | == Staff-Hosted Events == | ||
Mortalis emphasizes emergent gameplay driven by player interaction and consequence. | Mortalis emphasizes emergent gameplay driven by player interaction and consequence. | ||
Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards. | Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards or power. | ||
== Donations == | == Donations == | ||
| Line 31: | Line 32: | ||
== Why Play on Mortalis? == | == Why Play on Mortalis? == | ||
Mortalis exists for players who want their | Mortalis exists for players who want their actions to matter over time. | ||
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. | |||
Mortalis rewards thoughtful play, long-term planning, and social interaction, | |||
== Differences Between OSI (Publish 15) and Mortalis == | == Differences Between OSI (Publish 15) and Mortalis == | ||
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| Facets || Felucca + Trammel || Felucca only | | Facets || Felucca + Trammel || Felucca only | ||
|- | |- | ||
| Mounts || Yes || | | Mounts || Yes || Yes | ||
|- | |- | ||
| Recall || Yes || Yes | | Recall || Yes || Yes | ||
| Line 63: | Line 62: | ||
| Item insurance || No || No | | Item insurance || No || No | ||
|- | |- | ||
| Alignment / Factions || Classic factions || | | Alignment / Factions || Classic factions || None | ||
|- | |- | ||
| Resource drop rates || Normal || Normal | | Resource drop rates || Normal || Normal | ||
|- | |- | ||
| Skill & stat gains || Normal, difficulty-based || | | Skill & stat gains || Normal, difficulty-based || Normal, difficulty-based* | ||
|- | |- | ||
| NPC skill training || Yes || Yes | | NPC skill training || Yes || Yes | ||
| Line 79: | Line 78: | ||
| Item wear || Normal || Normal | | Item wear || Normal || Normal | ||
|- | |- | ||
| NPC shopkeepers buy items || Yes || | | NPC shopkeepers buy items || Yes || Yes** | ||
|- | |- | ||
| NPC shopkeeper prices || Normal || Normal | | NPC shopkeeper prices || Normal || Normal | ||
|- | |- | ||
| NPC resource sales || Yes || | | NPC resource sales || Yes || Yes | ||
|- | |- | ||
| Hireling fees || Normal || Normal | | Hireling fees || Normal || Normal | ||
|- | |- | ||
| Housing prices || Normal || Normal | | Housing prices || Normal || Normal | ||
|- | |- | ||
| Murderers allowed in town || No || No | | Murderers allowed in town || No || No | ||
| Line 97: | Line 92: | ||
| Healing murderers in town || Criminal flag + guards || Criminal flag + guards | | Healing murderers in town || Criminal flag + guards || Criminal flag + guards | ||
|- | |- | ||
| Poisoned arrows || No || | | Poisoned arrows || No || No | ||
|- | |- | ||
| Thieves Guild murder restrictions || Standard || Standard | | Thieves Guild murder restrictions || Standard || Standard | ||
| Line 105: | Line 100: | ||
| Weapon enchantments || Yes || Yes | | Weapon enchantments || Yes || Yes | ||
|} | |} | ||
''Notes:'' | |||
: * 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. | |||
: ** NPC shopkeepers do not purchase starting equipment. | |||
Revision as of 09:43, 4 January 2026
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, and permanence. While mechanically grounded in early Ultima Online, Mortalis deliberately reshapes how certain systems are experienced without broadly departing from era-accurate mechanics.
Mortalis is designed to restore weight to player actions. Survival matters. Reputation matters. Choices persist.
Core Rules
- 1 account per IP
- 1 player character per account
- 1 house per account
- 225 stat cap
- 700 skill cap
- Felucca ruleset
- Mounts enabled
Custom Systems
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.
These systems are purpose-built and intentionally narrow in scope.
Staff-Hosted Events
Mortalis emphasizes emergent gameplay driven by player interaction and consequence. Staff-hosted events are rare and, when they occur, are intended to reinforce world narrative rather than distribute rewards or power.
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, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.
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.
Why Play on Mortalis?
Mortalis exists for players who want their actions to matter over time.
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.
Differences Between OSI (Publish 15) and Mortalis
| Feature | OSI (Publish 15) | Mortalis |
|---|---|---|
| Accounts per IP | Paid / Unlimited | 1 |
| Characters per account | 5 | 1 |
| Houses per account | 1 | 1 |
| Stat cap | 225 | 225 |
| Skill cap | 700 | 700 |
| Facets | Felucca + Trammel | Felucca only |
| Mounts | Yes | Yes |
| Recall | Yes | Yes |
| Gate travel | Yes | Yes |
| Item insurance | No | No |
| Alignment / Factions | Classic factions | None |
| Resource drop rates | Normal | Normal |
| Skill & stat gains | Normal, difficulty-based | Normal, difficulty-based* |
| NPC skill training | Yes | Yes |
| Animal taming difficulty | Normal | Normal |
| Blade Spirits / Energy Vortex | Normal | Normal |
| Telekinesis on trapped chests | Yes | Yes |
| Item wear | Normal | Normal |
| NPC shopkeepers buy items | Yes | Yes** |
| NPC shopkeeper prices | Normal | Normal |
| NPC resource sales | Yes | Yes |
| Hireling fees | Normal | Normal |
| Housing prices | Normal | Normal |
| Murderers allowed in town | No | No |
| Healing murderers in town | Criminal flag + guards | Criminal flag + guards |
| Poisoned arrows | No | No |
| Thieves Guild murder restrictions | Standard | Standard |
| Stealth mechanics | Normal | Normal |
| Weapon enchantments | Yes | Yes |
Notes:
- * 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.
- ** NPC shopkeepers do not purchase starting equipment.