Angel Island Overview
Angel Island Overview
Angel Island is a classic Ultima Online shard based on the Publish 15 era, with enhancements, running under a Felucca ruleset. 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.
The Angel Island team focuses on building a solid, robust incarnation of Ultima Online that emphasizes meaningful gameplay, risk, and long-term interest.
Core Rules
- 1 house per account
- 3 accounts per IP
- 5 player characters per account
- 225 stat cap
- 700 skill cap
- Felucca ruleset
- No mounts
Custom Systems
Angel Island hosts a variety of custom systems, some of which are also available on Siege Perilous. For a complete list, see Custom Content.
Staff-Hosted Events
Angel Island emphasizes player-run events, with staff generally taking a hands-off approach. On rare occasions, staff may host events, and players will be notified when this occurs.
Donations
Donations to the shard are welcome. There are no in-game rewards of any kind for donations, other than the staff’s sincere gratitude.
If you wish to make a donation, please speak directly with Adam Ant via the community Discord: https://discord.com/invite/GwRuSV9vAb
Why Play on Angel Island?
Angel Island was created to provide high-quality content without interfering with the classic gameplay elements that made early Ultima Online memorable and rewarding.
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.
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.
Differences Between Angel Island and Siege Perilous
| Feature | Angel Island | Siege Perilous |
|---|---|---|
| Total accounts allowed | 3 | 1 |
| Characters per account | 5 | 1 |
| Mounts | No | Yes |
| Recall | Yes | No |
| Gate travel | Yes | Yes |
| Item insurance | No | No |
| Trammel facet | No | No |
| Factions | Kin System | Classic factions |
| Resource drops | Normal rate | Halved |
| Skill and stat gains | Normal, difficulty-based | Return Over Time (RoT) |
| NPC skill training | Yes | No (except Cartography and Lockpicking from 0–10) |
| Animal taming difficulty | Normal | High-level creatures are significantly more difficult |
| Blade Spirits / Energy Vortex | Normal | Weakened |
| Telekinesis | Normal | Does not work on trapped or locked chests |
| Item wear | Normal | Many tools and weapons degrade with use |
| NPC shopkeepers buy items | No | No |
| NPC shopkeeper prices | Normal | 3× |
| NPC resource sales | No | No |
| Hireling fees | Normal | 3× |
| Housing prices | Normal | NPC prices are 10× higher |
| Balanced Buyback System | Yes | No |
| Murderers allowed in town | No | Yes |
| Healing murderers in town | Criminal flag + guards | Criminal flag only |
| Instant logout / housing ban for reds & greys | Yes | No |
| Poisoned arrows | Yes | No |
| Thieves Guild rules | Standard | No removal for murder counts; no skill/time requirements |
| Stealth mechanics | Normal | Reduced auto-reveal range |
| Weapon enchantments | No | Yes |