Mortalis Overview
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 death, progression, and reputation function in the world.
Mortalis is designed to restore weight to player actions. Survival matters. Reputation matters. Death is meaningful.
Core Rules
- 1 account per IP
- 1 player character per account
- 1 house per account
- 225 stat cap
- 700 skill cap
- Felucca ruleset
Custom Systems
Mortalis introduces several custom systems that reinforce its core philosophy, including reincarnation, identity persistence, and passive progression.
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.
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.
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 choices to matter.
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.
Mortalis rewards thoughtful play, long-term planning, and social interaction, recreating the tension and meaning that defined early Ultima Online for many players.
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 | ?? |
| Recall | Yes | Yes |
| Gate travel | Yes | Yes |
| Item insurance | No | No |
| Alignment / Factions | Classic factions | Alignment |
| Resource drop rates | Normal | Normal |
| Skill & stat gains | Normal, difficulty-based | Passive + engagement-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 | No |
| NPC shopkeeper prices | Normal | Normal |
| NPC resource sales | Yes | No |
| Hireling fees | Normal | Normal |
| Housing prices | Normal | Normal |
| Death penalty | Corpse recovery | Reincarnation with loss |
| Reputation persistence | Per character | Persistent across lives |
| Murderers allowed in town | No | No |
| Healing murderers in town | Criminal flag + guards | Criminal flag + guards |
| Poisoned arrows | No | ?? |
| Thieves Guild murder restrictions | Standard | Standard |
| Stealth mechanics | Normal | Normal |
| Weapon enchantments | Yes | Yes |