Legends of Ultima is now running on server 0.9.3, you'll need to update your clients. If you are running the standalone client, run the launcher to update. Steam will of course update automatically (without even asking you!).

The main server is now offline for the Test Center scheduled event! Please join us on Test Center. The main server will remain offline until the conclusion of the event, roughly 3 hours.

  • An issue with lockpicks not working that are sold by the Nujelm Treasure Hunting vendor has been resolved
  • UO Map Test Center Brawl - Saturday 2/15 @ Noon EST
    - Group fights found around Brit Bridge, or anywhere if you are Factioned up.
    - 1v1 Duels are held in the new dueling zone area found via a Portal near Brit Bridge.
    - Monster spawns will be at the Brit GY for PvE/Tamer system testing.
    - Brand new UO2 Potion mechanic needs thorough testing, which is visible on your nameplate.

We are experiencing a technical issue with the server and are offline temporary while we work to resolve it. We appreciate your patience during the downtime. Test Center has been brought up a non-saving state so that you can log in there and mess around in the meantime. We'll let you know as soon as we've any updates.

  • Production Coming Down Tomorrow at 8AM EST for the LoU Test Center Brawl Event (2/8)!
    - Join The Battle! All Skills/Stats/Gear/Items are Free.
  • Production Coming Down Tomorrow at 8AM EST for the LoU Test Center Brawl Event (2/7)!
    - Join The Battle!

Sorry folks, we've received notice of a minor data corruption in the save during the last reboot cycle and we need to bring the server down and roll the save back prior to the previous reboot. It's about 3 hours ago, we're very sorry for the loss of time, but appreciate your understanding. We'll be back online shortly and will post another announcement at that time.

The server is back up after the unexpected downtime, thanks again for your patience!

  • An issue with any player being able to open an unlocked door on plot causing it to refresh regardless of permission has been resolved
    - An issue with Faction stones not activating properly has been resolved
  • An issue with the F button not toggling the Friends window has been resolved
    - An issue with Runebook cast charge not being interruptible has been resolved
    - Runebook cast charge spell text has been optimized to appear the same as if you are casting Recall
    - An issue with being able to duplicate runes in a Runebook has been resolved
    - An issue with being able to use a Runebook outside your inventory from the hotbar has been resolved

Join us on Twitch to watch the final rounds of our PvP tournament unfold! Hosted by our ambassador, Scrubbo!!

Streaming now at:
https://www.twitch.tv/scrubb0

We're excited to announce that an extensive combat overhaul is now available for testing on our test center. This is a large update which brings many of the combat systems in Legends of Ultima closer to our roots in Ultima Online's early eras.

An overview of these changes can be found on our wiki here.

https://legendsofultima.gamepedia.com/Combat_Overhaul_Test_Center_Notes

More in depth wiki pages will be coming as we progress with testing.

Please join us in Britannia to battle!

Server's back up! Thanks for your patience through the unexpected downtime.

  • An issue with alerts not being received prior to an auto-restart occurring has been resolved
  • An issue with logout times lasting longer than expected has been resolved, changes as follows:
    - Logging out in a house you are at least friended to, or inside of a town inn, while not in combat against monsters or players, will now log you out instantly
    - Logging out anywhere else, or while in combat will log you out after 60 seconds, subject to review -- the previous time was 60 seconds, so we're going to stick to that for now

Crafting and the economy are top priorities for us to address with our move to Britannia. Our aim is to recenter the economy around players and the goods they can produce. We want to move closer to our roots in UO and then build on top of that with our own additions. To do this we will be implementing several overhauls to crafting, items, and combat.

The first of these overhauls will be to Inscription. Below is a preview of what to expect from this. None of these items or perks are finalized and are subject to changes.


Return of UO style basic Runebook and Spellbook.

As we return to UO scaled loot tables in Britannia, we intend to revert the recipes for runebooks and spellbooks back to their respective UO requirements. Full spellbooks and runebooks are needed by a large portion of the population at very early stages of game play. This change will allow new players to be able to get these items at a much lower cost than they are now. With this overhaul basic runebooks and basic spellbooks will no longer be a scribes main source of income. Runebooks and full spellbooks also become consumables for their more powerful counterparts, so they will always be in high demand.

Runebook Crafting Charges

Introduces inscription skill based variable max charges for runebooks.


Mystic Spellbook

This spellbook performs the same role as the basic spellbook with a few small perks that veteran players will appreciate.

Requires a full spellbook and a new consumable(s) to craft.
This item is blessed and provides 1 to 2 small bonuses and perks from a pool of perks.

Potential Perks Include but not limited to:

Chance on spellcast to not consume reagents
Small +% bonus to spell success chance
Small +% bonus to mediation

Sacred Runebook

This runebook performs the same role as the basic runebook with a few small perks that veteran players will appreciate. Like the basic runebook, this runebook will have variable max charges. Unlike the basic runebook, the legendary runebook will require you recharge it by purchasing more charges with gold.

Requires a runebook and a new consumable(s) to craft.

Perks Include but not limited to:

Chance +% to success recall
Consume X charges to gate travel


Volatile Spellbook


This spellbook performs the same role as the basic spellbook does but is intended for more advanced players. This spellbook is not blessed and provides small bonus to base spell damage at the expense of increased spell fizzle chance. The cost to produce this spellbook will be less than that of its legendary spellbook peers but not trivial either.

Requires a full spellbook and a new consumable(s) to craft.

Effects Include but not limited to:

Small +% bonus to base spell damage.
Increased spell fizzle chance


New Inscription Books

In an effort to expand the scribe's potential customers, we're adding some new books for players to use. To start with we will be adding the tamer's veterinary manual and the bard's songbook.


Veterinary Manual

Perks Include but not limited to:

Small +% bonus to veterinary
Small +% bonus to animal lore

Songbook

Perks Include but not limited to: (1-2)

Small +% bonus to provocation
Small +% bonus to discordance
Small +% bonus to peacemaking
Small +% bonus to musicianship

Loot updates

Each of these high level inscription items will require new consumables for their recipes. Some or all of these will be available at vendors and for adventurers out in the world.


The Road Ahead

We're excited about these changes and our plans to transform the player economy. Expect to see more details and testing ahead. Again, this is just a preview of our inscription overhaul. Everything in this post is subject to change.

Keep your eyes on the news as we will be sharing more details on inscription and other changes. We will also be talking about our vision for armor, additional Britannia content, and an extensive combat overhaul.

Hi Folks,

TLDR? See the last few lines at the end of the article.

Firstly, thank you as always for your patronage and doing what you do to support us and our development efforts. We are a little unique in terms of our game and platform, in that we are in development (early access) while you all put in the time and effort to play. Because of that, we always do what we can to limit the impact to players with the changes we make to get us moving closer to our vision for the game.

This news article is to announce that we are disabling enchanting as we know it. We appreciate that this will strongly affect those that have invested large amounts of time and effort into it. We have thought long and hard about this particular change, and wanted to share some of the reasons on why it needs to be done.

- The two developers that wrote the system are no longer with us. The complexities of this system mean that it is quite difficult to simply pick up and support/balance ongoing. We've tried multiple times to make this happen, but the fact is it's just too much work. That's why for example you saw Five Star General disabled, but never brought back or otherwise addressed.

- Some of the enchants are wildly imbalancing, and result in trivializing encounters that we don't want trivialized. This means we need to redesign these encounters to suit the enchants, which simply isn't sustainable. (We should be designing enchants to match encounters, not the other way around.)

- Moving toward Britannia we are no longer using LoA monsters and PvE balancing will be scaled toward UO. Enchanting in its current form makes this very difficult to accomplish for us.

- Enchanting in its current state isn't lore friendly and doesn't meet the current team's ongoing vision for the game itself, especially with the impending move to the Britannia map later this year, and the rebasing of everything involved in that process.

- Enchanting in its current form has a fairly significant performance impact on the game. This was one of the primary reasons for disabling Five Star General, which was an extreme case of performance impact.

- Our other, more extreme, alternative to this was an item/gold wipe, which we really wanted to avoid. While the economy is definitely not in a great state due to multiple challenges over the last year or so (yes we are well aware!), we want to avoid any sort of wipe wherever possible.

- We are working very hard on creating new systems which will empower our crafters and player economy, enchanting conflicts with our long term vision for this in its current form.

However, your characters will continue to track what enchants they previously had from 'Enchanting v1.0', and as we move forward and potentially introduce an 'Enchanting v2.0', we will look to make sure that characters that previously put in the time, money and effort are rewarded appropriately. Plans aren't set in stone for this part yet, but we'll share more detail as soon as we can.


Hang on to your enchanting mats too - we will once again look at a way in which we can make these worth something to you.


TLDR?

- Enchanting v1.0 is disabled for the short term.
- Enchanting materials will no longer drop off mobs.
- Enchanting may return with a v2.0 in the long term. It will be a ground-up redesign/rewrite
- Keep your mats, we will look to reward you for that investment and will advise on how we will do that later down the track.
- Your character will continue to track what enchants you had from v1.0, and we will also look to reward you for that investment as well.
- We have exciting overhauls to the player economy and crafting coming very soon!

Attention Tamers!
ZooKeeper will remain active temporarily while we move through this transition.

Thank you once again for your continued participation in our project, and we sincerely hope you'll enjoy everything we have in store in 2020.

During the next scheduled restart in about 20 minutes, we'll be upgrading the server to the latest version. Be sure to grab the latest client as this solves a desync issue and possibly other things. Client upgrade is not required however, so you may still log in with the old client until you've downloaded the new one.

The previously reported Known Issue involving animations, effects, sounds not working in the latest client is now resolved in this newer version.

  • An issue with some commands not working has been resolved: /myjail /enchant /myenchant -- if you find any other commands are not working please send a bug report, thanks.

It's time! Britannia (well, Britain and its surrounds) is up on test server! A few things to be aware of:

This is still an early build, there will be things to fix. Feel free to report those in #britannia-chat
This is currently just Britain town itself, and only West Britain, along with the surrounding areas (Graveyard, farms, northwest forest)
The spawning/merchants are placeholders for the most part. There's a bunch of refinement still to be done
Did we mention there will be issues? There WILL be issues! Constructive feedback is appreciated.
Known issues:

This is what we are tracking so far. No need to report these:

Current Known Issues (01/16/20):

- Some textures missing, or temporary.
- Some Structures are missing or temporary (Ongoing effort, buildings, stairs, other)
- Some Structure Walls aren't 'pixel perfect' and may show tiny gaps.
- Cave Lighting needs tweaking
- Ocean Water is too dark (Fixed in next build)
- Some Britain Building Roofs have rogue pieces that won't disappear (Fixed in next build)
- Few buildings not finished (Placeholder) (Fixed in next build)
- Some Doors are darker than normal (Fixing)
- Slight performance hit at night (Lighting!) (Looking into optimizing this)
- World Spawns are not finalized, the current spawns are temporary and are being replaced with a permanent system