Patch Notes

Every change we ship to UO Oasis, in full detail. For a quick summary, see the Latest News section on the home page.

Last updated August 26, 2026

Dungeon Forging: Trade In Payout Rate Reduced

August 26, 2026

Shortly after adding Trade In a Bag below, we found the per-item payout had been calibrated for trading gear in one piece at a time - once bulk trade-in removed that natural pacing, it was possible to earn Dungeon Forging Points far faster than intended by trading in a whole stash of high-value gear at once. The payout rate is now roughly a fifth of what it was, for both single-item and bag trade-in. Nothing about how Trade In works has changed - it's just priced the way it always should have been.

Dungeon Forging: Trade In a Whole Bag at Once

August 26, 2026

Trading in old magic gear at the Dungeon Warden no longer means one item at a time. A new option lets you hand over an entire bag - the Warden checks everything inside, including nested pouches, tells you up front how many items qualify and what they're worth, and melts down every eligible one in a single trade. Anything that doesn't qualify is left untouched.

Strength, Dexterity, and Intelligence Caps Raised to 225

August 26, 2026

The maximum your Strength, Dexterity, and Intelligence can reach through gear and bonuses has been raised from 150 to 225 - more room to build toward with the right equipment. This applies automatically to every existing character, not just new ones - no action needed on your end.

Fixed: Treasure Map Drop Rate Was Set Far Too High

August 26, 2026

Separately from the per-creature corrections made back on August 3, the shard's overall treasure map drop chance had a configuration typo that left it effectively guaranteed on any kill capable of dropping one, instead of the much lower rate we actually intended. It's now corrected to the intended rate. We know this changes something a lot of you had gotten used to - we'd rather run the rate we meant to than leave a bug in place just because it happened to be generous.

Dungeon Forging: New Weapon Properties

August 26, 2026

The Dungeon Warden's weapon options got a refresh:

  • Swing Speed Increase is now available as a property - something weapons never had access to before.
  • Hit Chance Increase replaces Faster Cast Recovery on weapons specifically. Landing hits felt like the more natural bonus for something you swing - Faster Cast Recovery stays available on shields and every piece of jewelry.
  • Damage Increase and Spell Damage caps have both been raised, so a fully-forged weapon hits noticeably harder than before.

Also fixed along the way: Faster Cast Recovery had accidentally been blocked on shields too (it was always meant to stay there), and the "Upgrade Max" button could silently drop a property you'd already picked by hand instead of building on top of it. Both fixed.

Weapon Damage Increased Across the Board

August 26, 2026

Every weapon in the game now deals more base damage - roughly +4 to both the minimum and maximum on every weapon type, melee and ranged alike. A Scimitar that used to hit for 12-16 now hits for 16-20; every other weapon got the same flat bump. This is a straight damage increase, not a speed change - your weapon swings at the same rate as before, it just hits harder each time.

Fixed: Reset/Trade In Sometimes Showing 0 Points on Older Items

August 26, 2026

Real report: an item built and reforged before a server restart showed a 0-point refund when Reset later. Root-caused to a real bug in how the Warden tracks what you've spent on each item - that tracking wasn't reliably surviving a normal server restart. Fixed, and every player whose tracked spend was affected has already had it fully restored - no action needed on your end.

To be clear about scope: this only ever affected the refund amount shown by Reset/Trade In - your actual gear, its properties, and your Dungeon Forging Points balance were never at risk.

Fixed: Paragon Chests Carrying Little to No Loot

August 25, 2026

Real report: Paragon Chests - the special reward some Paragon monsters drop - were showing up nearly empty. A real bug, not just an undertuned table: the chest's contents were being scaled off the wrong internal number, so most chests ended up with little more than a single low-tier map. Fixed, and increased on top while we were in there.

  • Chests now correctly scale with the actual strength of the monster that dropped them - a Balron's chest is meaningfully richer than a weaker monster's, the way it always should have been.
  • Gold and gem amounts increased, and chests now drop a genuine mix of 2-3 treasure maps at varying levels instead of a single guaranteed one.

Dungeon Forging: Point Costs Increased, Trade In Your Old Gear

August 23, 2026

Two changes at once, meant to work together. Building and reforging gear at the Dungeon Warden now costs more Dungeon Forging Points across all three tiers - a fully-forged item should feel like a real long-term goal, not something reached too quickly. At the same time, gear you've already earned doesn't get left behind: the Warden now buys back old magic items toward your next build.

  • Tempered, Reinforced, and Masterwork all cost roughly twice as many Dungeon Forging Points as before. What each tier gives you - weight budget and properties per visit - hasn't changed, only the price.
  • New: Trade In Old Gear. Bring the Warden a piece of gear that already carries real magic - an artifact, an imbued item, a strong runic drop - and trade it in for Dungeon Forging Points, based on how much magic it carries. The item is melted down for its value rather than added to, so this is a way to convert gear you're done with into progress, not a shortcut to stack new properties on top of something already strong.

Nothing you're currently wearing suddenly becomes obsolete - your existing gear keeps working exactly as it always has. Trade In just gives it somewhere to go if you'd rather put its value toward something new.

New: Mark and Recall Inside Dungeons

August 23, 2026

You can now Mark a rune inside a dungeon and Recall straight back to it, instead of walking the same path in every time you want to farm a spot. You'll still need to reach the location on foot the first time to Mark it there — Gate Travel into a dungeon is unchanged.

Monster Spell Damage Increased

August 23, 2026

Spells cast by monsters — Flame Strike, Chain Lightning, Meteor Swarm, Energy Bolt, and the rest — now hit noticeably harder against players. Dungeons and tough spawns should feel like a real threat again without a single cast being able to drop a well-geared player in a couple of hits.

Dungeon Forging: Tier Costs Rebalanced, Tier Choice Remembered

August 23, 2026

A few days of real use showed the three forging tiers weren't scaling quite right against how many properties each one actually grants. Costs and weight budgets have been rebalanced so a Masterwork item genuinely costs more per property than a Tempered one, not just more overall.

  • Tempered, Reinforced, and Masterwork now grant 2, 4, and 6 properties per visit respectively (previously all three capped at 6), with weight budgets and point costs adjusted to match.
  • The Dungeon Warden now remembers the last tier you picked, so Upgrade Max doesn't require re-selecting Tempered/Reinforced/Masterwork every single visit.

Fixed: Characters Getting Stuck Renamed to "Generic Player"

August 23, 2026

A handful of players ran into their character silently renamed to "Generic Player" with no explanation and no way to fix it themselves — caused by a rare interaction with how the shard tracks deleted characters internally. Root-caused and fixed. If your character is currently stuck with this name, you'll automatically be prompted to pick a real one the next time you log in — no need to contact support.

New: Dungeon Forging — Build and Reforge Your Own Gear

August 22, 2026

Dungeon rewards are no longer just bonus gold. Killing monsters in any dungeon has a chance to drop Dungeon Forging Points — a new currency you spend with the Dungeon Warden to build a piece of gear from scratch or reforge something you already own, picking exactly which properties it carries.

How it works

  • Build Fresh mints a plain base item — weapons across all four combat skills, Leather/Chain/Plate armor, shields, all four jewelry slots, or Robe/Cloak for a pure caster fit — that you then forge properties onto.
  • Reforge lets you bring your own plain gear to the Warden instead. Only works on unenchanted items (or gear the Warden already forged) — it won't let you stack Dungeon Forging properties onto an existing magic item or artifact.
  • Pick a tier — Tempered, Reinforced, or Masterwork — each with its own weight budget and point cost, and choose up to 6 properties from a curated list to forge on in one pass. An Upgrade Max button auto-fills the pick for you instead of clicking through the list by hand.
  • Reforging is additive — each visit adds properties the item doesn't already have, so building out a fully-loaded piece takes a few visits to the Warden rather than one.
  • Weapon properties lean into damage: Hit Lightning, Hit Fireball, leech effects, and more, on top of the same stat/resist/utility properties armor and jewelry get. A weapon can carry up to 4 "Hit" procs at once, each with a much higher (90%) proc chance than usual to make each pick count.
  • Reset deletes a Dungeon-Forged item for 25,000 gold and refunds every Dungeon Forging Point spent on it, if you want to start over.
  • Unlock Custom Hue (50,000 gold, one-time) lets you pick any color for anything the Warden builds or reforges for you afterward, instead of the standard Dungeon-Forged color.
  • Everything the Warden makes is Blessed — it won't drop on death or get lost to corpse decay.

Earning Dungeon Forging Points

  • Any dungeon: 8% chance per kill for 1 point.
  • Today's Bonus Dungeon: 20% chance per kill for 1 point.
  • This Week's Bonus Dungeon: 40% chance per kill for 2 points.

What a fully-forged item costs

Tier Weight cap Point cost Properties per visit
Tempered550150 ptsup to 6
Reinforced600300 ptsup to 6
Masterwork650500 ptsup to 6

Since each visit only adds properties the item doesn't already have, fully maxing one out takes several visits, not one. In our own testing, a near-complete item (15 of 18 properties available at the time) landed around 1,500 points — a build plus a few Masterwork reforges. Going for exhaustive full coverage of every property a given item type can carry runs closer to 2,000–2,500 points across 4–5 total forging sessions.

At those drop rates, farming the Weekly Bonus Dungeon exclusively gets a near-complete item (~1,500 pts) in roughly 1,900 kills. Realistic pacing will land somewhere between that and Daily-only depending on how much of each rotation you catch.

The Dungeon Warden's menu, the property picker in action, and a fully-forged weapon: click any image to enlarge

New: Ilshenar Is Now Markable and Recallable

August 18, 2026

Ilshenar was the only facet on the shard where you couldn't Mark a rune or Recall in - a holdover from its original design that never fit how the rest of the world works here. You can now Mark and Recall in Ilshenar freely, same as everywhere else.

Champion Spawn Scroll Drop Rate Adjusted

August 18, 2026

The chance for an ordinary spawn-mob kill during a champion spawn to drop a Scroll of Transcendence or Power has been reduced, landing around one scroll per 90-150 kills. The champion boss itself is untouched - killing the boss still guarantees its full scroll reward.

Fixed: Summoner Grimoire XP Not Registering From Minion/Pet Kills

August 18, 2026

Real report: Summoner Grimoire level wasn't moving no matter how much killing your minions or pets did. A leftover check from before the Unified Grimoire existed was silently rejecting every kill's XP for anyone using the now-standard combined book. Fixed - kills via your minions/pets correctly bank XP again.

  • Found and closed a related gap in the same pass: minion HP/Damage/Resistance bonuses from the Summoner Grimoire now correctly require the book to actually be active (in your backpack, or slotted in your Unified Grimoire) - matching how every other Grimoire reward already works.

Renowned Creature Artifact Drop Rate Reduced

August 18, 2026

The rare "Renowned" variants that spawn throughout the world (Fire Elemental Renowned, Wyvern Renowned, and others) had their artifact drop chance halved. Champion boss artifact odds are unchanged.

Fixed: A Way Into Trammel Through Peerless Boss Encounters

August 18, 2026

Real report: a player found their way onto Trammel through one of the Peerless boss encounters (Prism of Light, Palace of Paroxysmus, Blighted Grove, and similar). That travel path didn't check which facet you belong to before moving you - fixed so entering a Peerless boss room now respects the same Felucca-only policy as every other way of getting around the shard.

Fixed: Corpses Not Decaying Away

August 18, 2026

Real report: corpses were piling up world-wide instead of decaying on schedule. A corpse's fresh-to-bones transition never actually marked itself as "already bones," so instead of disappearing on its second timer, it kept looping back into the bones stage forever. Fixed - corpses now properly reach the end of their decay timer and clear out. Any already-stuck corpses will finish clearing out over their next decay cycle, no action needed.

Fixed: Summoner Spells Were Impossible to Actually Learn

August 17, 2026

A big one: unlocking the Summoner Grimoire track (and even training the right skills) never actually gave players a way to learn any Summoner spell - the spellbooks and scrolls needed simply weren't sold anywhere. Fixed properly rather than just patched:

  • The Grimoire Master now sells a spellbook for each archetype, 150 gold, with that archetype's spells already learned - no separate scrolls to track down or inscribe.
  • Elemental Tome: Bind Elemental and Elemental Storm included.
  • Necromancer Spellbook: Raise Undead and Undead Army included (your regular Necromancer spells, if you have any, are untouched either way).

Fixed: New Summons Spawning With Reduced Health

August 17, 2026

Real report: newly summoned creatures showed up with their health bar roughly half full. A summon's current health was being reset to its raw, unboosted value right after being correctly healed to its real (boosted) maximum - fixed to stay at full health. Applies to any classic summon spell, not just the Summoner class.

Fixed: Summons and Pets Turning on Each Other (and You)

August 16, 2026

A cluster of real reports around area-effect abilities (breath attacks, poison clouds, auras) turned up a genuine gap in how they picked targets - all fixed together:

  • Your own minions won't turn on you anymore if your own AOE spell happens to splash onto them - a Guard Me pet or minion no longer treats your own spell as an attack.
  • A minion's own AOE ability can no longer hit your other minions, your master, or your party.
  • Innocent bystanders are protected - a minion's AOE can't land on anyone it would be criminal for you to harm directly, closing off a "let my pet do it" loophole.
  • Group fights are safer - a different player's summon or tamed pet fighting the same target as you is protected from your minion's incidental AOE unless you actually give an explicit attack order against it.
  • Closed an exploit where a red or gray player could loiter near someone's AOE-capable pet to bait a free, no-consequence kill.

Fixed: Summons Dropping Loot When Released

August 16-17, 2026

Real report, tracked down across three separate causes: releasing a Valorite Elemental (Bind Elemental's strongest pick) dropped a bag of loot on the ground. Summons are magical constructs, not loot piñatas - fixed all three:

  • That creature's stock wild-monster starting inventory was quietly riding along inside it the whole time it served as your minion
  • Temporary summons (Elemental Storm, Summon Legion) never got the same fix at all, since they're created through a different path
  • The real remaining culprit: a routine that generates a fresh batch of loot shortly after a creature is created, running independently of the fixes above - closed at the source so it can no longer affect any summon

New: Recall & Mark Scrolls at Mage Vendors

August 16, 2026

Every mage vendor now stocks Recall and Mark scrolls, 85 gold each.

Fixed: Releasing a Bound Creature in Town Could Get It Guard-Killed

August 15, 2026

Real player report: releasing a Valorite Elemental (a Summoner minion) in town got it killed by guards instead of just disappearing, loot and all. Root cause was a 2-second gap between un-controlling the creature and actually removing it - long enough in a guarded zone for guards to notice and kill it first. Releasing now removes the creature immediately, with no window for anything to react to it. Affects every creature type that's meant to vanish on release, not just Summoner minions.

New: Grimoire Reward Reset

August 15, 2026

Picked the wrong rewards early on? The Grimoire Master now offers a reset for any track with rewards chosen.

  • 20,000 gold per track - clears every reward you've picked (and any bonus-point upgrades on them) so you can re-invest differently.
  • Your level and total XP are not affected. You'll simply re-pick a reward for every level you've already reached, the same way you would leveling up for the first time.

Updated: Corpses Stick Around Longer While There's Still Loot

August 15-16, 2026

Corpse decay now depends on what's actually still on the corpse, instead of one flat timer for everyone. Every corpse - player or monster - visibly turns to bones partway through before it finally disappears, same as it always has.

  • Player corpses with items still on them: 1 hour before they're gone (up from ~14 minutes) - real breathing room to fight your way back after a death, PvP included.
  • Monster corpses carrying a magic or quest item: 25 minutes.
  • Monster corpses with only mundane loot: 10 minutes.
  • Any corpse the moment anything is taken from it (or one that never had anything to begin with): clears out in 8 minutes, so a corpse that's already been picked over doesn't linger just because it started on a longer timer.

Hover over any corpse to see a live "Decays in:" countdown that actually ticks down in real time. Don't want to see it? Type [CorpseTimer off to hide it (and [CorpseTimer on to bring it back) - it's on by default.

New: One Grimoire, Every Track - Plus Level 100

August 15, 2026

Carrying every Grimoire track used to mean carrying up to six separate books. Now it's one.

  • A single Grimoire replaces all six books - Macing, Swords, Fencing, Archery, Magic, and (now purchasable for the first time) Summoner. Visit the Grimoire Master to take one for free.
  • Unlock a track for the same gold cost as before, then activate it from the Grimoire's own menu - free, no extra cost, swap anytime. Up to 2 tracks can be active at once, or pay 50,000 gold at the Grimoire Master to raise that to 3 (eg. Magic, Summoner, and Swords all running together).
  • Already have old Grimoire books? Talk to the Grimoire Master for a free, no-loss trade-in - your levels come with you exactly as they are.
  • Level cap raised from 20 to 100. Reward bonuses now have a hard total cap per effect so stacking the same pick over and over stays reasonable - climbing higher unlocks more picks and flexibility, not unlimited power.
  • Bonus-point buy-down (from bonus scrolls) is more generous below level 5, and no longer usable past it - spend points on reward upgrades or extra picks instead once you're past the early levels.

Hotfix: Grimoire Forgot Which Tracks Were Active After a Restart

August 15, 2026

Found and fixed the same day the new Grimoire launched: a safety check meant to stop a traded Grimoire from handing over someone else's active bonuses was misfiring on ordinary restarts too, deactivating every track. Your unlocked tracks and levels were never at risk - only which ones were switched on. Fixed and confirmed - active tracks now correctly survive a restart.

Fixed: Weekly Raffle Prize and Kill-Quest Gear Rewards Vulnerable to Restart

August 15, 2026

A real, player-reported bug traced to its root cause: a housekeeping routine that runs on every server restart was mistaking two legitimate systems' held items for abandoned clutter and deleting them.

  • Weekly raffle prize - could be deleted by a restart before the draw happened, meaning a completed draw with enough entrants had no prize left to give out. Entrants are now automatically refunded if this ever happens again, on top of the actual fix.
  • Kill-Quest Gear reward catalog - the same issue was quietly affecting the reward vendor's item previews behind the scenes. Fixed the same way.

New: Walk Through Your Own (and Friendly) Pets

August 15-16, 2026

No more getting boxed in by your own minions in a tight corridor. You can now walk straight through your own pets and summons, and through other players' pets too as long as they're not currently hostile toward you. Hotfixed August 16 - the original version still got blocked by a full-stamina "shove" requirement in some cases; that's now fully bypassed for your own and friendly pets.

New: Parry Can Now Block Spell Damage

August 15, 2026

Parry has always given a chance to block melee swings - now it gives a real (smaller) chance to block spell damage too, using the same Parry/Bushido skill formula. A shield or weapon in hand still required, and it won't proc against poison ticks or your own backfired damage.

Updated: Ground Item Decay Timing

August 15, 2026

Items dropped on the ground now last 4 hours before decaying, up from before - and any equipment carrying a real magic property (weapons, armor, clothing, jewelry, talismans) lasts 6 hours, giving you more breathing room to recover a loot drop.

New: Chainmail Earrings, Necklace & Ring

August 15, 2026

Gargoyle-only jewelry now has a human/elf-wearable counterpart with matching stats - Chainmail Earrings and Necklace carry the same baked-in resistance as their Gargish originals, and Chainmail Ring matches its plain, cosmetic original too. All three drop in the general loot pool (the first time Earrings/Necklace have ever appeared there) and are purchasable from the Kill-Quest reward vendor.

Also: Bag of Sending now holds 100 charges (up from 30) and comes fully charged.

New: Grimoire Progress Is Now Tied to Your Character

August 13, 2026

Weapon, Magic, and Summoner Grimoire levels used to live on the physical book - lose it, and your progress was gone with it. Not anymore.

  • Your level travels with you, not the book. Lose a Grimoire, and the next one you pick up for that same category comes back at your same level and rewards - nothing to re-earn.
  • Grimoires can be traded safely. Handing one to another player never moves progress either way - they see their own level for that book (0 if they've never had one), and yours stays exactly where it was. No way to buy or sell levels.
  • Every existing Weapon, Magic, and Summoner Grimoire already in play was migrated automatically - nothing to do on your end.

New: Summoner Minions Now Travel With You

August 13, 2026

Recall, Sacred Journey, and Gate Travel already bring your bonded pets along - now every Summoner minion comes too, permanent or temporary.

  • Raise Undead, Bind Elemental, Undead Army, and Elemental Storm minions all travel with you automatically on Recall, Sacred Journey, Gate Travel, and every other teleporter in the game.
  • No bonding required - minions always come along, the same way they always have for control orders like Guard and Follow.

Hotfix: Elementalist Spells Couldn't Actually Be Cast

August 12, 2026

Two real bugs found and fixed within the hour of the Elementalist archetype going live - both server-side, both now confirmed working.

  • Bind Elemental and Elemental Storm looked learned and available, but casting either one from the Summoner Spells menu, a scroll, or the spellbook always failed with "This spell has been temporarily disabled." Fixed.
  • Opening the Elemental Tome briefly showed the wrong spellbook page (Clumsy / Create Food instead of anything Elemental) before the Summoner Spells menu appeared. The book no longer opens that page at all - it goes straight to Summoner Spells now.

A full Elemental Storm army out, cast and working end to end:

New: Faster Ways to Instant-Bond a Pet

August 12, 2026

Instant-bonding a pet at the Animal Trainer has existed since the Tameable Rarity Tiers update - now there are two quicker ways to reach it, no need to say "bond" out loud first.

  • [Bond - a chat command that opens the bonding menu instantly whenever you're near an Animal Trainer.
  • Right-click the Animal Trainer and choose Instant Pet Bonding from the menu, the same way you'd right-click for Repair.
  • Pricing is unchanged: 10,000gp Normal, 20,000gp Rare, 40,000gp Epic, 60,000gp Legendary.

New Class: Summoner (Elementalist Archetype)

August 12, 2026

The second archetype of the Summoner class is live - Elementalist, gated on Magery and Evaluate Intelligence. Demonologist and Beastcaller are still ahead on the Roadmap. Same persistent, non-dispellable design as Necromancer, and levels through the same Summoner Grimoire.

  • Bind Elemental - pick one permanent elemental from a tier ladder: Earth, Fire, Water, Air, or a 3,000 HP Valorite Elemental at the top.
  • Elemental Storm - a temporary burst of lesser elementals that costs no control slots, same design as Undead Army - starts at 5 concurrent and grows to 20 as your Summoner Grimoire levels up.
  • Cast from a new Elemental Tome, a dedicated spellbook of its own - your regular Magery spellbook was already full, with no room for two more spells.

New Class: Summoner (Necromancer Archetype)

August 12, 2026

The first archetype of the new Summoner class is live - Necromancer, gated on Necromancy and Spirit Speak, the skills you're probably already training. Elementalist, Demonologist, and Beastcaller are still ahead on the Roadmap. Your summons are persistent and non-dispellable, controlled like a tamed pet rather than a temporary battle-cast.

  • Raise Undead - pick one permanent minion from a tier ladder: Skeleton, Zombie, Wraith, Lich, or a 3,000 HP Bone Dragon at the top. Higher tiers need higher Necromancy + Spirit Speak.
  • Undead Army - a temporary swarm of lesser undead (Skeletons, Zombies, Skeletal Mages) that costs no control slots at all, so it never competes with your permanent Raise Undead pick for space. Starts at 5 concurrent undead and grows to 20 as your Summoner Grimoire levels up.
  • Summoner Grimoire - a new progression book, same kill-XP leveling as the Weapon and Magic Grimoires you already know. Boosts every minion's HP, damage, and resistances as it levels, and raises your Undead Army cap.
  • New casting menu - open your spellbook and it now also toggles a dedicated Summoner Spells window, since these spells sit past what the classic spellbook page can display cleanly.
  • "Thy Summoned Minions" panel - see every minion you have out with live HP, and Recall or Dismiss any of them from anywhere, even off-screen.

Full design background on the Roadmap page.

Major PvM Rebalance: Monster Damage Fixed, Every Build Gets Tougher

August 11, 2026

Started from a report of getting nearly two-shot by a plain, ordinary Dragon. Tracked it down to a real bug, not just "monsters are tough": a monster's regular attack damage had no upper limit on how much its own raw stats could boost it, and monster-tier stats run 5-10x higher than anything a player ever reaches. A stock Dragon's routine swing was landing 67-92 damage before armor - full stop, on every hit, not some rare special attack. That's fixed at the source, and every build gets a direct boost on top of it.

  • The real fix: monster melee damage is now capped. The bonus a monster's own Strength/Tactics/Anatomy could add to its damage had no ceiling - now it's capped at the same rate a strong player build reaches. A Dragon's regular swing drops from 67-92 damage to roughly 32-44.
  • Breath attacks cut roughly in half across every dragon-family creature (Dragon, Greater Dragon, White Wyrm, Skeletal Dragon, Frost Dragon, Cold Drake, Red Death), plus a couple of outliers brought in line with the rest - Crystal Sea Serpent's breath was hitting far harder than anything else of its size.
  • Melee/dexxer: new 25% Life Leech against monsters, built in for every weapon - no more feeling like a dedicated leech build is mandatory just to stay alive. Stacks with any Vampiric/Leeching gear you already have.
  • Mage: +25% spell damage against monsters, plus 20% of that damage returned as healing on every hit - shorter fights and real sustain while casting.
  • Tamer: pets get +50% HP, faster regeneration, and +15 to every resistance while they're your pet - wild copies of the same creature are unaffected.

Bard Skills Reworked: Peacemaking, Provocation, and Discordance Are Effective Again

August 10, 2026

Peacemaking, Provocation, and Discordance had quietly become close to decorative against anything but the weakest monsters - a difficulty ceiling in the underlying math was set lower than even a fully trained bard could ever reach. Fixed, and specifically re-verified against Paragons and the newer colored (Uncommon/Rare/Epic/Legendary) monster tiers.

  • A 100-120 skill bard now has a real, meaningful chance against Paragons and colored monsters - previously those had zero chance, full stop, no matter how skilled you were.
  • No bard skill values changed - your trained skill is exactly as effective as it always was, it can simply reach targets now that it couldn't before.
  • True boss monsters stay immune - champions and dungeon/raid encounter bosses are untouched by this change, on purpose.
  • A handful of other monsters that were quietly immune for no real reason (a leftover from old code, not a design choice) are bardable too now.

Warriors (and Everyone Else) Hit Back Harder Against Monsters

August 9, 2026

First round of a broader survivability pass aimed at making warriors tougher against monsters - without locking anyone into one build. Every change here helps any template that bandages or blocks, not just warriors. Tuned twice today after live testing - numbers below are current.

  • Bandage healing up 25% across the board - every heal from a bandage, on any character, now restores noticeably more Hit Points.
  • Bandaging yourself is now a flat 4 seconds, no longer slower at lower Dexterity - previously ranged 5-8 seconds depending on Dex.
  • Parry works more often against monsters - roughly a 45% relative boost to your chance to block a hit, specifically when the attacker is a monster (PvP Parry is unchanged).
  • Even a failed parry now blunts the blow when you're trained in Parry and fighting a monster - up to 40% less damage on the hits that get through at GM Parry, scaling down with lower skill. You'll take real damage less often and less damage overall on the swings that land.
  • This is phase one - Bushido tuning (Evasion, Confidence) is being considered as a follow-up once we see how this lands.

Paragon Monsters: Lower Spawn Rate, Loot That Matches the Fight

August 9, 2026

Paragons (the tougher, gold-tinted monster variants) were spawning more often than intended, and their loot wasn't scaling up to match how much harder they are to kill. Both fixed.

  • Spawn chance roughly halved - the ceiling drops from 10% to 5% per eligible kill, same formula underneath, just dialed back.
  • Paragon Chest odds up 10% → 30% - the one truly paragon-exclusive reward now shows up three times as often.
  • Loot tier now actually tracks the fight - paragons are roughly 5x tougher than a normal monster, but their loot-tier bonus was only worth about a 1.4x bump. That's now 2.5x, so a paragon's loot tier reliably climbs a real step or two instead of barely nudging.

Prestige Tames: New Uncommon Tier, Easier to Spot, Real Power

August 9, 2026

Our prestige tameable rarity system (Dragons, Greater Dragons, White Wyrms, Nightmares, Cu Sidhe, Hiryu, Lesser Hiryu, and Reptalon) got a full pass.

  • New Uncommon tier - a green-tinted step below Rare, completing a full ladder: Uncommon → Rare → Epic → Legendary.
  • Every tier now has a real body color you can spot from across the screen - previously Rare only showed up as a colored name, easy to miss entirely.
  • Names now say what they are - "a rare dragon", "an epic nightmare", "a legendary reptalon" - right there in the nameplate, no need to click.
  • Meaningfully more powerful per tier - a Legendary tame now runs roughly 7x a normal one's HP and damage. A Legendary Dragon, for example, goes from ~490 HP to ~3,400 HP - a genuine trophy pet, not a reskin.
  • Loot improved to match at the top end - Epic and Legendary tames drop noticeably better.

Dungeons: Recall/Gate Travel Blocked Going In, Still Works Going Out

August 9, 2026

You can no longer Recall or Gate Travel directly into a dungeon - you'll need to walk in through the entrance like everyone else. Leaving is untouched: Recall and Gate Travel out of a dungeon work exactly as before, any time.

Taming: Anger Chance Way Down on Dragons, Big Cats, and More

August 9, 2026

Certain creatures (dragons, big cats, and a handful of others) had a steep chance to anger and attack the instant you tried to tame them - about 1 real attempt in 20. That's down to roughly 9 in 10 attempts now getting a genuine shot.

Pacing Tuning: Stat Gain Rate + Veteran Reward Interval

August 9, 2026

Two progression settings pulled back to a more measured pace.

  • Stat gain chance: the odds of a Str/Dex/Int tick while training a skill dropped from 15% to 10% per use - still noticeably faster than stock Ultima Online (5%), just no longer 3x it.
  • Veteran Reward interval: a new reward level was unlocking every single day - now every 2 weeks, closer to a reasonable long-term pace while still well ahead of OSI's own year-long interval.

Hunt List Rebuild: Real Difficulty, Boss Bounties, Abandon Option

August 8, 2026

The Adventures Board's hunt list has been rebuilt from the ground up so difficulty actually means something - no more easy and dangerous monsters lumped into the same hunt.

  • Every hunt family re-curated by real monster stats - some old hunts mixed a Lizardman in with a Rikktor-class boss under one label. That's gone. Danger tags (Novice / Veteran / Elite) are now based on the actual creature's power, not how many you're asked to kill - a bigger hunt for an easy monster stays tagged Novice, it just doesn't turn into "Elite" for asking for more of them.
  • New: Legendary hunts. True bosses (Rikktor, Lord Oaks, Lady Melisande, and more) now have their own standalone bounty - one kill, a serious Quest Point reward, tagged in purple so it stands out.
  • New: Abandon a hunt. Picked up something you don't want to finish? The Quest Log now has an Abandon button (with a confirmation, so it's not a misclick risk) - no more being stuck with a hunt you don't feel like doing.
  • Heads up: because nearly every hunt's identity changed under the hood, any hunt you had in progress before this update may show up reset to a fresh pick next time you check your Quest Log. No harm done - just grab a new one from the board.

Raffle Compensation: Refunds + Free Entry Next Week

August 8, 2026

Thanks for bearing with us while we worked through the reliability issues on the new Weekly Raffle. If you entered during that rocky stretch, we've got you covered.

  • 10,000 gold credited to every player who entered the raffle during testing - well above the 1,000 gold entry fee, as a thank-you for your patience.
  • A free entry into next week's raffle, automatically - no need to pay in or sign up again, you're already on the list.
  • No prizes or entries were ever actually lost - this is purely a thank-you for the bumpy experience while we hardened the system underneath.

Hotfix: Weekly Raffle Reliability

August 8, 2026

The Weekly Raffle (announced earlier today) had a bug that could make the current prize appear to disappear after a server restart. Rebuilt to fix it properly.

  • What was wrong: the prize display could get out of sync after a restart under certain conditions, making it look like the prize had reset even though nothing was actually lost.
  • Fixed with a more reliable system underneath - the prize, entrants, and draw timer are now tracked in one consistent place instead of being spread across multiple objects that could disagree with each other.
  • If you entered the raffle recently, your entry is safe and accounted for.

Hotfix: Treasure Maps Were Dropping Far Too Often

August 8, 2026

A single mistyped number in a config file meant treasure maps were dropping dramatically more often than intended across most creatures - not just Level 1. Found and fixed.

  • What was wrong: the shard-wide base drop chance was set to 1.01 instead of .01 (1%) - effectively a guaranteed drop on every kill for any creature relying on that default.
  • Fixed and live on both the shard and our test environment. If you noticed maps piling up unusually fast recently, this was why.

New: Player Starter Kit

August 8, 2026

New characters can now claim a full gear set tailored to how they want to play - one time, free, no farming a fresh start from nothing.

  • Pick your path: Warrior, Archer, Tamer, or Mage. Warrior and Archer get exceptional leather armor, a weapon (katana + shield, or bow + arrows), and bandages. Tamer and Mage get the same exceptional armor plus a robe, a full reagent supply, and a spellbook with the first 32 spells already filled in.
  • Real stats, not placeholder gear: the armor is itemized - 40 in every resist, bonus Hit Points/Mana/Stamina with regen to match, and combat-relevant bonuses on top (Hit Chance + Damage for Warrior/Archer, Lower Mana Cost + Lower Reagent Cost for Tamer/Mage).
  • One-time only, tracked per character. Find the stone at the usual starting areas.

New: Weekly Raffle Stone

August 8, 2026

A stone and vendor pair now live for a weekly gold-entry raffle - see the prize before you buy in.

  • 1,000 gold, one entry per player per week. The vendor standing at the stone displays the current prize - check it before you commit.
  • A new prize every week, drawn automatically from a pool of houses, gear, resources, cosmetics, and artifacts if staff haven't hand-picked something special.
  • 4-player minimum. If fewer than 4 people enter by draw time, everyone gets a full refund instead of a draw happening anyway.

Resolved: Brief Service Outage During Tonight's Patch

August 7, 2026

The shard was briefly offline tonight while we deployed the patch below - here's what happened.

  • What happened: during deployment, the server stopped for the update but didn't come back up automatically. We caught it and brought it back online. Total downtime was about 14 minutes.
  • Your characters and progress are safe. The deploy process always saves the world before stopping the server, and that save completed normally before anything else happened - nothing was lost.
  • What shipped in this patch: Level 1 treasure maps drop noticeably less often from common creatures (they were dropping too frequently), and a new Bug Report Lottery went live - see below.
  • We're hardening the deploy process so a stalled restart like this can't go unnoticed again.

New: Bug Report Lottery

August 7, 2026

Found a real bug? Report it - if staff validate it, you're entered into a running prize drawing.

  • No fee, no self-entry. Report bugs through our normal channels (Discord). Once staff confirm it's a genuine bug, they'll add you to the pool - report more than one valid bug and your odds go up.
  • No fixed schedule. Staff draw a winner whenever they're ready, not on a set weekly timer like the regular raffle.
  • This runs alongside, not instead of, the existing Weekly Raffle - two separate prize pools.

We're Live on the ClassicUO Web Client!

August 6, 2026

UO Oasis is now playable straight from your browser - no download, no install.

  • How to play: sign in at play.classicuo.org and pick UO Oasis from the shard list. You're connected to the same account, characters, and world as the downloadable launcher - nothing about your character or progress is different.
  • Identity verification is built in. When routed through the Web Client's proxy, players could otherwise share the proxy's own address instead of their real one, which would falsely trip our per-IP account limit for unrelated players. We built the verification piece that lets the shard see each player's real IP correctly, so that doesn't happen.
  • Also added: a ClassicUO link in the site nav for anyone who wants to check out the ClassicUO project itself.

Behind the Scenes: Shard Listing Site Reporting Fixed

August 5, 2026

Not a gameplay update - a fix to how our shard reports itself to external shard-listing and tracking sites. Nothing here changes how you play.

  • Listing sites were seeing us as offline. A timing bug meant our shard's reply to a standard "are you online, how many players" query never actually made it out before the connection closed - so trackers saw an empty response and reported us as unreachable, even though the shard was running fine the whole time.
  • Fixed and verified live against a real listing service's own test - our shard now reports correctly.

Heads Up: Server Name Changed to "UO Oasis" - Action Needed to Keep Your Macros

August 4, 2026

Our shard's display name was still the unedited placeholder "My Shard" - now fixed to "UO Oasis." This is good for the shard, but it has one real side effect for returning players:

  • ClassicUO names your profile folder after the server you connect to. Since the display name changed, your client now looks for a folder called UO Oasis instead of My Shard - your existing macros, hotbar, and window layout haven't been touched, they're just sitting under the old folder name.
  • Nothing was lost. Full step-by-step instructions to move your setup over (it's quick - basically renaming one folder) are in the Wiki's Bringing Your Macros & Layout section.
  • New players: nothing to do here, this only affects characters that played here before today.

Hotfix: Treasure Map Decode Chance Corrected + Level Display Added

August 4, 2026

Two treasure map fixes shipping together:

  • Decoding now genuinely requires Cartography skill. A bug let maps decode successfully with little to no Cartography investment. Your chance to decode a map now properly scales with your actual skill against that map's level - you can still gain Cartography from attempts that fail, but reliably cracking harder maps takes real skill investment, same as everywhere else on the shard.
  • Maps now show their level. Hover over any treasure map and you'll see its level right in the properties - Level 1 (Stash) through Level 5 (Trove), matching the modern naming convention. No more guessing how hard a map is before you commit to decoding it.

Tested on staging, then deployed with the standard advance warning.

New: House Cellars

August 4, 2026

A new way to expand your house - straight down:

  • Build a full underground floor beneath any house. A Cellar Deed generates a new floor that automatically matches your house's exact footprint - small house, small cellar; sprawling custom home, equally sprawling cellar. Choose from 14 floor styles (Grass, Marble, Crystal, Dungeon, and more) and it's yours to furnish and lock down like any other room.
  • +500 lockdowns and +250 secures while a cellar is built. A real storage boost, not just extra floor space - and it's automatic, no extra steps needed.
  • Demolishing a cellar is completely safe. Everything inside - locked down or secured - is moved straight into your house's Moving Crate, never scattered or lost. Retrieve it with the house menu's "Relocate Moving Crate" option, or the new [MovingCrate command to drop it right at your feet.
  • Two ways to get a Cellar Deed: buy one from the Real Estate Broker for 120,000 gold, or pick one up from the Quest Rewards vendor for 750 Quest Points under Cosmetics & Decoration.

Tested on staging, then deployed with the standard advance warning.

Hotfix: Treasure Map Drop Rates Corrected

August 3, 2026

A balance pass on treasure map drop chances:

  • Several tough creatures were dropping treasure maps far more often than intended - one variant guaranteed a map on every single kill, and a handful of High Seas bosses were well above where they should be. These have all been brought down to a consistent, fair rate in line with the rest of the shard.

Tested on staging, then deployed with the standard advance warning.

Cleaner Trash Barrel, Faster Pet Following

August 2, 2026

Two quality-of-life changes:

  • The "Trash - Keep Britannia Clean" barrel accepts almost everything now. It used to reject anything that wasn't on a specific turn-in list, with no explanation beyond "no turn-in value." Now it takes anything you throw in - the only things it still won't accept are quest items, insured items, and blessed items.
  • Arrows, bolts, and reagents are now bulk priced. Stacking these for turn-in points was worth far more than intended. They're now valued at 150 units per point, so cleaning out a pile of ammo or reagents is still worthwhile, just no longer a jackpot.
  • Pets and summons keep up with you now. Following at your side used to feel sluggish, especially at a run. Pets now move noticeably faster while simply following - combat speed when they're actually fighting is completely untouched.

Both changes were tested on staging before going live.

We've Applied for the ClassicUO Web Client

August 2, 2026

A heads-up on something we're working toward, not a feature that's live yet:

  • What it is. The ClassicUO Web Client lets you play Ultima Online straight from your browser - no download, no install. We'd love for that to be an option for UO Oasis.
  • Where things stand. We've submitted our shard application to ClassicUO. Their listing process is still in beta on their end, and there's no set timeline for approval - it's entirely in their hands from here.
  • What happens once approved. We'll do a full pass to make sure everything - the Grimoire system, kill-quests, dungeon bonuses, all of it - works correctly through the browser client before pointing anyone at it, plus some IP-handling work on our end so browser players aren't accidentally grouped together.

We'll post here the moment it's ready to try - the launcher remains the best way to play in the meantime.

Hotfix: Hunt Rewards Are Now Claimable, Plus Repair Bench Reliability

August 2, 2026

A close look at everything shipped today turned up a few things worth tightening up:

  • Finished hunts can now be claimed. Completing a hunt wasn't actually paying out its Quest Points - the reward just sat there with no way to collect it. Open your [Hunts log now and any finished hunt shows a "Claim Reward" button. If you already finished one earlier today, it's still there waiting - nothing was lost, it just needed this button to exist.
  • Repair Bench "Repair All" is now fully atomic. In a rare case where your gold was split between your backpack and bank in just the wrong way, Repair All could charge you and finish only part of the job while still announcing full success. It's now all-or-nothing, matching how the NPC blacksmith's version has always worked.
  • Several behind-the-scenes reliability fixes. The rotating dungeon bonus system is now hardened against a corrupted save file taking the whole server down with it, hunt reward IDs are locked in against future catalog changes, and a couple of small item-duplication edge cases were closed.

Found during a full review of today's changes before moving on to the next set of features - fixed and live the same day.

Hotfix: Grimoire Bonus Point Exchange Rate Corrected

August 2, 2026

A quick follow-up fix, shipped shortly after the update below:

  • Bonus Point conversion corrected. The "Buy Down XP to Next Level" option in the Grimoire's Bonus Points menu was converting points into far more XP than intended, letting a handful of bonus scrolls skip a large chunk of a level's grind. The exchange rate now matches how it was always meant to work - a helpful nudge toward your next level, not a shortcut around it.
  • Nothing else changed. This only touches that one conversion option - rewards, upgrades, and extra reward picks all work exactly as before.

Thanks to quick reporting that caught this one fast - found and fixed within the hour.

New: Kill-Quests, Rotating Dungeon Bonuses & a Repair Bench Overhaul

August 2, 2026

The biggest content update yet - two brand-new systems to hunt and grind with, plus a much simpler way to keep your gear repaired:

  • Kill-Quests. Take on quests from quest-givers or the quest board to hunt a specific monster family for a set number of kills, tracked automatically as you fight. Finish one and you're paid in a new currency, Quest Points. Type [Hunts at any time to open your quest log and check progress on everything you've got active.
  • A 130+ item reward vendor. Spend Quest Points on a huge reward list - rare gear, resources, and cosmetics. Gear rewards are priced off their actual stats rather than a flat rate, so the cost reflects the real power of what you're buying, and every item shows a full hover tooltip before you commit. Quest Points can also be converted straight into Account Sovereigns if you'd rather save toward the EA Ultima Store.
  • Rotating Dungeon Bonuses. Two dungeons are spotlighted at all times - one re-rolled daily with a smaller gold bonus, one re-rolled weekly with a bigger one (currently +100% gold on the weekly pick), plus a better chance at bonus treasure for kills inside. Check [BonusDungeons to see which two are active and how much time is left on each.
  • Repair Bench overhaul. Placeable repair benches no longer use repair deeds or charges - they now work exactly like the NPC blacksmith's repair service: 50 gold per point of durability restored, pulled straight from your gold or bank balance, with a "Repair All" option for your whole pack at once.

Both new systems are freshly live - if a quest, reward, or bonus dungeon doesn't seem to be tracking right, let us know on Discord.

Grimoire UI Cleanup & Mythic Character Token Fix

August 2, 2026

Two small fixes, both making existing systems work the way they were meant to:

  • Streamlined Grimoire window. The Weapon and Magic Grimoire windows now show one clean line per bonus type (e.g. "Spell Damage: +42.8% (7 levels)") instead of a separate line for every single level - easier to read at a glance, and no longer runs off the bottom of the window as your grimoire climbs toward level 20.
  • Mythic Character Token fixed. The token's warning message always said it required under 600 total skill points, but a bug meant it was actually enforcing a much stricter 200-point cap - blocking it on plenty of legitimate characters. It now correctly matches the 600-point limit the message has always advertised.

Launcher Update: New Background & Smoother Installs

August 1, 2026

A round of launcher improvements - one thing you'll see, several you hopefully never will:

  • New animated background. The launcher now features an animated waterfall scene instead of a static image.
  • Fixed a startup crash on some Windows installs. A missing Windows system component (Microsoft's Visual C++ Redistributable) could cause the game to crash immediately after launch on certain systems, especially newer or minimal Windows installs. It's now installed automatically as part of setup - no action needed.
  • Proper uninstall support. The launcher now shows up in Windows' "Apps & Features" / "Programs and Features" with a working Uninstall button, like any standard Windows application.
  • General install reliability. Several behind-the-scenes fixes to make first-time installs and updates more consistent across different systems.

The launcher checks for updates automatically, so an existing install should pick these changes up the next time you open it.

Behind the Scenes: More Server Stability Work

August 1, 2026

Not a gameplay update - a second hardening pass on top of July 29's, this time focused on areas that first pass hadn't gotten to yet. Nothing here changes how you play.

  • Connection handling. Logging in, logging out, and everything the server does around a disconnect is now more resilient to unusual edge cases.
  • World & movement logic. The systems that track which parts of the world are "active" (creatures, spawns) and how house boundaries get registered are hardened the same way.
  • Targeting & casting. Selecting a target, switching targets mid-cast, and right-click menus are all less likely to leave your character in a stuck state after an unusual interaction.

Rolled out earlier today, running clean since.

Patch Complete: Young Character Travel Fix + Stability Improvements

August 1, 2026

Tonight's brief maintenance restart is complete and everyone's back online. Two things shipped:

  • Young characters can travel again. A player report caught a real bug: Young-status characters couldn't reach Felucca by moongate, house teleporter, recall, gate travel, sacred journey, or a bound bracelet - meaning new characters had nowhere to go at all. That's fixed across the board.
  • Under-the-hood stability improvements. A round of engine-side hardening so the server recovers gracefully from edge cases instead of stumbling - nothing you'll notice day to day, just fewer things that can go wrong.
  • Your characters. Untouched - we saved the world multiple times and took a full verified backup before making any changes, as always.

Thanks for the quick bug report that caught the travel issue, and for your patience during the restart!

Service Note: Brief Deploy Issue Overnight — No Data Was Lost

July 31, 2026

We want to be upfront about a hiccup during an overnight update. A routine deploy of an in-progress feature briefly caused some characters to appear missing on both our staging test environment and, shortly after, the live shard.

  • What happened. A deploy shipped mismatched server files — new code that called a function the running server didn't have loaded yet. On startup, the server's safety check couldn't find a handful of characters and correctly treated that as a problem to flag rather than silently ignoring it.
  • What we did. We caught it immediately, restored from a verified clean backup taken seconds before the deploy, and confirmed every affected player was back with their characters intact.
  • The important part: no character data was ever actually damaged. A full investigation traced the cause to the mismatched deploy itself, not any problem with saved data — the affected characters' data was fine the entire time.
  • What's changed. Our deploy process now always ships and verifies both required server files together as a single step, specifically to prevent this exact mismatch from happening again.

If you noticed anything odd with your characters overnight on July 30–31, everything should be back to normal — please reach out to staff if you still see anything unexpected.

Behind the Scenes: Account System Security & Reliability

July 30, 2026

Not a gameplay update — a security and reliability pass on the website account system, now fully live. Nothing here changes how you play; it's about keeping your account safer and the site steadier.

  • Hardened two-factor authentication. Authenticator codes are now strictly single-use, closing a narrow reuse window that existed within a code's normal validity period.
  • Tighter account-recovery protections. Login lockout messaging no longer gives away extra information to someone guessing at accounts that aren't theirs.
  • More resilient account linking and syncing — several edge cases that could interrupt a page load have been closed off.
  • Server-side crash-proofing for the connection between the website and the game server, so a bad or unexpected response can no longer affect the shard itself.

Everything above has been running in production since July 30 with no issues.

New: Link Your UO Accounts, Character Dashboard & Self-Service Password Reset

July 29, 2026

The website account system now does what it was built for - manage your actual UO accounts and characters from your browser, including resetting a forgotten UO password yourself.

  • Link up to 3 UO accounts to your website login (matches the shard's 3-accounts-per-IP rule) by proving the current password once for each.
  • Character dashboard: every linked account's characters, with a stat sheet (Str/Dex/Int, Hits/Stam/Mana, trained skills) and a stylized equipment paper-doll - hover any item for its properties.
  • House tracker: name, type, public/private status, decay level, and a live countdown to estimated collapse for every house you own.
  • Self-service UO password reset: request it from your dashboard, confirm via an emailed link, set a new password - no need to wait on staff. (Live and verified working end to end as of today.)
  • Sync Data button: data refreshes automatically several times a day, but you can force an immediate refresh - rate-limited for regular players, unlimited for staff accounts.

New: House Decay Email Reminders

July 29, 2026

Never lose a house to decay because you forgot to log in. If you've linked your UO account, we'll email you.

  • Any linked house within a week of its estimated collapse triggers an automatic email to your account address.
  • Reminders repeat every few days while a house stays in danger, so an easy-to-miss first email isn't your only warning.
  • Once the house is refreshed and safe again, reminders stop automatically - no action needed on your end beyond visiting the house.

Bank Storage Increased to 375 Items

July 29, 2026

Your bank box now holds 3x as many items as before — 375 instead of 125. Regular backpacks, chests, and other containers are unaffected; this is a bank-only increase.

  • Bank weight has always been unlimited on this shard, so nothing changes there.

Unique Character Names

July 29, 2026

Character names are now enforced as unique shard-wide, so no two players can be confused for each other.

  • New characters, name-change deeds, and name-change tokens can no longer take a name that's already in use.
  • If a name was already duplicated before this change, it's resolved automatically the next time the affected character logs in — whichever account held the name first keeps it, and the other is prompted to pick a new name on the spot.
  • Staff character names are exempt and never block a player from choosing a name.

House Doors Default to Owner-Only

July 29, 2026

Newly placed house doors now default to "Owner Only" access instead of "Anyone" — matching what most players expect and already change manually.

  • Only affects doors on houses placed from now on. Existing houses keep whatever access level they already had — check your door's "Set Access" gump if you want to change it.

New: Website Accounts with Two-Factor Authentication

July 29, 2026

A new website login, separate from your in-game UO account, laying the groundwork for self-service account recovery.

  • Create a free account with just your email address, then verify it and log in anytime from the site.
  • Optional two-factor authentication (TOTP) using any standard authenticator app - Google Authenticator, Authy, 1Password, Bitwarden, and others all work. One-time backup recovery codes are provided in case you ever lose access to your authenticator.
  • Passwords are limited to 8-29 standard keyboard characters (no accents or symbols) - this matches a hard limit in the classic UO client itself, so it stays compatible if you ever reuse the same password in-game.
  • Account linking, a character/house dashboard, and self-service UO password reset have since shipped - see above.

New: Staff-Run Town Invasions

July 29, 2026

A new large-scale event system that lets staff throw an entire Felucca town into chaos — get ready to rally with (or against) your fellow players.

  • Any of 12 Felucca towns — Buccaneer's Den, Cove, Delucia, Jhelom, Minoc, Moonglow, Nujel'm, Ocllo, Papua, Skara Brae, Vesper, or Yew — can be put under siege by staff at a scheduled time.
  • Waves of themed monsters flood the town first — everything from undead and elementals to dragons, ophidians, and orc war-bands, depending on the theme staff pick for that invasion.
  • Clear every regular monster and a champion boss arrives to finish the fight — Barracoon, Harrower, Lord Oaks, Mephitis, Neira, Rikktor, Semidar, or Serado.
  • Town guards stand down for the duration, so the whole city is fair game until the invasion ends.
  • A shard-wide announcement rings out when a town comes under siege, and again periodically while it's ongoing, so nobody misses out.
  • Each town needs an hour to recover before it can be invaded again.

Behind the Scenes: Server Stability & Recovery

July 29, 2026

Not a gameplay update — a focused pass on making the shard itself more resilient, now fully live. Nothing here changes how you play; it's about protecting your characters, houses, and progress.

  • Broader error handling. The server now isolates and recovers from a wider range of unexpected errors instead of letting a single issue take everything down — the goal is a shard that simply stays up more.
  • Stronger save data protections. Additional validation and automatic self-healing around how characters, houses, and accounts are saved and loaded, so a rare data hiccup gets contained and logged instead of spreading.
  • New: accidental character deletion has a safety net. Deleted a character by mistake? It's now held in a recoverable state for 30 days before it's permanently removed — reach out to staff if this happens to you.
  • Deeper backup retention. Backups now go further back than before, giving staff more to work with if anything ever needs to be restored.
  • Better tools for staff to catch and review anything the server automatically corrects, so small issues get noticed and addressed quickly.

Everything above has been running in production since July 29 with no issues.

New: Weapon & Magic Grimoire Progression

July 28, 2026

A brand-new long-term leveling system layered on top of combat itself — the more you fight with a weapon type or with spells, the stronger that Grimoire makes you.

  • Buy a Weapon Grimoire (Macing, Swords, Fencing, or Archery) or a Magic Grimoire from the new Grimoire Master vendor. Each is a blessed book that stays in your backpack — it doesn't need to be equipped to work.
  • Land the killing blow on a monster with the matching weapon type (or with a damaging spell, for the Magic Grimoire) to earn experience toward that Grimoire.
  • 20 levels total, with the experience needed roughly doubling for the first several levels before leveling off — the first couple of levels come quickly, the higher ones are a real long-term goal.
  • Every level-up lets you choose one permanent bonus from a small menu — things like extra weapon or spell damage, faster swing speed or casting, better hit chance, and life/mana leech chance. Higher levels open up more choices at once.
  • Category-specific bonus scrolls award points you can spend on your Grimoire to buy down the experience needed for your next level, upgrade a bonus you've already picked, or unlock an extra pick at a level you've already passed.
  • You may own one Grimoire of each weapon type plus one Magic Grimoire at the same time, all working together.

The Grimoire Master's menu — each category gets its own color:

A few of the Grimoires in action: click any image to enlarge

New: Tameable Rarity Tiers

July 28, 2026

A handful of prestige tameables can now spawn in one of four rarity tiers — a rare find is now a visibly different animal.

  • Applies to Dragons, Greater Dragons, White Wyrms, Nightmares, Cu Sidhe, Hiryu, Lesser Hiryu, and Reptalons.
  • Four tiers: Normal (70%), Rare (20%, blue name), Epic (8%, purple name and hue), and Legendary (2%, gold name and hue) — higher tiers hit harder, resist more damage, and come with extra special abilities pre-trained in.
  • Legendary tames can hold more trained abilities than any other pet in the game, on top of everything else.
  • Fully trainable through the normal Animal Lore system once tamed, just like any other pet.
  • Instant-bonding a rarer pet at the Animal Trainer costs more gold to match: 10,000gp for Normal, 20,000gp for Rare, 40,000gp for Epic, and 60,000gp for Legendary.

New: Elite Monsters

July 28, 2026

Four new roaming elite monster types — tougher than a normal spawn, but soloable by a well-prepared player.

  • Voidtouched (dark-hued Lich) — found in the Wrong dungeon, drains life on hit.
  • Ashen (amber-hued Fire Elemental / Drake) — found in Destard, hits with a fiery burst that also weakens your fire resistance briefly.
  • Rimebound (teal-hued Frost Troll / Ice Fiend) — found in the Ice dungeon, can freeze you in place for a few seconds.
  • Feral (blood-red wolves) — roam anywhere in Felucca, and get noticeably faster once badly wounded.
  • All four drop bonus loot on death and cannot be tamed.

Paragons Now Spawn Shard-Wide

July 28, 2026

The rare, gold-hued Paragon monster variant is no longer limited to Ilshenar.

  • Paragons can now spawn on Felucca, Ilshenar, Malas, Tokuno, and Ter Mur — anywhere you're actually playing.
  • Everything about Paragons themselves is unchanged: the buffed stats, the gold hue, and the bonus loot chance all work exactly as before.

Ethereal Mounts No Longer Cost a Pet Slot

July 28, 2026

More room in your follower count for pets that actually fight alongside you.

  • Riding an Ethereal mount used to take up one of your follower slots, the same as a real pet. That's gone — every Ethereal mount now costs 0 slots.
  • This effectively raises the number of real pets you can keep out at once while mounted.

Recall & Mark: No More Magery Requirement

July 27, 2026

Getting around the world is now open to every character, not just dedicated mages.

  • Recall and Mark can now be cast successfully by any character, regardless of Magery skill — the skill-based fizzle chance for these two spells has been removed entirely.
  • Everything else about the spells is unchanged: you still need the reagents (or a charge from a Runebook/Arcane Gem), the mana cost, and the normal cast time.
  • All other travel restrictions still apply as normal, including Trammel remaining off-limits as part of the Felucca-First change.

New: Hunger / Well Fed System

July 27, 2026

Eating now actually matters — staying fed grants real regeneration bonuses.

  • Type [hunger (or [buffs) at any time, or right-click your own character and choose Hunger Menu, to see your current status.
  • Your fullness ranges from Starving up through Satisfied, Full, and finally Stuffed at maximum — the higher your status, the bigger your Hits, Stamina, and Mana regeneration bonus (up to +15% Hits and +5% Stamina/Mana when Stuffed).
  • Eating food tops up your meter, and the menu shows a live countdown of how long your current bonus will last — topping off from empty lasts a full 3 hours.
  • A quick tip about the new system, plus a few other handy commands, has been added to the Town Crier greeting you see on login.

"Elves Only" Restriction Removed

July 27, 2026

More gear is now available to every race.

  • Items that used to require an Elf character to wear can now be equipped by any race — the "Elves Only" tag is gone from those items entirely.
  • Elf and Human art is fully compatible, so there's no visual downside — items look and fit the same regardless of race.
  • "Gargoyles Only" gear is unchanged and still restricted, since Gargoyle body art genuinely doesn't fit other races and would render incorrectly.

New: Double-Click to Equip

July 27, 2026

A small quality-of-life change that saves a lot of drag-and-drop.

  • Double-click any weapon, armor piece, shield, clothing item, or jewelry sitting in your own backpack to equip it instantly — no more dragging it onto your paperdoll.
  • Only works on items already in your own backpack, so nothing changes for items in vendor stock, banks, corpses, or other players' containers.

Global Chat Improvements

July 27, 2026

Follow-up polish for the Global Chat window based on early feedback.

  • Every player now shows up in a consistent, distinct color in the log, so it's much easier to tell who's saying what at a glance. Staff messages always show in a fixed gold color.
  • Type [c or [chat followed directly by a message (e.g. [c hello everyone) to send instantly without needing the window open first.
  • New: [ChatToggle lets you fully opt in or out of Global Chat at any time.
  • Fixed readability issues — the log and input areas were see-through/too dark in the initial release; both now use a proper light, readable background.

RazorEnhanced Now Fully Supported

July 27, 2026

Both Razor and RazorEnhanced can now run side by side without crashing the client.

  • Fixed the underlying cause of RazorEnhanced crashing the entire client on load — a missing assembly-search path for its bundled dependencies.
  • Fixed a separate bug where our own patcher would silently overwrite RazorEnhanced back to an older version every time you verified/patched, undoing RazorEnhanced's own self-updates. It's now left alone once installed, so its built-in updater works normally.
  • Existing installs get both fixes automatically on your next Verify or Patch — no reinstall needed. If you'd like to run RazorEnhanced, add .\RazorEnhanced\RazorEnhanced.exe to your plugins list in settings.json alongside Razor.

Your settings.json "plugins" section should look like this to run both:

"plugins":
	[
		".\\Razor\\Razor.exe",
		".\\RazorEnhanced\\RazorEnhanced.exe"
		],

Server Stability Improvements

July 27, 2026

Behind-the-scenes reliability work — no player-facing changes, but the shard should be noticeably more resilient going forward.

  • The server now automatically recovers from a single corrupted or unusual item/character save entry instead of that one issue being able to bring down the whole shard — it's logged for review and everything else loads and plays normally.
  • The same protection was added to the save process itself, so a problem saving one specific object can no longer interrupt saving everyone else's data.
  • Full data backups were taken before and after this work, matching our standard practice any time we touch anything that could affect character or item data.

Felucca-First: One World, Open PvP

July 26, 2026

A shard-wide rules change moving Felucca from an optional PvP facet to the shard's primary world.

  • Felucca is now the shard's primary facet. New characters start there instead of Trammel.
  • Open PvP (Felucca ruleset) now extends to Ilshenar, Malas, Tokuno, and the Eodon Valley — not just Felucca itself.
  • Trammel is now hidden from normal play: public moongates no longer list it, and Recall, Gate Travel, Sacred Journey, and teleporters will no longer take a player there.
  • The "I'm stuck" system now sends players to Felucca instead of Trammel.
  • Any character still saved on Trammel from before this change is automatically and safely relocated to Felucca the next time they log in — your exact position is kept if it's safe to stand there, otherwise you'll land at a safe fallback point near Britain.
  • Staff retain full access to Trammel for administrative purposes.
  • Guarded towns are unaffected — guards still respond normally to murderers and criminals in Malas, Tokuno, and TerMur town centers.

Economy & Character Cap Tuning

July 26, 2026

A handful of gameplay and account-limit adjustments to keep the shard healthy long-term.

  • Accounts per IP address reduced from 5 to 3.
  • House decay for inactive accounts extended from 30 days to 6 months, giving everyone much more breathing room before a house is ever at risk.
  • Magic item and artifact drop rates have been turned down across loot tables and boss-specific drops, aiming for rarer, more meaningful finds instead of a flood of magic items.
  • Felucca's hidden +1000 luck bonus is no longer hidden — it now shows up directly in your character's Luck stat, so what you see is what you get.

New: Global Chat Window

July 26, 2026

A shard-wide chat window, available to every player.

  • Type [c or [chat to open the Global Chat window.
  • Fully movable — drag it anywhere on screen — and resizable using the +/- controls in its title bar.
  • Keeps a running scrollback of recent messages, so hopping in mid-conversation doesn't leave you lost.
  • Great for shouting out rare finds, organizing events, recruiting for guilds, or just socializing shard-wide without needing to be in the same region.

New: Free Skills List

July 26, 2026

24 skills no longer count against your 720 total skill cap, opening the door to hybrid templates that weren't practical before.

These are generally considered "extra" skills that most players wouldn't dedicate a full template slot to on their own — now you can raise as many of them as you like, on top of your main template, for free:

  • Alchemy
  • Arms Lore
  • Begging
  • Camping
  • Cartography
  • Cooking
  • Detect Hidden
  • Fishing
  • Forensic Evaluation
  • Herding
  • Hiding
  • Inscription
  • Item Identification
  • Lockpicking
  • Lumberjacking
  • Mining
  • Musicianship
  • Remove Trap
  • Snooping
  • Taste Identification
  • Tracking
  • Meditation
  • Focus
  • Magic Resist
  • Each one can still be raised all the way to its own individual cap (100, or higher with power scrolls) — it just no longer eats into the shared budget for your "main" template skills.
  • Ever wanted a tamer/bard who also reads treasure maps? A fishing sampire? A crafter who can also hold their own in a fight? Now you can.
  • August 9, 2026: added Magic Resist to the list - see below for why.

Magic Resist Added to the Free Skills List

August 9, 2026

Magic Resist joins the Free Skills list (now 24 skills) - you can train it all the way to its own cap without it competing with your main template's skill points.

  • Pairs naturally with the recent PvM survivability changes - a good defensive skill for any template, not just warriors.
  • Already-trained Magic Resist on existing characters is unaffected either way; this only changes whether future points spent on it draw from your shared 720 cap.

Launcher & Patch Reliability Fixes

July 26, 2026

Behind-the-scenes fixes to the UO Oasis Launcher and patch server for a smoother install and update experience.

  • Fixed a bug where the Razor assistant could show a "No CliLoc" / "Error loading CliLoc" error and fail to load correctly on some installs.
  • The launcher's client data bundle is now correctly detected as fully self-contained on every install, instead of occasionally falling back to an unrelated UO installation already on your PC.
  • Improved patch-server reliability for larger content updates by switching to bundled archive downloads instead of many small individual file downloads, cutting down on failed or incomplete syncs.
  • If you already have UO Oasis installed, these fixes apply automatically the next time you Verify or Patch — no reinstall needed.