Reference
Dungeons
Every dungeon is its own map location (say its name doesn't matter — just travel there) with a fixed monster roster. A monster type appearing in more than one dungeon's roster below is intentional — the same creature can live in several places, exactly like classic Ultima Online. Sorted easiest to hardest; several share a billing, since a dungeon's overall difficulty is just the highest tier anything in its roster reaches, not a strict cap on everything living there.
Dungeon Boons
EventA random, temporary, server-wide event — up to 2 dungeons at once get boosted for a 2-hour window apiece, always different dungeons. Everyone gets a toast, a chime, and a Journal line the moment one starts (a quieter toast when it ends), and the boosted dungeon's Travel Map pin pulses for as long as it's live — there's no need to guess or go looking. At most 5 new boons spawn on a weekday, 7 on a weekend (more play to spread across), and only one boon is ever active per dungeon at a time.
| Boon | Effect |
|---|---|
| Gold Rush | +50% gold from every kill here. |
| Virtue Surge | +50% Virtue Binding XP and +50% Weapon Facet XP from kills here. |
| Bountiful Hunt | +50% chance on every reagent/scroll drop here. |
| Arms Cache | Roughly double the chance of a magic weapon drop here. |
| Restless Grounds | -20% respawn cooldown after each kill here. |
| Skinner's Bounty | +50% leather yield and Camping skill-gain chance here. |
| Battle-Hardened | +25% weapon/Tactics/Parrying skill-gain chance while fighting here. |
| Safe Harbor | -20% incoming damage from monsters here. |
Paragon Mobs
CombatAny monster fought directly (the Attack button or Auto Battle — never a harvest-encounter ambush) can spawn as a Paragon instead: +30% HP and damage, and its kill pays out double gold and every loot-table entry at double its normal chance. A Paragon kill will often leave a Potion of Power behind (see below), and rarely a Ring of Death Cheat.
| Drop | How often | Effect |
|---|---|---|
| Lesser Potion of Power - Flavor | Most often | +10% to the one bonus named on the bottle (Wealth/gold, Luck/skill gain, Devotion/Virtue XP, Bounty/double harvest, or Craft/craft success) for 1 hour |
| Regular Potion of Power - Flavor | Less often | Same named bonus, +10%, for 2 hours |
| Greater Potion of Power - Flavor | Rarely | Same named bonus, +10%, for 3 hours |
| Ring of Death Cheat | 1% | Worn, not just carried — the instant it would let you die, it's consumed
instead: full heal, instant relocate to Britain, and a Global chat
announcement. A normal /kill from staff still always sticks. |
A Potion of Power's flavor (Wealth/Luck/Devotion/Bounty/Craft) is fixed the moment it drops — the bottle's own name already tells you which bonus you'll get, no surprise on drinking it. Every flavor grants the exact same magnitude; only the duration differs by tier. Drinking a second potion of the SAME flavor while one's still active refreshes the timer rather than stacking to a bigger bonus; a different flavor stacks alongside it as its own separate buff. Every bonus stacks additively alongside its Virtue Binding equivalent (Honor's gold bonus, Humility's skill/craft bonuses, etc.) and persists through death.
Special Loot
CombatEvery kill, anywhere — not just Paragons — can roll a Special Loot item on top of whatever that monster already drops. A hit picks a rarity tier first (Common, Rare, Very Rare, Ultra Rare, each scarcer than the last), then a specific item within it — a genuine rare drop, expect one only after days of continuous play.
| Tier | Item | Effect |
|---|---|---|
| Common | Lesser Band of Mining / Lumberjacking / Fishing / Inscription | +3 to that skill while worn |
| Rare | Regular Band of Mining / Lumberjacking / Fishing / Inscription | +5 to that skill while worn |
| Very Rare | Greater Band of Mining / Lumberjacking / Fishing / Inscription | +10 to that skill while worn |
| Rare | +1 Skill Scroll (random skill) | Right-click → Read Scroll to raise that skill by +1.0 — only usable while that skill is still below 80 |
| Common | Scroll of Devotion (+2,500 XP) | Read for +2,500 Virtue Binding XP |
| Rare | Scroll of Devotion (+10,000 XP) | Read for +10,000 Virtue Binding XP |
| Very Rare | Scroll of Devotion (+20,000 XP) | Read for +20,000 Virtue Binding XP |
| Ultra Rare | Scroll of Devotion (+50,000 XP) | Read for +50,000 Virtue Binding XP |
| Common | Elemental Ward Ring | Halves the Fire/Ice Dungeon's environmental damage while worn (a resist Cloak still negates it fully) |
| Rare | Band of Skinning | +5 Camping (skinning) while worn |
| Rare | Ring of Devotion | +5% Virtue Binding XP while worn |
| Rare | Bottomless Coin Purse | Carried: gold you earn is deposited straight into your bank — income a death can never drop (Bank Withdraw still hands you coin as normal). Spends one charge per 250 gold banked, holds 500, and refills from Arcane Dust at one dust a charge; right-click to switch it off or to refill it |
| Rare | Boonstone | Consumable: extends the Dungeon Boon active where you stand by 30 minutes, for everyone |
| Very Rare | Chestfinder's Compass | Dungeon Chests spawn twice as often while worn |
| Ultra Rare | Dwarven Anvil / Golden Spinning Wheel / Clockwork Curio Cabinet / Heartwood Sawhorse / Alchemist's Athenaeum / Hearthfire Mantle | House decorations — place and lock one down at your house for +5% success in its craft (Blacksmithing / Tailoring / Tinkering / Carpentry / Alchemy / Cooking) while crafting at home |
| Common | Chum Bucket | Carried: fishing ticks gain +10% success until its 50 uses run out |
| Common | Feedbag of Plenty | Consumable: right-click while a pack mount is equipped to pause its decay for 48 hours |
| Common | Auctioneer's Bell | Consumable: right-click to ring it over one of your priced Market listings — a Global announcement to the whole realm, and the listing is featured on the Market Place for 24 hours |
| Rare | Executioner's Band | +10% damage against monsters below 25% HP while worn |
| Rare | Sharpshooter's Quiver | Carried: bows and crossbows gain +3 minimum damage |
| Rare | Smith's Lucky Hammer | Carried, anywhere: +5% Blacksmithing success |
| Rare | Silver Thimble | Carried, anywhere: +5% Tailoring success |
| Rare | Jeweler's Loupe | Carried, anywhere: +5% Tinkering success |
| Very Rare | Prospector's Dowsing Rod | 5% chance per Mining tick to bump the ore a material tier while worn |
| Very Rare | Woodwose Charm | 5% chance per Lumberjacking tick to bump the wood a material tier while worn |
| Very Rare | Ring of Second Wind | Once per fight, dropping below 20% HP instantly heals 15% of max HP |
| Very Rare | Vampiric Band | Heal 2% of the damage you deal while worn |
| Very Rare | Master's Tongs | Consumable: drag onto an owned armor piece to upgrade it one material tier |
Fire Dungeon and Ice Dungeon each also have their own exclusive Special Loot, which can only ever drop while fighting in that dungeon — on top of everything above still being able to drop anywhere:
| Tier | Dungeon | Item | Effect |
|---|---|---|---|
| Rare | Fire | Salamander's Signet | +10% damage while in the Fire Dungeon |
| Rare | Ice | Glacial Signet | +10% damage while in the Ice Dungeon |
| Rare | Fire | Cinderfang | Swordsmanship weapon — +5-12 bonus Fire damage per hit, bypassing armor |
| Rare | Ice | Rime Fang | Fencing weapon — +5-12 bonus Ice damage per hit, bypassing armor |
| Rare | Fire | Cindercall Plate | Chest armor — reflects 15% of landed hits back at the attacker |
| Rare | Ice | Frostguard Plate | Chest armor — 15% chance to numb the attacker's next few swings on a landed hit |
| Very Rare | Fire | Ashen Drake | Mount — same speed as a Direwolf, no power creep |
| Very Rare | Ice | Frostwyrm Hatchling | Mount — same speed as a Direwolf, no power creep |
| Very Rare | Fire | Phoenix Down | Potion-slot item — saves you from a killing blow (consumed on trigger) |
| Very Rare | Ice | Heart of the Glacier | Combine with a Cloak of Ice Resistance to upgrade it into the Cloak of the Glacier (+3 AR, keeps the resistance) |
None of the items above are Blessed — a death can still drop them like any other equipped gear, rare as they are.
Dungeon Chests
CombatWhile Auto Battle wanders a dungeon floor, your character can rarely stumble on a half-buried treasure chest — expect one or two over a long session, not one per trip. They'll walk over and work the lock automatically: opening it needs Lockpicking scaled to the dungeon's difficulty (train on a Training Lock, or pick treasure-map chests). Too little skill and the lock defeats you — the corroded chest crumbles away unopened.
An opened chest always pays out Arcane Dust, makes a few slim rolls against the Special Loot table above — inside the Fire or Ice Dungeon those rolls can even hit that dungeon's exclusives — and counts as a real lockpicking attempt, with a chance to raise the skill.
| Dungeon | Difficulty | Lockpicking Needed | Arcane Dust | Special Loot Rolls |
|---|---|---|---|---|
| Britain Sewers | Trivial | 0 | 1–10 | 1 |
| The Sheepfold | Trivial | 0 | 1–10 | 1 |
| Yew Deeps | Easy | 10 | 1–20 | 2 |
| Britain Graveyard | Moderate | 20 | 1–30 | 3 |
| The Warrens | Moderate | 20 | 1–30 | 3 |
| The Fens | Challenging | 30 | 1–40 | 4 |
| Vesper Graveyard | Challenging | 30 | 1–40 | 4 |
| Covetous | Tough | 40 | 1–50 | 5 |
| Orc Fort | Tough | 40 | 1–50 | 5 |
| Serpent's Spine Crags | Tough | 40 | 1–50 | 5 |
| Shame | Tough | 40 | 1–50 | 5 |
| Wrong | Tough | 40 | 1–50 | 5 |
| Despise | Dangerous | 50 | 1–60 | 6 |
| The Deep | Dangerous | 50 | 1–60 | 6 |
| Deceit | Deadly | 60 | 1–70 | 7 |
| Fire Dungeon | Deadly | 60 | 1–70 | 7 |
| Ice Dungeon | Deadly | 60 | 1–70 | 7 |
| The Scar | Deadly | 60 | 1–70 | 7 |
| Destard | Legendary | 80 | 1–90 | 9 |
| Hythloth | Legendary | 80 | 1–90 | 9 |
Britain Sewers
TrivialBritain Sewers — Slime-slicked tunnels beneath the capital, overrun with rats, oozes and the ratmen who claim them — the classic first stop for a new adventurer, and where most of them first learn what a bite leaves behind, and what a spell feels like.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Giant Rat | Animals | Trivial | |
| Ooze | Slimes | Trivial | |
| Slime | Slimes | Trivial | |
| Acid Slime | Slimes | Easy | |
| Corrosive Slime | Slimes | Easy | |
| Giant Spider | Arachnids | Easy | |
| Ratman Acolyte | Humanoids | Easy | |
| Snake | Reptiles | Easy |
The Sheepfold
TrivialThe Sheepfold — Hedged pasture and drove roads south of the capital. Nothing here is hunting you — the boar will see to itself if you crowd it, and the rest is livestock and the odd loose horse. The gentlest ground in Britannia, and the only place a brand-new character meets a real animal rather than a sewer rat.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Chicken | Animals | Trivial | |
| Cow | Animals | Trivial | |
| Rabbit | Animals | Trivial | |
| Sheep | Animals | Trivial | |
| Wild Horse | Animals | Trivial | |
| Boar | Animals | Easy |
Yew Deeps
EasyYew Deeps — The old forest past the last of the logging camps, where the canopy closes over the track and the lanterns stop meaning anything. Wolves work it in pairs and the bears do not move aside. One step up from the pasture and the first place where what you meet is deciding about you too.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Eagle | Animals | Easy | |
| Timber Wolf | Animals | Easy | |
| Wolf | Animals | Easy | |
| Black Bear | Animals | Moderate | |
| Cougar | Animals | Moderate | |
| Grizzly Bear | Animals | Moderate | |
| Panther | Animals | Moderate |
Britain Graveyard
ModerateBritain Graveyard — A quiet cemetery just outside the capital walls, where the dead don't always stay down and the ground itself has begun to seep.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Skeleton | Undead | Easy | |
| Zombie | Undead | Easy | |
| Caustic Slime | Slimes | Moderate | |
| Rotting Corpse | Undead | Moderate | |
| Skeletal Knight | Undead | Moderate |
The Warrens
ModerateThe Warrens — Spoil heaps and dug-out banks in the empty middle of the map, riddled with holes and the things that dug them. The ratmen here have ranks and a mage or two among them, which makes this the first ground that answers back at range rather than simply closing.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Lizardman | Reptiles | Easy | |
| Ratman | Humanoids | Easy | |
| Ant Lion | Arachnids | Moderate | |
| Giant Lizard | Reptiles | Moderate | |
| Giant Serpent | Reptiles | Moderate | |
| Ratman Archer | Humanoids | Moderate | |
| Ratman Mage | Humanoids | Moderate |
The Fens
ChallengingThe Fens — Standing water and black peat south of Trinsic, where the ground gives underfoot and the mist never lifts off it. Widows string the reed beds, the headless walk out of it without a sound, and something with scales keeps to the deeper channels.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Giant Black Widow | Arachnids | Challenging | |
| Headless One | Humanoids | Challenging | |
| Wraith | Undead | Tough | |
| Swamp Dragon | Reptiles | Dangerous |
Vesper Graveyard
ChallengingVesper Graveyard — An old burial ground on the moors outside Vesper, thick with restless dead and the things that nest in an opened crypt.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Ghoul | Undead | Moderate | |
| Bone Knight | Undead | Challenging | |
| Dread Spider | Arachnids | Challenging | |
| Ghost | Undead | Challenging | |
| Skeletal Mage | Undead | Challenging |
Covetous
ToughCovetous — The dead haunt Covetous's upper halls; an ophidian nest has taken the middle corridors; earth itself turns hostile further in, and something draconic stirs at the bottom.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Bone Knight | Undead | Challenging | |
| Ophidian Mage | Reptiles | Challenging | |
| Ophidian Warrior | Reptiles | Challenging | |
| Skeletal Mage | Undead | Challenging | |
| Earth Elemental | Elementals | Tough | |
| Ophidian Knight | Reptiles | Tough | |
| Wraith | Undead | Tough | |
| Wyvern | Reptiles | Deadly |
Orc Fort
ToughOrc Fort — A palisade of lashed timber and skulls thrown up across a highland pass. The yard belongs to the scouts and the archers; the keep above it belongs to the mages, the club-swingers and whatever they answer to. The only dungeon in Britannia with a floor above the ground floor, and the only place a gem is dug out of anything.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Orc | Humanoids | Easy | |
| Orc Captain | Humanoids | Moderate | |
| Orc Scout | Humanoids | Challenging | |
| Orc Archer | Humanoids | Tough | |
| Orc Bruiser | Humanoids | Tough | |
| Orc Mage | Humanoids | Tough | |
| Orc Bloodguard | Humanoids | Dangerous |
Serpent's Spine Crags
ToughSerpent's Spine Crags — Bare western highland above the snow line — scree, wind, and shapes on the rocks that were not on them an hour ago. Gargoyles roost here and stone ones stand among them, and telling the two apart is the whole skill of the place.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Polar Bear | Animals | Moderate | |
| Gargoyle | Humanoids | Tough | |
| Imp | Demons | Tough | |
| Gazer | Demons | Dangerous | |
| Stone Gargoyle | Humanoids | Dangerous |
Shame
ToughShame — A cave where the elements themselves have turned violent — living stone, earth, water and air alike, and in the deepest gallery something made of nothing but venom.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Golem | Elementals | Challenging | |
| Earth Elemental | Elementals | Tough | |
| Water Elemental | Elementals | Tough | |
| Air Elemental | Elementals | Dangerous | |
| Poison Elemental | Elementals | Dangerous | |
| Blood Elemental | Elementals | Deadly |
Wrong
ToughWrong — An orc-held mountain pass, its garrison backed by ogres and the animate horrors they call reapers — though a savage warband has taken the lower switchbacks, and the dry rock between them crawls with scorpions.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Orc | Humanoids | Easy | |
| Scorpion | Arachnids | Easy | |
| Giant Scorpion | Arachnids | Moderate | |
| Executioner | Humanoids | Challenging | |
| Savage | Humanoids | Challenging | |
| Savage Shaman | Humanoids | Challenging | |
| Reaper | Humanoids | Tough | |
| Ogre | Humanoids | Dangerous |
Despise
DangerousDespise — A warren of brutish humanoids — trolls and ettins in the upper halls, ogres and their lords deeper in — though the deepest galleries have been rebuilt by something with far more legs.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Ettin | Humanoids | Tough | |
| Terathan Drone | Arachnids | Tough | |
| Terathan Warrior | Arachnids | Tough | |
| Troll | Humanoids | Tough | |
| Ogre | Humanoids | Dangerous | |
| Terathan Avenger | Arachnids | Dangerous | |
| Terathan Matriarch | Arachnids | Dangerous | |
| Ogre Lord | Humanoids | Deadly |
The Deep
DangerousThe Deep — Open water east of Destard, far past the sight of any shore. Every sea creature in the world is here and nowhere else, from the shallows-runners that follow a hull to the thing at the bottom of the roster that is bigger than the boat.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Dolphin | Sea Creatures | Moderate | |
| Shark | Sea Creatures | Challenging | |
| Sea Serpent | Sea Creatures | Tough | |
| Deep Sea Serpent | Sea Creatures | Dangerous | |
| Kraken | Sea Creatures | Deadly |
Deceit
DeadlyDeceit — A crypt of rattling bones — bone magi and drifting spectres give way to liches and their lords the deeper you go.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Bone Magi | Undead | Tough | |
| Spectre | Undead | Dangerous | |
| Mummy | Undead | Deadly | |
| Lich | Undead | Lethal | |
| Lich Lord | Undead | Lethal |
Fire Dungeon
DeadlyFire Dungeon — A smoldering warren of daemons and their hounds, the air itself alive with flame.
This dungeon's air itself deals 40 bonus Fire damage on every landed monster hit, bypassing armor entirely — equip a Cloak of Fire Resistance (Tailoring, 60+ skill) to negate it completely.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Fire Elemental | Elementals | Tough | |
| Hell Hound | Demons | Dangerous | |
| Arch Daemon | Demons | Lethal | |
| Daemon | Demons | Lethal |
Ice Dungeon
DeadlyIce Dungeon — A frozen cave system — frost creatures and ice fiends give way to a white wyrm at its heart.
This dungeon's air itself deals 40 bonus Ice damage on every landed monster hit, bypassing armor entirely — equip a Cloak of Ice Resistance (Tailoring, 60+ skill) to negate it completely.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Snow Elemental | Elementals | Challenging | |
| Ice Fiend | Demons | Dangerous | |
| White Wyrm | Reptiles | Lethal |
The Scar
DeadlyThe Scar — Burnt ground in the shadow of the fire peaks, the rock still warm underfoot years after whatever did it. What was drawn here has not left. The hardest ground in the Wilds and the only one where most of the roster would rather cast at you than close.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Fiend | Demons | Dangerous | |
| Shade | Undead | Dangerous | |
| Cyclops | Humanoids | Deadly | |
| Orc Lord | Humanoids | Deadly | |
| Succubus | Demons | Deadly |
Destard
LegendaryDestard — A sulfurous swamp lair thick with brimstone fumes — nothing short of a dragon calls it home.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Dragon | Reptiles | Lethal | |
| Drake | Reptiles | Lethal | |
| Ancient Wyrm | Reptiles | Legendary | |
| Serpentine Dragon | Reptiles | Legendary |
Hythloth
LegendaryHythloth — A scorched underworld ruled by daemonkind — dragons guard its lower halls, but a Balron rules them all.
| Icon | Monster | Category | Difficulty |
|---|---|---|---|
| Arch Daemon | Demons | Lethal | |
| Daemon | Demons | Lethal | |
| Dragon | Reptiles | Lethal | |
| Balron | Demons | Legendary |