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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

Event

A 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.

BoonEffect
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

Combat

Any 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.

DropHow oftenEffect
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

Combat

Every 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.

TierItemEffect
CommonLesser Band of Mining / Lumberjacking / Fishing / Inscription+3 to that skill while worn
RareRegular Band of Mining / Lumberjacking / Fishing / Inscription+5 to that skill while worn
Very RareGreater 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
CommonScroll of Devotion (+2,500 XP)Read for +2,500 Virtue Binding XP
RareScroll of Devotion (+10,000 XP)Read for +10,000 Virtue Binding XP
Very RareScroll of Devotion (+20,000 XP)Read for +20,000 Virtue Binding XP
Ultra RareScroll of Devotion (+50,000 XP)Read for +50,000 Virtue Binding XP
CommonElemental Ward RingHalves the Fire/Ice Dungeon's environmental damage while worn (a resist Cloak still negates it fully)
RareBand of Skinning+5 Camping (skinning) while worn
RareRing of Devotion+5% Virtue Binding XP while worn
RareBottomless Coin PurseCarried: 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
RareBoonstoneConsumable: extends the Dungeon Boon active where you stand by 30 minutes, for everyone
Very RareChestfinder's CompassDungeon Chests spawn twice as often while worn
Ultra RareDwarven Anvil / Golden Spinning Wheel / Clockwork Curio Cabinet / Heartwood Sawhorse / Alchemist's Athenaeum / Hearthfire MantleHouse 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
CommonChum BucketCarried: fishing ticks gain +10% success until its 50 uses run out
CommonFeedbag of PlentyConsumable: right-click while a pack mount is equipped to pause its decay for 48 hours
CommonAuctioneer's BellConsumable: 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
RareExecutioner's Band+10% damage against monsters below 25% HP while worn
RareSharpshooter's QuiverCarried: bows and crossbows gain +3 minimum damage
RareSmith's Lucky HammerCarried, anywhere: +5% Blacksmithing success
RareSilver ThimbleCarried, anywhere: +5% Tailoring success
RareJeweler's LoupeCarried, anywhere: +5% Tinkering success
Very RareProspector's Dowsing Rod5% chance per Mining tick to bump the ore a material tier while worn
Very RareWoodwose Charm5% chance per Lumberjacking tick to bump the wood a material tier while worn
Very RareRing of Second WindOnce per fight, dropping below 20% HP instantly heals 15% of max HP
Very RareVampiric BandHeal 2% of the damage you deal while worn
Very RareMaster's TongsConsumable: 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:

TierDungeonItemEffect
RareFireSalamander's Signet+10% damage while in the Fire Dungeon
RareIceGlacial Signet+10% damage while in the Ice Dungeon
RareFireCinderfangSwordsmanship weapon — +5-12 bonus Fire damage per hit, bypassing armor
RareIceRime FangFencing weapon — +5-12 bonus Ice damage per hit, bypassing armor
RareFireCindercall PlateChest armor — reflects 15% of landed hits back at the attacker
RareIceFrostguard PlateChest armor — 15% chance to numb the attacker's next few swings on a landed hit
Very RareFireAshen DrakeMount — same speed as a Direwolf, no power creep
Very RareIceFrostwyrm HatchlingMount — same speed as a Direwolf, no power creep
Very RareFirePhoenix DownPotion-slot item — saves you from a killing blow (consumed on trigger)
Very RareIceHeart of the GlacierCombine 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

Combat

While 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.

DungeonDifficultyLockpicking NeededArcane DustSpecial 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

Trivial

Britain 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.

IconMonsterCategoryDifficulty
Giant Rat Giant Rat Animals Trivial
Ooze Ooze Slimes Trivial
Slime Slime Slimes Trivial
Acid Slime Acid Slime Slimes Easy
Corrosive Slime Corrosive Slime Slimes Easy
Giant Spider Giant Spider Arachnids Easy
Ratman Acolyte Ratman Acolyte Humanoids Easy
Snake Snake Reptiles Easy

The Sheepfold

Trivial

The 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.

IconMonsterCategoryDifficulty
Chicken Chicken Animals Trivial
Cow Cow Animals Trivial
Rabbit Rabbit Animals Trivial
Sheep Sheep Animals Trivial
Wild Horse Wild Horse Animals Trivial
Boar Boar Animals Easy

Yew Deeps

Easy

Yew 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.

IconMonsterCategoryDifficulty
Eagle Eagle Animals Easy
Timber Wolf Timber Wolf Animals Easy
Wolf Wolf Animals Easy
Black Bear Black Bear Animals Moderate
Cougar Cougar Animals Moderate
Grizzly Bear Grizzly Bear Animals Moderate
Panther Panther Animals Moderate

Britain Graveyard

Moderate

Britain 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.

IconMonsterCategoryDifficulty
Skeleton Skeleton Undead Easy
Zombie Zombie Undead Easy
Caustic Slime Caustic Slime Slimes Moderate
Rotting Corpse Rotting Corpse Undead Moderate
Skeletal Knight Skeletal Knight Undead Moderate

The Warrens

Moderate

The 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.

IconMonsterCategoryDifficulty
Lizardman Lizardman Reptiles Easy
Ratman Ratman Humanoids Easy
Ant Lion Ant Lion Arachnids Moderate
Giant Lizard Giant Lizard Reptiles Moderate
Giant Serpent Giant Serpent Reptiles Moderate
Ratman Archer Ratman Archer Humanoids Moderate
Ratman Mage Ratman Mage Humanoids Moderate

The Fens

Challenging

The 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.

IconMonsterCategoryDifficulty
Giant Black Widow Giant Black Widow Arachnids Challenging
Headless One Headless One Humanoids Challenging
Wraith Wraith Undead Tough
Swamp Dragon Swamp Dragon Reptiles Dangerous

Vesper Graveyard

Challenging

Vesper Graveyard — An old burial ground on the moors outside Vesper, thick with restless dead and the things that nest in an opened crypt.

IconMonsterCategoryDifficulty
Ghoul Ghoul Undead Moderate
Bone Knight Bone Knight Undead Challenging
Dread Spider Dread Spider Arachnids Challenging
Ghost Ghost Undead Challenging
Skeletal Mage Skeletal Mage Undead Challenging

Covetous

Tough

Covetous — 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.

IconMonsterCategoryDifficulty
Bone Knight Bone Knight Undead Challenging
Ophidian Mage Ophidian Mage Reptiles Challenging
Ophidian Warrior Ophidian Warrior Reptiles Challenging
Skeletal Mage Skeletal Mage Undead Challenging
Earth Elemental Earth Elemental Elementals Tough
Ophidian Knight Ophidian Knight Reptiles Tough
Wraith Wraith Undead Tough
Wyvern Wyvern Reptiles Deadly

Orc Fort

Tough

Orc 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.

IconMonsterCategoryDifficulty
Orc Orc Humanoids Easy
Orc Captain Orc Captain Humanoids Moderate
Orc Scout Orc Scout Humanoids Challenging
Orc Archer Orc Archer Humanoids Tough
Orc Bruiser Orc Bruiser Humanoids Tough
Orc Mage Orc Mage Humanoids Tough
Orc Bloodguard Orc Bloodguard Humanoids Dangerous

Serpent's Spine Crags

Tough

Serpent'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.

IconMonsterCategoryDifficulty
Polar Bear Polar Bear Animals Moderate
Gargoyle Gargoyle Humanoids Tough
Imp Imp Demons Tough
Gazer Gazer Demons Dangerous
Stone Gargoyle Stone Gargoyle Humanoids Dangerous

Shame

Tough

Shame — 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.

IconMonsterCategoryDifficulty
Golem Golem Elementals Challenging
Earth Elemental Earth Elemental Elementals Tough
Water Elemental Water Elemental Elementals Tough
Air Elemental Air Elemental Elementals Dangerous
Poison Elemental Poison Elemental Elementals Dangerous
Blood Elemental Blood Elemental Elementals Deadly

Wrong

Tough

Wrong — 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.

IconMonsterCategoryDifficulty
Orc Orc Humanoids Easy
Scorpion Scorpion Arachnids Easy
Giant Scorpion Giant Scorpion Arachnids Moderate
Executioner Executioner Humanoids Challenging
Savage Savage Humanoids Challenging
Savage Shaman Savage Shaman Humanoids Challenging
Reaper Reaper Humanoids Tough
Ogre Ogre Humanoids Dangerous

Despise

Dangerous

Despise — 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.

IconMonsterCategoryDifficulty
Ettin Ettin Humanoids Tough
Terathan Drone Terathan Drone Arachnids Tough
Terathan Warrior Terathan Warrior Arachnids Tough
Troll Troll Humanoids Tough
Ogre Ogre Humanoids Dangerous
Terathan Avenger Terathan Avenger Arachnids Dangerous
Terathan Matriarch Terathan Matriarch Arachnids Dangerous
Ogre Lord Ogre Lord Humanoids Deadly

The Deep

Dangerous

The 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.

IconMonsterCategoryDifficulty
Dolphin Dolphin Sea Creatures Moderate
Shark Shark Sea Creatures Challenging
Sea Serpent Sea Serpent Sea Creatures Tough
Deep Sea Serpent Deep Sea Serpent Sea Creatures Dangerous
Kraken Kraken Sea Creatures Deadly

Deceit

Deadly

Deceit — A crypt of rattling bones — bone magi and drifting spectres give way to liches and their lords the deeper you go.

IconMonsterCategoryDifficulty
Bone Magi Bone Magi Undead Tough
Spectre Spectre Undead Dangerous
Mummy Mummy Undead Deadly
Lich Lich Undead Lethal
Lich Lord Lich Lord Undead Lethal

Fire Dungeon

Deadly

Fire 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.

IconMonsterCategoryDifficulty
Fire Elemental Fire Elemental Elementals Tough
Hell Hound Hell Hound Demons Dangerous
Arch Daemon Arch Daemon Demons Lethal
Daemon Daemon Demons Lethal

Ice Dungeon

Deadly

Ice 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.

IconMonsterCategoryDifficulty
Snow Elemental Snow Elemental Elementals Challenging
Ice Fiend Ice Fiend Demons Dangerous
White Wyrm White Wyrm Reptiles Lethal

The Scar

Deadly

The 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.

IconMonsterCategoryDifficulty
Fiend Fiend Demons Dangerous
Shade Shade Undead Dangerous
Cyclops Cyclops Humanoids Deadly
Orc Lord Orc Lord Humanoids Deadly
Succubus Succubus Demons Deadly

Destard

Legendary

Destard — A sulfurous swamp lair thick with brimstone fumes — nothing short of a dragon calls it home.

IconMonsterCategoryDifficulty
Dragon Dragon Reptiles Lethal
Drake Drake Reptiles Lethal
Ancient Wyrm Ancient Wyrm Reptiles Legendary
Serpentine Dragon Serpentine Dragon Reptiles Legendary

Hythloth

Legendary

Hythloth — A scorched underworld ruled by daemonkind — dragons guard its lower halls, but a Balron rules them all.

IconMonsterCategoryDifficulty
Arch Daemon Arch Daemon Demons Lethal
Daemon Daemon Demons Lethal
Dragon Dragon Reptiles Lethal
Balron Balron Demons Legendary