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 | +75% Virtue Binding 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) |
| 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 announce your Market listing once in Global chat |
| 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 Black Direwolf, no power creep |
| Very Rare | Ice | Frostwyrm Hatchling | Mount — same speed as a Black 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 |
| Britain Graveyard | Moderate | 20 | 1–30 | 3 |
| Vesper Graveyard | Challenging | 30 | 1–40 | 4 |
| Covetous | Tough | 40 | 1–50 | 5 |
| Orc Fort | Tough | 40 | 1–50 | 5 |
| Shame | Tough | 40 | 1–50 | 5 |
| Wrong | Tough | 40 | 1–50 | 5 |
| Despise | 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 |
| 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 |
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 |
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 |
|---|---|---|---|
| Zombie | Undead | Easy | |
| Giant Serpent | Reptiles | Moderate | |
| Skeletal Knight | Undead | Moderate | |
| Ophidian Mage | Reptiles | Challenging | |
| Ophidian Warrior | Reptiles | Challenging | |
| Earth Elemental | Elementals | Tough | |
| Ophidian Knight | Reptiles | 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 |
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 |
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 |
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 |