Webster’s Dictionary defines the word “New” as “having recently come into existence”; “having been seen, used, or known for a short time”; “made or become fresh”; “different from one of the same category that existed previously”; or “of dissimilar origin and usually of superior quality”. Webster was right. New Britannia is, in fact, new, known only for a short time, fresh, different from those that came before, of different origins, and most importantly, of superior quality. We are all of this and more. A highly skilled development team is working to create a new reality. Ultima Online is simply an interface to them. It is the vehicle that takes one to the destination. We have created a world where the secretary becomes the sorceress, where the fast-food cook becomes a great warrior, where the high school student is a powerful nobleman, where the girl next door is a deadly assassin. We have not pushed our boundaries, we have not merely broken them. We have decimated and utterly destroyed them. This is not the Ultima Online you once knew.
Join us to see why.
We have limited most Age of Shadows features, keeping to a bare minimum of what truly adds content to the game without sacrificing classic UO atmosphere.
Open player-versus-player combat on all facets, including in towns, where disciplined and tough, yet mortal guards patrol the streets.
Only Britannia and Ilshenar are accessible; no other facets are available.
Moongate system based on the lunar cycle, as seen in Ultima IV: Quest of the Avatar.
Pirate ships roam the seas and will pursue players.
Many new and altered monsters, animals, and NPCs appear, not all of them friendly.
Bare minimum of UO3D graphic rips.
Customized Daily Rares system.
Most "deco" in town is now functional and stealable. In addition, there is no Thieves' Guild requirement to steal.
Several new uses for old, formerly useless skills. For example, the Herding skill gives additional pet control slots.
Modified damage algorithms match classic Ultima Online more accurately.
New items, equipment, artifacts, and materials.
Intelligent wildlife that hunt, scavenge, live in packs, flee from human presence, and are only active at certain times, according to their respective species.
Player-driven story, where every good, neutral, and evil deed has visible effects, real rewards, and dire consequences.
Professional, experienced, dedicated, fair, multi-lingual staff, available almost 24 hours a day.