# MORDHUO Classic, pre-T2A Ultima Online with **free 360° movement**, **realtime, skill-based melee** in the spirit of Mordhau, and **aimed archery and magery**, drawn with UO's original sprites. - **Movement:** pixel-precise in any direction, with momentum: you ease into a run and skid to a stop. Bodies are solid. WASD or the mouse, strafing and backpedalling, sprint and crouch. - **Melee:** no more click-and-wait autoswing. You strike, stab and make overhead attacks yourself, and you can charge, feint, morph one attack into another, combo, parry, riposte, chamber, clash, hold up a shield, and throw or drop what's in your hand. There is no chance to miss any more: whether a blow lands is down to you (reach, range, timing, movement). Skill and gear still set how hard it hits, just as they always did in UO. - **Archery:** no target to click and no hit roll. You draw, hold at full draw while you aim and loose at the cursor; the arrow or bolt really flies, on an arc that drops with distance, and hits only whoever it actually reaches. Lead your moving targets, use cover, and raise a shield or parry when you see one coming. - **Magery:** cast on the move (slowed), and break a cast off with Q, losing some reagents if you were far into it. Spells land where you click: on the character, on whoever stood on that tile at that moment, or on nobody (the effect still plays and the spell is spent). Magic Arrow, Fireball and Energy Bolt fly level from your hands and hit only whoever they reach. - **Faithful look:** UO's own animations, timed by the server so every client sees the same swing. ## Shard rules What MORDHUO changes from classic UO, beyond the combat above: - **Skill gain**: Every attempt at a skill, pass or fail, easy or impossible, raises it by **5.0** if it's locked up: 0 to GM in 20 uses. The **700 total** still holds: at the cap, skills locked down give way; with none locked down, nothing is gained. Your skill locks are your template - **Stat gain**: Every skill attempt raises **each stat that skill trains by 1**, at GM too. 100 per stat, **225 total** (pre-T2A); your stat locks decide which give way - **Death**: **Skills reset to 0 and stats to 10/10/10** - **New characters**: Only the skills picked at creation; every other skill starts at 0 - **Combat gains**: No hit roll, but gains where UO had them: a blow that reaches a body trains the weapon skill (Tactics and Anatomy when it lands), a parry or block with a shield trains Parrying, an arrow that hits trains Archery, and every harmful spell that lands on you trains Resisting Spells - **Guards**: None. Town guards never come, whatever your notoriety - **Stamina**: Running costs no stamina; it only stops it regenerating. At 1 stamina or less you can only walk, and at 0 while carrying too much you can't move. Carrying too much still costs stamina, as in UO - **Mana**: Players regenerate mana **3x faster** than UO's rate; Meditation, Intelligence and armor scale it as usual - **Mounts**: Twice foot speed, as in UO. Fight from the saddle with UO's mounted animations, parry included; no dodging while mounted - **Aiming**: Arrows and bolts fly along the cursor at the moment they leave the bow. Instant spells (Lightning, Harm, Explosion...) clicked on a character always land; Magic Arrow, Fireball and Energy Bolt fly and can be dodged. Targeting yourself always hits yourself - **World**: Felucca only, pre-T2A: no Lost Lands, Khaldun, champion spawns or later creatures; spawns curated from ModernUO's own (`[GenWorldPreT2A`) - **Practice arena**: Around the `[GenArena` chests and dummies: no crimes, no guards. The dummies teach like any target - **Razor**: Supported as a plugin: put it in the client's `Data\Plugins\Razor\`