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# 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.  A mod 
for ModernUO and ClassicUO, the standards in community-built open source UO server and client.

- **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\`