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From the Codex of Ultimate Wisdom

Felucca

A folio of the realm

Felucca

Felucca is the original face of Britannia — the first map of Ultima Online, and the only facet that retains the unrestricted Player-vs-Player combat that defined the game at launch. It shares its geography and city layout with Trammel, the mirror facet created by the court mage Nystul during the events of the Renaissance era, but the rules of engagement are sharply different. In Felucca, criminals roam, players loot the dead, and bands of murderers haunt the countryside. It is the facet of risk, the facet of wealth, and the only place in Britannia where the deepest reward systems — Power Scrolls, the Vice vs Virtue conflict, the doubled resource yields — are accessible.

The lore frame holds that Britannia is a single shard of the Gem of Immortality, and each facet is one face of that shard. Felucca and Trammel are two faces of the same shard with the same surface geography; the other facets (Ilshenar, Malas, Tokuno, the Stygian Abyss surface, Eodon) are different lands entirely.

Facet rules

Felucca is the only facet in UO with non-consensual PvP. The rules:

  • Open PvP outside guard zones. Anyone may attack anyone outside town.
  • Guard whacking inside town. An aggressor who attacks a Blue (Innocent) player inside a guard zone is killed by NPC guards — a single-hit takedown followed by an overkill lightning strike — and remains flagged Criminal afterward.
  • Aggressor flagging. Attacking a Blue player anywhere turns the attacker Gray; the Gray flag clears two minutes after the last aggressive act.
  • Murder Counts. When an aggressor kills a Blue player, the victim may report the murder. Counts decay over 40 hours of logged-in time, in 15-minute blocks. At 5 accumulated counts, the character flags Red (Murderer) and is freely attackable by anyone, anywhere in Felucca.
  • Lootable corpses. A character killed in Felucca outside guard zones is fully lootable by any other player.
  • Free-for-all looting. There are no system protections on dropped items in Felucca — fallen gold, weapons, and armor are claimable by whoever reaches them first.
  • Vice vs Virtue. Felucca hosts the Vice vs Virtue (VvV) two-faction conflict. VvV-flagged characters may engage one another anywhere — including inside guard zones — without criminal consequence, but only against opposing-faction combatants.

The five flag colors a character may carry in Felucca:

Color Meaning
Blue Innocent — protected by guards in town, not a murderer
Gray Aggressor — recently flagged for an aggressive act, freely attackable
Red Murderer (5+ counts) — freely attackable everywhere
Green Guild member — visible as a guildmate ally
Orange VvV-faction enemy — opposing faction in the Vice vs Virtue system

The doubled-resource bonus

Felucca compensates for its risk with a flat doubled yield on world resource gathering. Every node — ore, wood, fish, fertile dirt, leather — yields twice the count it does on Trammel. This is the structural reason why most professional miners, lumberjacks, and harvesters operate from Felucca despite the PvP exposure: the per-hour return is unmatched.

Champion Spawns and Power Scrolls

Felucca is the only facet whose Champion Spawns drop Power Scrolls — the +5/+10/+15/+20 skill cap raisers that unlock the 100→120 progression. Champion Spawns also drop the standard replica artifact pool. Multiple Champion Spawn locations exist across Felucca's dungeons and the Lost Lands; each follows the standard Champion progression (kill spawn waves, ramp up the Skull tier, defeat the named champion at full skull).

Felucca's two facet-internal sub-regions (Britannia mainland and the Lost Lands) both host Champion Spawns. Notable champions include the Harrower (the apex meta-spawn that aggregates power from active Champion Spawns), the Abyssal Infernal, the Lord Oaks-equivalent boss, and a roster of skill-themed apex champions.

Cities

Felucca shares its sixteen cities with Trammel. Each is a full settlement with NPC vendors, banks, healers, and faction infrastructure where applicable.

City Region Notable for
Britain Central Capital city; Castle Britannia; Lord British's seat; the Britain Sewers dungeon
Britain (north of) — Wind Central highlands Mage-themed city; sealed by stone gates
Buccaneer's Den South-central island Pirate town; Thieves Guild stronghold; Buccaneer's Den blacksmith
Cove Northeast coast Small fishing town; Orc Fort dungeon nearby
Jhelom Southwest islands Warriors' city; multi-island archipelago; weapon training arena
Minoc Northeast Mining city; gypsy camp; the East Mines and North Mines POIs
Moonglow Verity Isle (east) Mages' city; the Lycaeum library; magic shops
New Magincia Magincia Isle (east) Rebuilt city after the Magincia ruin; small trader haven
Nujel'm Eastern islands Gambling town; the Nujel'm theater
Ocllo Eastern islands Alternate trade hub; serpentine shoreline
Sanctuary Western mainland Refuge city in the southern jungle
Serpent's Hold Southern islands Paladin city; the Order of the Silver Serpent
Skara Brae Western coast Bardic city; ranger post; secluded coastal town
Trinsic Southwestern coast Paladin capital; Trinsic Sewers and Trinsic-Delucia Passage
Vesper Northeast coast Trader city; alchemical and magical shops
Yew Northwest forest Forest city; the Yew Crypts; the Empath Abbey; the courthouse

Dungeons

Sixteen named dungeons sit within the Felucca surface or beneath it, mirroring the Trammel layout but with the Felucca PvP ruleset extending into them.

Dungeon Location Theme
Covetous Northeast Earth/serpent; Champion Spawn
Deceit Far east Undead; Champion Spawn
Despise Central Mountain humanoids
Destard Southwest Dragons; the dragon's hoard
Fire Southern islands Fire elementals; Champion Spawn
Hythloth Far southeast Demons and lava; Champion Spawn
Ice Far north Ice elementals; Frost Dragon; Champion Spawn
Orc Cave Central Orc warrens
Orc Fort (Yew) Northwest Yew-side orc stronghold
Painted Caves Southern jungle Trolls and ettins
Shame West Earth elementals; Champion Spawn
Wrong Far north Prison ruin; named criminal mobs
Britain Sewers Beneath Britain Sewer-themed mob lineup
Trinsic-Delucia Passage Southern jungle Lost Lands corridor
Prism of Light Eastern mountains Crystal elementals; the Crystal Hydra Champion Spawn
Blighted Grove Western forest Blight-themed mob lineup

Moongates and travel

Eight standard moongates serve Felucca, mirroring Trammel's:

Moongate Location
Britain Moongate Central, west of Britain
Yew Moongate Northwest
Skara Brae Moongate West coast
Jhelom Moongate Southwest islands
Trinsic Moongate South coast
Magincia Moongate East
Moonglow Moongate Verity Isle
Minoc Moongate Northeast

Recall, Sacred Journey, and Gate Travel all function in Felucca with one important caveat: Trammel-side runebooks do not point to Felucca-side coordinates. A Felucca-runebook is required for in-facet travel. Additional teleporter pads connect specific in-game points (Buccaneer's Den, the mainland, the Island Temple).

The eight Virtue Shrines

Felucca holds the canonical Eight Virtue Shrines — the iconography of the Britannian Virtues system. Each shrine corresponds to a Virtue and provides effects when meditated upon:

Shrine Virtue
Compassion Shrine Compassion
Honesty Shrine Honesty (on Verity Isle)
Honor Shrine Honor (south of Trinsic)
Humility Shrine Humility (southeast islands)
Justice Shrine Justice (north of Britain)
Sacrifice Shrine Sacrifice (far north)
Spirituality Shrine Spirituality (south of Britain)
Valor Shrine Valor (south islands)
Chaos Shrine Chaos (Britain Sewers area; the Order/Chaos opposition)

The Chaos Shrine is a Felucca-only fixture — the only shrine in UO that does not align with the Eight Virtues. It sits in opposition to the Britannian Council and serves as the gathering point for the Order vs Chaos faction conflict (the historic predecessor to Vice vs Virtue).

The Lost Lands

Felucca's secondary sub-region. The Lost Lands appear in both Felucca and Trammel and contain three additional cities — Delucia (south-central), Papua (eastern coast), and the surrounding wilderness — plus the Terathan Keep, the Ophidian Lair, and the Crystal Cave. The Felucca Lost Lands hosts several Champion Spawns and the Trinsic-Delucia Passage corridor that connects the two facets internally. PvP rules apply identically in the Lost Lands as on the Felucca mainland.

Notable Felucca-only features

Strategy notes

  • Bring nothing you cannot afford to lose. Felucca's open looting rules mean a death in the wild is a loss of everything not Blessed or Insured. Most travelers bring a single weapon and a regs pouch, with high-value gear left in the bank.
  • Always have an escape rune. An open runebook bound to a safe Trammel rune (or a known Felucca safe spot) is the standard gank-counter. The unrestricted Recall lets a smart traveler escape almost any encounter.
  • Travel in pairs or larger. The PvP gankers who haunt the Felucca dungeons hunt alone in groups of three; a solo traveler is the standard target. Two characters can survive most ganks; four can win them.
  • Mind your flag color. A Gray flag clears in two minutes; a Red flag is permanent until counts decay. The single most common new-player mistake is killing a Blue thief in self-defense and accumulating murder counts toward Red.
  • The doubled resources reward time investment. Five hours of mining in Felucca yields more ore than ten hours in Trammel. The trade is the constant background risk of being attacked.
  • The Chaos Shrine and the Virtue Shrines together are the only place in UO where all nine canonical shrines exist on the same map. Worth visiting for the lore alone.

See also

Trammel, Lost Lands, Britain, Buccaneer's Den, Yew, Trinsic, Skara Brae, Vesper, Minoc, Moonglow, Nujel'm, Magincia, Serpent's Hold, Jhelom, Wind, Cove, Ocllo, Sanctuary, Champion Spawns, Power Scrolls, Vice vs Virtue, Faction, Order vs Chaos, Murder Counts, Murderer, Criminal, Gem of Immortality, Facets.

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