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From the Codex of Ultimate Wisdom

Karma

A folio of the realm

Karma

Karma is one of the two reputation variables in the Reputation Title System (the other being Fame). It is a closed-range integer (−32,000 to +32,000) representing a character's moral standing. Karma is earned by slaying evil creatures, completing quests, and killing red (murderer) characters; it is lost by killing good creatures, stealing, making and applying poison, and casting Necromancy spells with Increased Karma Loss equipped. Karma directly drives two skill systems (Chivalry for paladins, Necromancy for dark casters), determines NPC interaction tier (very-low-Karma characters can't get vendor service), and gates the karma-color of the character's name as displayed to other players. The karma value is shown indirectly through a character's Paperdoll title (the karma title appears unless overridden by Fame Lord/Lady or by a Reputation Title).

How Karma is calculated

Karma changes via a per-event formula at every "morality-relevant" action.

Slaying an evil creature

A character with 5,000 Karma slaying an Ice Fiend (creature Karma = −18,000):

  • Karma Gained = −(creature_karma / 100) − 50
  • = −(−18,000 / 100) − 50
  • = 180 − 50 = 130
  • New Karma = 5,000 + 130 = 5,130

Slaying a good creature

A character with 10,497 Karma slaying a Crane (creature Karma = 150):

  • Karma Lost = (−creature_karma − your_karma) / 100
  • = (−150 − 10,497) / 100
  • = −106 (rounded down)
  • New Karma = 10,497 − 106 = 10,391

The penalty for slaying good creatures scales with your own Karma — high-Karma characters hemorrhage Karma faster on bad acts. Conversely, the bonus for slaying evil diminishes as you outpace the creature; if your Karma exceeds a monster's Karma magnitude, you gain little or nothing from killing it.

Karma levels

Karma sits on an exponential scale — higher tiers are increasingly difficult to reach.

Level Range
Positive Level 5 10,000 to 32,000
Positive Level 4 5,000 to 9,999
Positive Level 3 2,500 to 4,999
Positive Level 2 1,000 to 2,499
Positive Level 1 500 to 999
Neutral Level 0 499 to −499
Negative Level 1 −500 to −1,249
Negative Level 2 −1,250 to −2,499
Negative Level 3 −2,500 to −4,999
Negative Level 4 −5,000 to −9,999
Negative Level 5 −10,000 to −32,000

The scale is slightly skewed toward the positive at early levels (a beginner's first kills weight Karma upward).

Karma titles (Paperdoll display)

Each Karma level has a paperdoll title that prefixes the character's name (unless overridden by a Fame Level-5 "Lord/Lady" or by a quest-granted Reputation Title):

Karma level Title prefix
+5 The Glorious
+4 The Honorable
+3 The Trustworthy
+2 The Estimable
+1 The Respectable
0 (no prefix)
−1 The Notorious
−2 The Dishonorable
−3 The Disreputable
−4 The Despicable
−5 The Dread Lord / Dread Lady

The "Dread Lord" title is the canonical signal that the character is a deeply-committed dark caster or PvP murderer — it appears on negative-karma Necromancers running Vampiric Embrace / Reaper Form / dark-magic builds.

Color & Morality

Every NPC, animal, monster, and player character is rendered in a morality color that derives from Karma (and alignment). The color appears on the all-names display, the object-handle highlight, and the paperdoll title bar.

Hue Meaning Karma effect of attack
Blue Positive karma, good alignment Killing reduces your Karma
Gray Neutral or criminal flag Karma gain may apply, may not
Red Murderer (5+ kills); attackable freely Killing reduces their Karma; you gain Karma for killing
Orange Hostile (faction, war, etc.) Karma neutral

A player character can be blue and have negative Karma simultaneously — that's the canonical "I'm not a criminal but I'm a Necromancer" combination. In Ilshenar, certain blue NPCs (pixies, cu sidhes) aggressively target negative-karma blues — making the facet a dangerous neighborhood for dark casters.

Paragon karma bonus

Gold-hued (Paragon) creatures in Ilshenar receive a 40% increase in Fame and Karma over the non-paragon version, unless the creature has Karma 0 (in which case the bonus does not apply — see Publish 27). This makes Paragon kills substantially more rewarding for veteran karma-grinders.

Karma & Skills

Chivalry — paladin spell scaling

Chivalry spells scale with the caster's Karma. Every Chivalry spell except Sacred Journey is Karma-influenced:

Spell Karma effect
Close Wounds / Noble Sacrifice Karma scales healing amount
Cleanse by Fire Karma reduces self-damage incurred by the caster
Remove Curse / Dispel Evil Caster Karma + target Fame + target Necromancy skill drives success chance
Consecrate Weapon / Divine Fury / Enemy of One Karma scales duration and bonus magnitude
Holy Light Karma is a base-damage component

Paladins are dedicated max-Karma builds — Karma at +5 is non-negotiable for serious Chivalry use.

Necromancy — dark caster scaling

Necromancy inverts the relationship — negative Karma boosts certain dark arts:

Mechanic Negative-Karma effect
Shadow Wisp (Summon Familiar) Regenerates mana for the caster and friendly characters only if their Karma is negative. A Dread Lord receives more mana than a Sinister Lord — an explicit Karma-gradient mana economy.
Increased Karma Loss (Item Property, Publish 36) Item-side modifier that grants a higher rate of Karma loss while casting Necromancy spells. Currently found only on the Ossian Grimoire Necromancy spellbook — the canonical "all-in" dark-cast item.

The Necromancer's calling is to drive Karma down into Dread Lord territory, then leverage the Karma-floor for maximum spell efficacy.

Karma Locking

When a character's Karma moves from neutral to negative, it is automatically locked. An ankh must be visited and the Karma unlocked before any further Karma can be regained (positive or negative).

The Karma lock is one-way: a locked character will not gain Karma from any action, but can still lose Karma from bad acts. Fame is unaffected by a Karma lock — you continue to gain/lose Fame independently.

Manual Karma locking is available at most shrines: access the Context Menu (right-click or shift-click) for the ankh and select Lock Karma.

Lock case Why it matters
Necromancer holding Karma at −5 Forces Karma to stay deeply negative even when accidentally killing evil creatures (PvM is Karma-positive by default, which would otherwise erode their negative Karma)
Paladin holding Karma at +5 Less common (positive Karma rarely accidentally drops below the +5 threshold), but useful in PvP-heavy builds
Roleplay A character's "moral identity" is locked-in regardless of in-game actions

Karma at the extremes

State Behavior
Very low Karma (Dread Lord territory) Most NPCs will not interact with the character. Vendors won't sell, healers won't rez, quest-givers won't speak. The Karma penalty is a hard NPC-facing wall.
Very high Karma (+5) Full NPC interaction; positive social signals; canonical "good" identity

Discerning a target's Karma

Access a target's Paperdoll. The displayed title includes the karma title — unless the character has a Fame Level-5 "Lord/Lady" title (which supersedes the karma title) or a quest-granted Reputation Title (which supersedes both).

Karma sources at a glance

Action Karma effect
Slay evil creature Positive
Slay good creature Negative (scales with your Karma)
Kill red (murderer) character Positive
Kill blue (good) PC Negative + Murderer count
Steal from a player or NPC Negative
Create poison (Poisoning skill) Negative
Apply poison to weapon Negative
Cast Necromancy spell with Ossian Grimoire Negative (accelerated)
Complete quests Positive (varies by quest)
Bulk Order Deeds Positive (Karma + Fame both granted)
Hand out gold to beggars (Begging) Negative

See also

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Folio inscribed by the Scribe  ·  merge  ·  2026-05-14
Folios in the Codex incorporate material adapted from community-maintained Ultima Online wikis, used under the Creative Commons Attribution-ShareAlike 3.0 License. Synthesised, restructured, and rebranded by the Scribe.