Racial Abilities

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There are three playable races in Ultima Online. Each has their own special racial abilities.


The original playable race, their racial abilities were unknown, or possibly taken for granted, until the arrival of the Elves, providing a means of comparison.

Humans are strong and have an increased carrying ability above what is determined by their strength (60 stones)
Humans are tough and regenerate hit points faster than normal (+2 Hit Point Regeneration). This ability also provides a small bonus to stamina loss reduction.
Humans are workhorses and have a better chance at finding more resources while gathering hides, ore, lumber, sand and granite.
Humans have a basic ability in all skills, even untrained ones. (20 Base skill in every skill.)
Note: This is not counted in the calculations for mana discount on special moves nor in the calculations designating a ‘focused mage’.


Elves have always been a part of Sosaria, tied to the health of the world itself and serving as the caretakers of Sosaria. Their role is evident in their racial abilities

Elves always have the effect of a full strength Night Sight spell.
Elves are infused with magic and have an increased energy resistance cap (+5). Elven players must still increase their actual resistances through normal means (i.e. through equipment and magical effects).
Elves are in tune with nature and receive an increase to their chance of acquiring special resources such as colored ore when mining or special boards when lumberjacking.
Their relationship with their surroundings also make elves more difficult to track than humans.
Elves gain an increased chance to passively detect hidden monsters and enemies. (Better than humans’ Jack of all Trades passive detect)
Elves are wise and receive a bonus (+20) to their maximum mana.


Hidden from view until the discovery of the Great Stygian Abyss and the route through it to Ter Mur the gargoyles are considerably taller than the other races. This makes it impossible to ride a mount, they are also inexplicable unable to use a bow. However their ability to fly at speed and to use throwing weapons compensates for this lack.

A Gargoyle’s powerful wings carry them over land as fast as a galloping horse and grant them access to special Gargoyle-only areas.
In situations of great danger, a Gargoyle’s natural ferocity will take over, granting speed and power. Once a gargoyle has lost 20% of his/her health, he/she gains 15% damage bonus and 3% SDI. This increases damage another increment for each 20% additional damage (maximum 60% damage bonus and 12% SDI).
A strong cultural emphasis on art and craftsmanship grants the Gargoyles an increased chance to imbue, enhance, and unravel magical items.
All Gargoyles are trained from childhood in the skill of Throwing, giving them a basic competence with missile weapons. (20% base proficiency in Throwing)
Gargoyles have an intuitive understanding of Mysticism, allowing them to cast basic Mysticism spells without further training. (30% base proficiency in Mysticism). They receive +2 Mana Regeneration which stacks with Meditation and Focus.