A Proxy for Ultima Online: Shard Connection, Port Restrictions and Scope Selection
Ultima Online has been running as a world for over twenty years, and its network side preserves the simplicity of that era: the client connects to a login server, is redirected to a shard from there, and the session continues over TCP. This simplicity makes proxy setup easier but brings its own pitfalls.
Shard architectureWhat the login server and shard redirection mean from a proxy perspective.
02
Port restrictionWhy non-standard target ports can be refused by the proxy.
03
Scope selectionThe difference between setting up at router, system and application level.
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Account and storeAccount centre and purchase traffic running through the browser.
The network side of older games is usually easier to understand: there are fewer layers, the protocol is singular and behaviour is predictable. Ultima Online is a good example. The client connects to a login server, is redirected to the address of the shard you select once the account is verified, and the game session continues from there.
This simplicity produces two consequences on the proxy side. The positive one is that the session runs over TCP and can be carried in a tunnel. The difficult one is that the client offers no proxy setting of its own and the connection goes outside the standard web ports — these two details directly determine where the setup is done.
A third topic is the account side: subscription management, store transactions and code redemption are done from the browser over ordinary HTTPS. This traffic should be assessed in a scope entirely separate from the game session.
How do the login server and shard redirection work?
The connection has two stages. The client first connects to a login server and verifies your account details. If verification succeeds, the server returns the list of shards you can play on; when you select a shard, the client opens a new connection to that shard's address and the game session is established there.
From a proxy perspective, the critical detail here is that the second connection goes to a different address than the first. If you wrote a narrow rule covering only the login server's domain, you will get past login but the shard connection falls outside the scope and either exits directly or cannot be established at all. Your rule must include both stages.
Shards are hosted in different geographic regions and your character is tied to a specific shard. In other words, the answer to "which region should I exit from" is not where you are but where your character's shard is located. It makes sense to pick an exit on the shortest path between these two points (proxy locations).
The game's longevity has another practical consequence: the world contains mechanics that require regular logins. Because progress on an account you cannot access for a long time may be affected, it is important to confirm that you can log in before changing your connection path.
How the two stages are reflected in the proxy rule
The two-stage structure makes it easier to think in terms of processes rather than domains when writing rules. If you try to maintain a domain list, your rule ages as shard addresses change; whereas a rule of the form "send all TCP connections opened by this client to the proxy" survives even when addresses change. This is the real reason per-application routing is preferred with game clients.
The same logic works in reverse: if you do not want to route all the traffic the client generates, it is more practical to separate by timing rather than by domain. Completing the update with the proxy disabled and then starting the game with the proxy enabled produces fewer errors than writing complex rules, and keeps the quota side predictable.
The protocol side: the session is TCP, but what about the rest?
Ultima Online's game protocol is built on TCP. That is convenient from a proxy perspective: an HTTP proxy's CONNECT tunnel and SOCKS5's TCP connect method can both carry this traffic. The "UDP doesn't go through the tunnel" problem seen in action games does not apply here for the game session.
But the client does not work alone. Patches and file updates download over HTTP/HTTPS; the account centre and store run through the browser; if a voice chat application is open alongside, it uses UDP. Each of these is a separate scope decision, and none of them is automatically affected by a rule defined for the game client.
The second and less well-known topic is target port restrictions. For security reasons, many proxy servers allow CONNECT requests only to certain target ports; in default configurations that list is often limited to 443 and a few exceptions. If the game client connects to a port outside the standard web ports, the request is refused by the proxy, and the error message the client shows does not explain why.
So ask your provider this question explicitly: which target ports are connections allowed to? If the answer is "only 80 and 443", the game session needs another solution. SOCKS5 is more flexible at this point, because instead of interpreting a port list at the application layer it opens a TCP connection to the requested address — though the provider's own restrictions still apply. To go deeper into the topic, see The difference between HTTP and SOCKS5 and what port numbers tell you If a direct connection is going to be established, NAT comes into play. Your home router translates the internal address into the external one, and this mapping is created when you send a packet outward. The matchmaking server tells each side the other's external address and port; when both sides send packets outward at the same time, the mappings are created and the connection is established. This behavior is called hole punching, and it works when the router's mapping rule is predictable.
Traffic group
Transport
Where it is managed from
Can it be left out of scope?
Login and shard session
TCP
System setting or app-based rule
No — this is the core scope
Patch and file download
TCP · HTTP/HTTPS
The same scope or a separate rule
Yes, recommended to protect your quota
Account centre and store
TCP · HTTPS
Browser profile
Yes, assessed separately
Voice chat and side applications
Mostly UDP
The application's own setting
Yes, it does not enter the tunnel anyway
The last row of the table is often misunderstood: if an application does not enter the tunnel, this is not a fault but the natural consequence of a protocol difference. The right response is not to force the rule but to leave that component deliberately out of scope.
DIAGRAMThe relative shares of the client and its surrounding traffic
You can scroll the diagram horizontally to inspect it
The shares are representative: the aim is to show which group requires a separate scope decision.
Set it up on one machine or the whole network?
Because the client has no proxy field, you have to make the scope decision yourself, and there are three options. The narrowest is per-application routing: only the game client's connections go to the proxy, and everything else on the machine exits directly. Diagnosis is easiest here because you have isolated the variable on its own.
The middle option is the operating system-wide setting. Every HTTP client on the machine is affected by it, including the browser, updaters and background services. As scope widens, quota consumption grows and the traffic of an unexpected application also starts going through the proxy.
The broadest option is the router level. A decision here affects every device in the home: phones, the television, the console, guests' devices. Most home routers are also not proxy clients; such a setup usually requires alternative firmware or a separate routing device on the network. For the options, see using a proxy on a router.
Warning
A change made at the router level also affects other people using the same network. On a shared connection, do not make this decision alone; finding the source when something breaks becomes just as much harder.
DIAGRAMScope breadth by setup level
You can scroll the diagram horizontally to inspect it
The figures describe the relative breadth of scope; they are not a performance measurement.
Exit options for an Ultima Online setup
Stability over long sessions, a location close to the shard and the allowed target port range are assessed together.
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There is a traffic group that stands entirely apart from the game session: subscription renewal, account detail updates, code redemption and store purchases. All of these are done from the browser with ordinary HTTPS requests, which makes them the easiest part to route — a rule defined on a browser profile is enough.
The real issue here is not technical but one of consistency. Payment and subscription pages are sensitive to the match between the country the login comes from and the details registered on the account. Making a billing transaction from an unusual country may trigger extra verification or cause the transaction to fail. Making the payment step over your own normal connection is the least friction-prone path.
Examining regional pricing and promotion displays is a different matter and a legitimate research need. A proxy is a suitable tool for verifying how a store page looks in different countries; the framework for this approach is explained in regional price research on game stores the article. Mind the difference between viewing and buying: the latter is subject to the store's own rules.
One final technical note: a proxy may add certain headers to requests, and those headers tell the target that you are behind a proxy. This distinction can matter when examining page behaviour; to see which headers are being sent, use anonymity test and the headers added by the proxy the article offers guidance.
Path length: what does a proxy add to the connection?
A proxy puts a hop in the middle. The packet goes to the proxy server first, reaches the target from there, and the response travels the same path back. The consequence is clear: the path lengthens. A proxy does not lower your ping and does not reduce latency; with a well-chosen exit you can keep the cost it adds small, and that is all.
The size of that cost depends on geography. If the exit lies on the natural path between you and the shard, the deviation is small. If you choose an exit in the opposite direction, on a distant continent, packets travel the same distance twice and the difference becomes noticeable in game. In chained setups, every extra hop stacks that cost (proxy chaining).
In a classic MMORPG session, the cost of a disconnect is higher than a few milliseconds of difference. So when measuring, look at stability rather than the average: an exit that spikes intermittently is more problematic than one that is slightly higher but flat. For measurement methodology, the ping test and the uptime and SLA article will help.
Choose an exit in a region close to your character's shard.
Repeat the measurement with and without the proxy on the same day.
Avoid chained setups; the diagnostic cost outweighs the gain.
Decide in advance which backup exit you will switch to in case of an outage.
DIAGRAMRelative path length by exit location
You can scroll the diagram horizontally to inspect it
The bars are relative weights, not millisecond values: the aim is to compare how many times over the path lengthens.
Client variety and proxy support
The game's long history has led to several clients coexisting. On the official side there are classic and enhanced client options; both take their network settings from the operating system and offer no proxy field of their own. In that case the scope decision is in your hands, not the client's.
The practical upshot: do not look for the setting in the client. Define the routing either at the operating system level or with a per-application rule, and verify the result with a tool independent of the client. A compatibility list showing which applications work with SOCKS5 is a shortcut when deciding.
The second point is that if several clients are open on the same machine, the number of concurrent connections rises quickly. Each client establishes its own session, and if a browser is open alongside, it generates dozens more. If your package limit is low, the ceiling fills earlier than you expect and new connections are refused (concurrent connection limit).
The third is the authentication method. Username and password works everywhere but is a shareable secret; IP authorisation is practical on connections with a static address but cuts off access at every renewal on dynamic lines. For the balance between the two, see the method notes on the HTTP proxy and SOCKS5 proxy pages.
Post-setup verification checklist
Treat verification as part of the setup; when it is seen as a separate job, it gets skipped. Four headings are enough.
Exit address: Open the my IP address tool from the scope where you defined the proxy. If you used a per-application rule, a test from the browser will be misleading; run the test from where the rule applies.
Domain resolution: Where resolution is performed determines whether the target domain is visible to your local DNS server. A DNS leak test is used to measure this; the distinction on the SOCKS5 side varies by client.
IPv6 bypass: If your exit is IPv4 only and IPv6 is enabled on your device, a request to a target reachable over IPv6 can bypass the proxy. The solution is either to use an exit with IPv6 support or to disable IPv6 in that profile.
Liveness: An exit working today does not mean it will work tomorrow. Testing regularly with a proxy checker tool reduces surprises in the middle of a session.
When a proxy is not needed, and the right expectation
If you connect from your own home to your own shard with a single account, a proxy is an unnecessary layer. The path lengthens, the budget grows, and when a problem arises it is the first suspect. The simple setup is often the best setup.
In contrast, a proxy serves a real function in three scenarios. The first is needing a static, predictable exit when connecting from a corporate or campus network. The second is verifying how store and announcement pages look in different regions. The third is observing network behaviour from different exits for testing and research.
If you want to encrypt all your device's traffic from a single point, a proxy may not be the tool you are looking for; a proxy only affects the scope you configure. The difference between a proxy and a VPN article explains this. For setup notes on other games from a similar era, see the game proxy guides section.
Questions about Ultima Online and proxies
01I can't find a proxy setting in the client. Is that normal?
Yes. The official clients take their network settings from the operating system and do not offer a proxy field of their own. You need to define the routing at the operating system level or with a per-application rule; verify the result with a tool independent of the client.
02The proxy is refusing the connection. What could be the cause?
The most common reason is a target port restriction. Many proxy servers allow CONNECT requests only to certain ports, and the game client connects to a port outside the standard web ports. Ask your provider directly which target ports are allowed.
03I can sign in but can't connect to the shard. Why?
The connection has two stages: first the login server, then the address of the shard you select. If your rule covers only the first address, the second connection falls outside it. Widen the scope so that it includes both stages.
04Which country should I choose my exit in?
Choose it according to the location of the shard your character is on, not according to where you are. If the exit lies on the natural path between you and the shard, the deviation stays small; an exit chosen in the opposite direction makes packets travel the same distance twice.
05Can I pay my subscription through a proxy?
Technically possible but not recommended. Payment pages are sensitive to the match between the country the login comes from and the details registered on the account; a transaction from an unusual country may trigger extra verification or fail to complete. Making the payment step over your normal connection is the least friction-prone path.
06Isn't it more practical to set it up on the router?
It is the broadest solution in terms of scope but the riskiest: every device on the same network is affected, quota becomes unpredictable, and finding the source when something breaks gets harder. Most home routers are also not proxy clients. Starting with a narrow scope brings fewer surprises.
07Does opening two clients at once affect my connection limit?
Yes. Each client establishes its own session, and a browser open alongside them generates dozens more connections. If your concurrent connection ceiling is low, new connections start being refused; choose the limit according to how you use it.
08Does a proxy speed up the gaming experience?
No. Because a hop is added, the path lengthens and latency increases somewhat in most setups. What a proxy gains you is not speed; it is a static exit address, regional appearance verification and a predictable path on corporate networks.