Weapons
Every melee and ranged weapon on UO Sagas belongs to one of four combat skills — Swordsmanship, Mace Fighting, Fencing or Archery. This page explains how damage, swing speed and hit chance are calculated, and lists the stats of every obtainable weapon. For how skills and stats fit together, see Skills Overview; for the perk trees built on top of the combat skills, see Skill Masteries.
Weapon Damage Simulator
Every number on this page is a dice roll, not a flat value. Try the simulator — pick a weapon, set your Tactics, Strength and Anatomy, and it rolls 1,000 swings to show the real damage spread, swings per minute and DPM, in PvM or PvP.
How damage works
Each swing rolls the weapon's damage dice: a fixed base plus a handful of dice. A Longsword, for example, rolls 6 + 4d5 — a base of 6 plus four five-sided dice — for 10 to 26 damage ("4d5" means four dice with faces 1–5). Because several dice are added together, results cluster around the middle of the range: the extremes are rare, the average is dependable.
Every weapon is tuned to a shared damage-per-minute budget for its class (measured at 100 Stamina, before skill modifiers): one-handers land about 555 damage per minute, two-handers about 600, ranged weapons about 530, and utility side-arms (knives, tools, wands, crooks and the dagger) about 250. Fast weapons hit more often for less, slow weapons less often for more — pick the rhythm, not the raw number.
The base roll is then modified by your skills and stats:
| Source | Effect |
|---|---|
| Tactics | The big one: −30% damage at 0 skill, ±0% at 50, +30% at 100, +42% at 120 (fully scrolled). An Accuracy weapon's bonus Tactics counts on top of the skill's 125 ceiling, up to +57% at 120 with a Supremely Accurate weapon. Below 50 Tactics you are actually losing damage. Against other players, anything you scrolled above 100 is ignored — gear bonuses still count. |
| Strength | +0.1% per point — +10% at 100 Strength. |
| Anatomy | +0.2% per point (+20% at 100), plus an extra +10% at Grandmaster — +30% total at GM. |
| Crafter-skill bonus | Some weapons gain +0.2% per point of a related trade skill — up to +20% at 100 skill (+24% at 120) against monsters. In PvP the bonus is halved: +0.1% per point (+10% at 100, +12% at 120). See below. |
| Exceptional quality | +10% damage on exceptionally crafted weapons. |
| Magic damage level | A percentage bonus on every hit against monsters: Ruin +10%, Might +20%, Force +30%, Power +40%, Vanquishing +50%. In PvP the bonus is halved (Ruin +5% up to Vanquishing +25%). |
Tactics and Anatomy gain passively while you fight — every hit is a chance to improve them.
Trade-skill damage bonuses
Four groups of weapons reward a matching trade skill with bonus damage:
- Lumberjacking — all axe-type weapons, including the hatchet and pickaxe. The war axe is the exception: despite the name it counts as a bashing weapon and takes the Mining bonus instead.
- Fletching — the regular bow only (not crossbows).
- Carpentry — wooden mace weapons: club, quarterstaff, gnarled staff, black staff, and the shepherd's and tamer's crooks.
- Mining — war axe and hammer pick.
How armor absorbs damage
The defender's suit blocks a share of every physical hit: the total armor rating is roughly the percentage of the damage absorbed (a 30-armor suit stops about 30% of each blow). Two limits apply:
- A single blow can never be absorbed by more points than the armor's rating — truly huge hits punch through even heavy plate.
- Total damage reduction is capped at 90%.
The Protection spell adds up to +10 armor at GM Magery (full duration against monsters, 60 seconds against players); it cannot be combined with Reactive Armor or Magic Reflect.
For what every armor line is worth, the dexterity and meditation costs, and shield stats, see Armor and Shields.
PvP damage
Against other players, weapon damage is reduced: the rolled damage is multiplied by 0.70, the trade-skill bonuses above are halved, and magic damage levels are halved. See PvP for the full picture.
Swing speed
Every weapon has a Speed rating (higher = faster). Your swing delay in seconds is:
delay = 15000 ÷ ((Stamina + 100) × Speed)
At 100 Stamina that works out to 75 ÷ Speed seconds — a Kryss (Speed 56) swings every ~1.3 seconds, a Halberd (Speed 24) every ~3.1 seconds. Keeping your Stamina up matters: the lower your Stamina drops, the slower you swing. Slow, hard-hitting weapons lose less from missing (each miss wastes a whole swing), while fast weapons apply poison and interrupt spellcasters more reliably.
Arms Lore swing bonus
The Arms Lore skill itself — no mastery required — passively speeds up your swings with every weapon, melee and ranged, against any opponent (PvM and PvP alike): the swing delay is reduced by 5% at 100 skill, scaling linearly from 0 up to 6% at 120.
Hit chance
Whether a swing lands is a contest between your weapon skill and the defender's:
chance = (your skill + 50) ÷ ((their skill + 50) × 2)
Two equally skilled fighters hit each other 50% of the time; a Grandmaster never misses a completely unskilled defender and still hits a half-trained one about 75% of the time. Creatures defend with Wrestling. Magic weapons with an accuracy modifier (Accurate up to Supremely Accurate) raise your hit chance by +2% to +10%.
Special weapon properties
- Mace weapons drain stamina — every mace-class hit drains 3–5 Stamina from the target, slowing their swings in return.
- Poisonable weapons — only the dagger, kryss and war fork can carry poison from the Poisoning skill. Each hit may consume a poison charge, with a chance to infect the target based on your Poisoning skill.
- Two-handed PvP specials — in PvP combat only, fighters with 75+ Dexterity and 80+ Anatomy have a chance at special blows with two-handed weapons: concussion blow (axes), crushing blow (maces, +50% damage) and paralyzing blow (spears). These never trigger against monsters.
Archery rules
- You must stand still for one second before you can fire — there is no shooting on the move.
- Shots consume arrows (bows) or bolts (crossbows) from your backpack or quiver.
- When you hit a monster, there is a 40% chance the ammunition survives and can be looted back from the corpse.
- Bows shoot up to 10 tiles, crossbows up to 8 tiles.
Weapon tables
Damage is the per-hit base roll before the modifiers above; Roll shows the dice behind it. Speed: higher = faster. Str is the Strength required to equip. Weapons marked utility are side-arms on the low (~250) damage-per-minute budget — tools and backup blades, not main weapons. All values are current live-server values.
Swordsmanship
| Weapon | Damage | Roll | Speed | Str | Hands | Crafted by | Notes | |
|---|---|---|---|---|---|---|---|---|
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Katana | 7–19 | 4 + 3d5 | 54 | 10 | 1 | Blacksmith | |
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Cutlass | 9–18 | 6 + 3d4 | 52 | 10 | 1 | Blacksmith | |
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Scimitar | 9–18 | 6 + 3d4 | 52 | 10 | 1 | Blacksmith | |
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Broadsword | 10–22 | 7 + 3d5 | 43 | 25 | 1 | Blacksmith | |
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Viking Sword | 9–25 | 5 + 4d5 | 41 | 40 | 1 | Blacksmith | |
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Thin Longsword | 10–25 | 7 + 3d6 | 40 | 25 | 1 | — | Not craftable — a rare find |
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Longsword | 10–26 | 6 + 4d5 | 39 | 25 | 1 | Blacksmith | |
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Butcher Knife | 5–11 | 3 + 2d4 | 40 | 5 | 1 | Tinker | Utility |
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Cleaver | 5–11 | 3 + 2d4 | 40 | 10 | 1 | Tinker | Utility |
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Skinning Knife | 5–11 | 3 + 2d4 | 40 | 5 | 1 | Tinker | Utility |
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Hatchet | 5–11 | 3 + 2d4 | 40 | 15 | 2 | Tinker | Utility; Lumberjacking bonus |
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Battle Axe | 11–27 | 7 + 4d5 | 40 | 40 | 2 | Blacksmith | Lumberjacking bonus |
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Executioner's Axe | 12–27 | 9 + 3d6 | 38 | 35 | 2 | Blacksmith | Lumberjacking bonus |
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Two Handed Axe | 12–27 | 9 + 3d6 | 38 | 35 | 2 | Blacksmith | Lumberjacking bonus |
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Double Axe | 13–28 | 10 + 3d6 | 37 | 45 | 2 | Blacksmith | Lumberjacking bonus |
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Large Battle Axe | 11–31 | 7 + 4d6 | 36 | 40 | 2 | Blacksmith | Lumberjacking bonus |
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Axe | 11–32 | 8 + 3d8 | 35 | 35 | 2 | Blacksmith | Lumberjacking bonus |
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Bardiche | 15–43 | 11 + 4d8 | 26 | 40 | 2 | Blacksmith | |
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Halberd | 18–45 | 15 + 3d10 | 24 | 45 | 2 | Blacksmith | Biggest single hit in the game |
Mace Fighting
| Weapon | Damage | Roll | Speed | Str | Hands | Crafted by | Notes | |
|---|---|---|---|---|---|---|---|---|
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Club | 7–22 | 2 + 5d4 | 48 | 10 | 1 | Carpenter | Carpentry bonus |
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Mace | 9–21 | 5 + 4d4 | 46 | 20 | 1 | Blacksmith | |
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War Axe | 8–23 | 3 + 5d4 | 45 | 35 | 1 | Blacksmith | Mining bonus |
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Maul | 8–23 | 3 + 5d4 | 45 | 20 | 1 | Blacksmith | |
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Hammer Pick | 9–23 | 2 + 7d3 | 44 | 35 | 1 | Blacksmith | Mining bonus |
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War Mace | 9–24 | 4 + 5d4 | 42 | 30 | 1 | Blacksmith | |
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Magic Wand | 4–11 | 3 + 1d8 | 42 | — | 1 | — | Utility; magic loot |
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Pickaxe | 5–11 | 3 + 2d4 | 40 | 25 | 1 | Tinker | Utility; mining tool; Lumberjacking bonus |
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Quarterstaff | 12–27 | 7 + 5d4 | 38 | 30 | 2 | Carpenter | Carpentry bonus |
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Black Staff | 13–28 | 8 + 5d4 | 37 | 35 | 2 | Carpenter | Carpentry bonus |
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Gnarled Staff | 11–32 | 4 + 7d4 | 35 | 20 | 2 | Carpenter | Carpentry bonus |
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Shepherd's / Tamer's Crook | 6–15 | 5 + 1d10 | 30 | 10 | 1 | Carpenter | Utility; herding tool; Carpentry bonus |
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War Hammer | 14–38 | 8 + 6d5 | 29 | 40 | 2 | Blacksmith |
All mace weapons drain 3–5 Stamina from the target on every hit.
Fencing
| Weapon | Damage | Roll | Speed | Str | Hands | Crafted by | Notes | |
|---|---|---|---|---|---|---|---|---|
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Kryss | 5–20 | 2 + 3d6 | 56 | 10 | 1 | Blacksmith | Poisonable |
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Dagger | 3–8 | 2 + 1d6 | 55 | 1 | 1 | Blacksmith | Utility; poisonable |
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War Fork | 9–21 | 6 + 3d5 | 47 | 35 | 1 | Blacksmith | Poisonable |
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Short Spear | 9–23 | 7 + 2d8 | 44 | 15 | 2 | Blacksmith | |
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Tribal Spear | 10–26 | 8 + 2d9 | 42 | 30 | 2 | — | Savage loot — a spear sidegrade |
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Pitchfork | 11–26 | 8 + 3d6 | 41 | 15 | 2 | Blacksmith | |
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Spear | 11–27 | 9 + 2d9 | 40 | 30 | 2 | Blacksmith |
Archery
| Weapon | Damage | Roll | Speed | Str | Hands | Range | Crafted by | Notes | |
|---|---|---|---|---|---|---|---|---|---|
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Bow | 12–27 | 9 + 3d6 | 34 | 20 | 2 | 10 | Bowyer | Fletching bonus |
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Tribal Bow | 13–28 | 10 + 3d6 | 32 | 20 | 2 | 10 | — | Savage loot — a bow sidegrade |
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Crossbow | 14–35 | 11 + 3d8 | 27 | 30 | 2 | 8 | Bowyer | |
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Heavy Crossbow | 16–44 | 12 + 4d8 | 22 | 40 | 2 | 8 | Bowyer |
The Tribal Spear and Tribal Bow are not upgrades — they are sidegrades with their own stats, looted from the savage tribes.
Getting and keeping weapons
Craftable weapons come from crafting — exceptional versions hit 10% harder, and colored-metal or special-wood versions carry material bonuses. Magic weapons (accuracy, damage level, slayer properties) drop as monster loot. Weapons wear out with use and can be fixed by a crafter — see Repairing.










































