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Spell Damage

Every damage spell on UO Sagas is a dice roll pushed through a chain of multipliers — the target's resist roll, your Eval Int against their Magic Resist, Magery's own contribution, and the big one: the ×2 against monsters. This page walks the whole chain; the Magery page covers circles, fizzle chances and training.

Spell Damage Simulator

Every stage on this page is a live control in the Spell Damage Simulator — pick a spell, set both sides' skills, flip the target between monster and player, and read off the resist chance, the damage spread, mana efficiency and damage per second.

The chain

A damage spell travels through four stages on its way to the target:

# Stage What happens
1 Base roll each spell's own dice: Magic Arrow a flat 3, Fireball 7–11, Energy Bolt 26–34, Flame Strike 31–46
2 Resist roll the target rolls Magic Resist once; on success the spell deals ×0.75 (Harm ×0.90, Chain Lightning and Meteor Swarm ×0.50)
3 Damage scalar your Eval Int against their resist, Magery's own contribution, the monster doubling, and the Grimoire
4 Skill masteries monsters only — a separate packet added on top

The resist chance (stage 2) is

chance = max( Resist ÷ 5, Resist − ((Magery − 20) ÷ 5 + circle × 5) ) ÷ 2

with the circle counted the in-game way (1st = 1 … 8th = 8) — at 100 resist against a GM mage's Energy Bolt that is about 27%, and low-resist monsters barely ever resist.

The damage scalar (stage 3) is built like this:

scalar = 1 + (Eval Int − target's Resist) ÷ 500     while you are ahead
         1 + (Eval Int − target's Resist) ÷ 200     while the target is ahead
       + (Magery − 100) ÷ 400                        −25% at 0 skill, ±0 at GM
       × 2.0   against monsters and animals
       × grimoire damage level (up to ×1.5) · × 2 grimoire slayer — both PvM only

The same cast, PvM vs PvP

The ×2.0 is the single biggest number in the whole damage system. Spells hit monsters for roughly double what they hit players for — it applies to everything that is neither a player nor human-bodied, so it is the target's body that decides, not a PvP flag. Here is the same average Energy Bolt from a GM mage (100 Magery, 100 Eval Int), against a typical monster and against another player:

Against a monster (50 resist)
Base roll26–34, average30
Resist rollonly a 5% chance to resist — it fails30
Damage scalarEval vs resist +10% · Magery ±0 · monster ×2 → ×2.2066
MasteriesPvM onlyBase Mastery Spell Damage L8 (8% + 8) — separate packet+13
Lands for about 79
Against a player (100 resist)
Base roll26–34, average30
Resist roll27% chance to resist (×0.75) — this one fails too30
Damage scalarEval matches resist ±0 · no doubling · no grimoire → ×1.0030
Masteriesswitched off in PvP
Lands for about 30

While you are PvP-flagged, scrolled skill above 100 stops counting on both sides of the scalar — your Eval Int and their Magic Resist alike (see PvP). The Grimoire never works against players; entering PvP combat even unequips it.

Two facts that surprise players from other shards

  • Inscription adds no spell damage here. Its damage role on AOS-era shards does not exist on UO Sagas — Inscription is a defensive mage skill (Reactive Armor, Protection and Magic Reflect capacity), and the only way it ever adds damage is the Inscription Mastery's Scroll Amplification perk, in PvM.
  • Casting speed is fixed. Cast time is 0.5s + 0.25s per circle (the circle table) plus a flat 0.8s recovery after every spell — nothing on this shard shortens either. An Energy Bolt cycles every ~2.55s, a Flame Strike every ~2.8s, and that rhythm, times the damage above, is your real damage per second.