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Weapons

Every melee and ranged weapon on UO Sagas belongs to one of four combat skills — Swordsmanship, Mace Fighting, Fencing or Archery. This page lists the stats of every obtainable weapon and the properties that set some apart. For how skills and stats fit together, see Skills Overview; for the perk trees built on top of the combat skills, see Skill Masteries.

How a swing becomes hit points

The whole damage story — the dice, every modifier in its real order, armor, swing speed and hit chance, in PvM and PvP — lives on Weapon Damage, and the Weapon Damage Simulator runs that pipeline live with your build.

Special weapon properties ↑ top

  • 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.
  • Deep Wound Strike (PvP) — a swing that rolls near the top of the weapon's own damage range tears a wound that cuts all healing the target receives by 25% per stack (max 2 stacks, 10 seconds). Unlike the specials above it ignores Dexterity, Anatomy and the two-handed requirement — only the damage roll counts. Slow heavy weapons tear wounds regularly; a weapon with a small top end never can. See PvP and Healing.

Archery rules ↑ top

  • 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 ↑ top

Damage is the per-hit base roll before your skill modifiers; 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 ↑ top

Weapon Damage Roll Speed Str Hands Crafted by Notes
Katana Katana 7–19 4 + 3d5 54 10 1 Blacksmith
Cutlass Cutlass 9–18 6 + 3d4 52 10 1 Blacksmith
Scimitar Scimitar 9–18 6 + 3d4 52 10 1 Blacksmith
Broadsword Broadsword 10–22 7 + 3d5 43 25 1 Blacksmith
Viking sword Viking Sword 9–25 5 + 4d5 41 40 1 Blacksmith
Longsword Longsword 10–26 6 + 4d5 39 25 1 Blacksmith
Butcher knife Butcher Knife 5–11 3 + 2d4 40 5 1 Tinker Utility
Cleaver Cleaver 5–11 3 + 2d4 40 10 1 Tinker Utility
Skinning knife Skinning Knife 5–11 3 + 2d4 40 5 1 Tinker Utility
Hatchet Hatchet 5–11 3 + 2d4 40 15 2 Tinker Utility; Lumberjacking bonus
Battle axe Battle Axe 11–27 7 + 4d5 40 40 2 Blacksmith Lumberjacking bonus
Executioner's axe Executioner's Axe 12–27 9 + 3d6 38 35 2 Blacksmith Lumberjacking bonus
Two handed axe Two Handed Axe 12–27 9 + 3d6 38 35 2 Blacksmith Lumberjacking bonus
Double axe Double Axe 13–28 10 + 3d6 37 45 2 Blacksmith Lumberjacking bonus
Large battle axe Large Battle Axe 11–31 7 + 4d6 36 40 2 Blacksmith Lumberjacking bonus
Axe Axe 11–32 8 + 3d8 35 35 2 Blacksmith Lumberjacking bonus
Bardiche Bardiche 15–43 11 + 4d8 26 40 2 Blacksmith
Halberd Halberd 18–45 15 + 3d10 24 45 2 Blacksmith Biggest single hit in the game

Mace Fighting ↑ top

Weapon Damage Roll Speed Str Hands Crafted by Notes
Club Club 7–22 2 + 5d4 48 10 1 Carpenter Carpentry bonus
Mace Mace 9–21 5 + 4d4 46 20 1 Blacksmith
War axe War Axe 8–23 3 + 5d4 45 35 1 Blacksmith Mining bonus
Maul Maul 8–23 3 + 5d4 45 20 1 Blacksmith
Hammer pick Hammer Pick 9–23 2 + 7d3 44 35 1 Blacksmith Mining bonus
War mace War Mace 9–24 4 + 5d4 42 30 1 Blacksmith
Magic wand Magic Wand 4–11 3 + 1d8 42 1 Utility; magic loot
Pickaxe Pickaxe 5–11 3 + 2d4 40 25 1 Tinker Utility; mining tool; Lumberjacking bonus
Quarterstaff Quarterstaff 12–27 7 + 5d4 38 30 2 Carpenter Carpentry bonus
Black staff Black Staff 13–28 8 + 5d4 37 35 2 Carpenter Carpentry bonus
Gnarled staff Gnarled Staff 11–32 4 + 7d4 35 20 2 Carpenter Carpentry bonus
Shepherd's crook Shepherd's / Tamer's Crook 6–15 5 + 1d10 30 10 1 Carpenter Utility; herding tool; Carpentry bonus
War hammer War Hammer 14–38 8 + 6d5 29 40 2 Blacksmith

All mace weapons drain 3–5 Stamina from the target on every hit.

Fencing ↑ top

Weapon Damage Roll Speed Str Hands Crafted by Notes
Kryss Kryss 5–20 2 + 3d6 56 10 1 Blacksmith Poisonable
Dagger Dagger 3–8 2 + 1d6 55 1 1 Blacksmith Utility; poisonable
War fork War Fork 9–21 6 + 3d5 47 35 1 Blacksmith Poisonable
Short spear Short Spear 9–23 7 + 2d8 44 15 2 Blacksmith
Tribal spear Tribal Spear 10–26 8 + 2d9 42 30 2 Savage loot — a spear sidegrade
Pitchfork Pitchfork 11–26 8 + 3d6 41 15 2 Blacksmith
Spear Spear 11–27 9 + 2d9 40 30 2 Blacksmith

Archery ↑ top

Weapon Damage Roll Speed Str Hands Range Crafted by Notes
Bow Bow 12–27 9 + 3d6 34 20 2 10 Bowyer Fletching bonus
Tribal bow Tribal Bow 13–28 10 + 3d6 32 20 2 10 Savage loot — a bow sidegrade
Crossbow Crossbow 14–35 11 + 3d8 27 30 2 8 Bowyer
Heavy crossbow 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 ↑ top

Craftable weapons come from crafting — exceptional versions hit 10% harder, and weapons made from colored metal or special wood roll real magic attributes at craft time (damage level up to the material's cap, plus accuracy and durability). Magic weapons also drop as monster loot, and slayer weapons — which carry the word Slayer in their name and hit their creature family twice as hard — come from a few named artifacts or, since 2026-08, from a crafting mastery's template perk, which can turn an exceptional colored-material craft into a Slayer. Weapons wear out with use and can be fixed by a crafter — see Repairing.

Charged magic weapons ↑ top

A crafting-mastery exclusive (2026-08): when a crafting mastery's ultimate fires on a freshly made weapon, it can come out charged with one of nine classic enchantments — the name gains a suffix ("Katana of Vanquishing and Thunder") and the tooltip shows the charges. The effect fires on every hit that lands, melee or ranged, and consumes one charge; it needs no mana, cannot fizzle and is not bounced by Magic Reflection. Charges cannot be refilled; an empty weapon keeps its name and fights on as a normal magic weapon. All effects work in PvP.

Suffix On every hit Charges
of Burning 3 fire damage 40 – 60
of Clumsiness / of Feeblemindedness / of Weakness −10 Dex / Int / Str for 60 s 30 – 50
of Wounding 7 – 12 cold damage 20 – 35
of Daemon's Breath 7 – 11 fire damage 15 – 25
of Thunder 10 – 16 energy damage 10 – 20
of Evil −10 to all three stats for 60 s 8 – 12
of Ghoul's Touch Paralyzes the target for 2.5 s (half if resisted) 5 – 10

The table runs from common to rare: Burning and the single stat curses are the usual result, a Thunder or Evil weapon is uncommon, and Ghoul's Touch — which locks its target on every swing until the charges run out — is deliberately the scarcest. Damage effects can be resisted for reduced damage like the spells they mimic, but landing them never trains the target's Magic Resist.