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 | |
|---|---|---|---|---|---|---|---|---|
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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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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 ↑ top
| 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 ↑ top
| 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 ↑ top
| 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 ↑ 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.









































