Weapon Damage
Every melee and ranged hit on UO Sagas is a dice roll pushed through a fixed pipeline — your skills scale it, masteries add their own packet beside it, and the target's armor takes its cut at the end. This page walks the whole pipeline; the stats of every weapon live on the Weapons page.
Weapon Damage Simulator
Everything on this page is a live control in the Weapon Damage Simulator — pick a weapon and a build, and watch this exact pipeline run with your numbers.
How damage works ↑ top
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 ↑ top
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.
The order things happen in ↑ top
Every modifier above touches the hit at a fixed point in a fixed order, and a few of them truncate to a whole number on the way. This is the complete pipeline of a single swing:
| # | Stage | What happens |
|---|---|---|
| 1 | Dice roll | base + dice — the weapon's roll from the Weapons tables |
| 2 | PvP scalar | only when both sides are players: damage × 0.70, rounded down, never below 1 |
| 3 | Magic damage level | × (1 + 10% per level) against monsters, × (1 + 5% per level) against players |
| 4 | Your skills | Tactics, Strength, Anatomy, trade skill and quality are added into one multiplier and applied once |
| 5 | Slayer bonuses | a matching slayer weapon doubles the damage; all such bonuses together cap at +300% |
| 6 | Skill masteries | monsters only — measured here, but delivered as a separate packet that armor never touches |
| 7 | Armor | the main hit loses damage × AR%, varied ±10%, never more than AR points, never more than 90% — matching slayer armor pieces count 150% against monsters |
| 8 | Floor | anything below 1 becomes 1 — that is the "parried" message |
| 9 | Monster cap | a creature can never hit a player for more than 80 |
Only players get stage 4 at all — a monster swings its own flat damage range with no skill scaling. And because stage 4 is one added-up multiplier, +30% Tactics and +30% Anatomy make +60%, not ×1.3 × 1.3.
Here is one real swing, end to end — a GM fighter (100 Tactics, Strength and Anatomy), an exceptional Longsword rolling its average, both mastery damage tracks at level 8, against a monster with 30 armor:
The same swing, PvM vs PvP ↑ top
Give that fighter a Vanquishing Longsword and Tactics scrolled to 120, and follow the same average roll against a monster and against a player — five rules pull the two columns apart:
The fifth divergence is not in this picture because the Longsword has no trade skill: the trade-skill bonus is halved against players (+0.1% per point instead of +0.2%) — and unlike the combat skills, its scrolled points above 100 do still count while flagged.
In short: against other players the rolled damage is multiplied by 0.70 (whenever both attacker and defender are players — a pet or summon hitting a player is not reduced by it), the trade-skill bonuses and magic damage levels are halved, and masteries switch off entirely. See PvP for the full picture.
How armor absorbs damage ↑ top
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%.
Two details worth knowing: the ±10% swing sits inside the point cap, so a single blow can never lose more than AR points to armor — and mastery damage bypasses the armor stage entirely, so against heavily armored monsters the perks make up an outsized share of what actually lands.
Slayer armor (2026-08) counts for more against its own family: every worn piece whose slayer matches the attacking creature enters the total at 150% of its rating, piece by piece, so a full matched suit absorbs dramatically more in its chosen dungeon. Only monsters trigger it — the armor rating shown on your status bar and the absorption in PvP are unchanged.
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.
Swing speed ↑ top
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 ↑ top
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 ↑ top
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%.
Parry does not block hits on UO Sagas. A shield never makes an incoming swing miss — the
Parrying skill contributes through the shield's armor rating instead
(Parry × shield AR ÷ 200 + 1), quietly absorbing part of every hit rather than stopping some
outright. See Armor and Shields.
Related ↑ top
- Weapons — every weapon's dice, speed and requirements, plus the special properties
- Weapon Damage Simulator — this pipeline, live, with your build
- Armor and Shields — the defender's half of the equation
- Skill Masteries — how the mastery packet works
- PvP Overview — insta hit, Deep Wound, special blows and the flag