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From the Codex of Ultimate Wisdom

Anatomy

A folio of the realm

Anatomy

Anatomy is the warrior's secondary damage skill, the healer's bandage multiplier, and the mage's defensive option when paired with Evaluating Intelligence. It also unlocks the Resurrect-via-bandage path and hardens the Bushido Evasion ability. Once dismissed as a "useless skill," Anatomy is now in nearly every fighter's template.

Damage bonus

A character's Anatomy adds a flat percentage to the post-Tactics damage roll:

damage_bonus_pct = Anatomy / 2 + (5 if Anatomy >= 100)
Anatomy Damage bonus
10 5%
20 10%
50 25%
80 40%
100 (GM) 55%
110 60%
120 (Legendary) 65%

The +5 step at 100 is a reward for hitting Grandmaster — the formula stops being purely linear and pays a small bonus on top of the line. Together with the +120% damage from 120 Tactics, the universal warrior contributes +185% damage from the Tactics + Anatomy pair before items, slayer, or virtue bonuses.

Healing bonus

Anatomy is a multiplier on bandage-applied healing. The bonus is added to the Healing skill's base output:

healing_bonus_pct = Anatomy / 6

At GM Anatomy this is +16.7% to every bandage tick. Veterinary uses an analogous Anatomy-style stack when healing pets, but the relevant skill is Vet — Anatomy does not contribute to pet bandages.

Anatomy also gates the bandage's most useful secondary functions:

Threshold Function
60 Anatomy Bandages can cure poison (in addition to healing).
80 Anatomy Bandages can resurrect dead players within range.

These are checked against real Anatomy at the moment of application, not at the start of the bandage timer.

Active use — sizing up an opponent

Targeting another creature with Anatomy returns two text messages, one for Strength and one for Dexterity, that bracket the target's stat into a 10-point range:

Range Strength wording Dexterity wording
1 – 10 Rather feeble Very clumsy
11 – 20 Somewhat weak Somewhat uncoordinated
21 – 30 Of normal strength Moderately dexterous
31 – 40 Somewhat strong Somewhat agile
41 – 50 Very strong Very agile
51 – 60 Extremely strong Extremely agile
61 – 70 Extraordinarily strong Extraordinarily agile
71 – 80 Strong as an ox Moves like quicksilver
81 – 90 One of the strongest One of the fastest
91 + Superhumanly strong Superhumanly agile

The active read is the foundation of pre-Pet-Training animal-quality assessment — old-school taming guides taught players to Anatomy a wild animal to confirm Stat caps before committing the slot.

Defensive option for non-warriors

A character without a true weapon-defense skill (Wrestling, Swordsmanship, Mace Fighting, Fencing, Archery, Throwing, or Parrying) can still resolve melee defense rolls if Anatomy and Evaluating Intelligence are both trained. The substitute defense follows:

defense = (Eval Int + Anatomy + 20) / 2,  capped at 120

A pure mage with 100 Eval Int and 100 Anatomy reads as 110 defense skill for the contested-roll math — equivalent to the defense of a 110 wrestler. Pushing both to 120 gives 130, which the cap clamps to 120, so 110 + 110 is the point of diminishing returns. This formula is what allows tank-mage templates that drop Wrestling entirely to still parry incoming melee.

The defense substitute does not pay the Tactics-skipping bonuses that Wrestling carries (it cannot fire Disarm or Paralyzing Blow), but it does free the equipment slots a Wrestling mage would dedicate to a spellbook for a real weapon — usually a Mage Weapon with Mana Leech and the special-move move list of an Imbued staff.

Evasion bonus

A Bushido character with 100 Anatomy or higher gains an additional Evasion-roll bonus on top of the standard Parrying + Bushido check. The exact formula is opaque (community testing places the bonus at roughly +5 effective parry chance during the Evasion window), but the threshold is sharp at 100 — 99.9 grants nothing, 100.0 grants the bonus. This is the main reason Samurai builds carry GM Anatomy beyond its damage value.

Training

Two paths reach GM:

Skill range Method
0 – 30 Buy from Healer or Warrior Guildmaster NPCs.
30 – 50 New Haven New Player Quest Pressure Point — accelerated gain plus the Tunic of Guarding.
30 – 100 Passive: every weapon swing or fist strike has a chance to gain Anatomy. The fastest method, since Anatomy gains shadow whatever weapon you train.
30 – 100 Passive: Healing skill use also rolls Anatomy.
30 – 100 Active: target the skill icon at any creature; gain rolls on every Anatomy active use.
100 – 120 Sustained PvM combat or active use with a Power Scroll.

The passive paired-with-weapon-training path is what nearly every player uses. Active targeting is faster only for mages who do not swing a weapon often.

Strategy notes

  • Sampires want 120 Anatomy and 120 Tactics. The +185% combined damage line is the entire reason the Sampire damage profile works — any reduction below GM/Legendary in either skill cuts directly into hit damage.
  • Tank mages. A 100/100 Anatomy + Eval Int mage can drop Wrestling and run a Mage Weapon build with no real defense penalty. The points freed (≈100) typically go to Inscription for damage scaling or a second school like Necromancy.
  • Bandage healers want at least 60 Anatomy for poison cure and 80 for in-field rez. GM is the practical target for the +16.7% bonus and the small Eval-Int defense lift.
  • Anatomy is universal. Unlike most warrior skills, Anatomy contributes to mana-reduction thresholds for special moves — the 200 / 300 combined-skill discount counts Anatomy, so a Tactics + Anatomy + weapon-skill warrior at GM hits the −5 mana tier on every special.

See also

Tactics, Healing, Veterinary, Bandages, Evaluating Intelligence, Damage Calculations, Special Moves, Bushido, Evasion, Wrestling, Parrying, Resurrection, Sampire, Power Scrolls, Mage Weapon.

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