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From the Codex of Ultimate Wisdom

Base Damage

A folio of the realm

Base Damage

Base Damage is the raw weapon damage range the engine rolls before any modifier is applied. Every weapon in Britannia has a fixed Min / Max base value that defines its swing range — a Halberd's 18 – 26, a Dagger's 1 – 12, a War Mace's 13 – 20. Every damage formula in the game starts from a single uniform roll inside this range; every modifier — Tactics, Anatomy, Strength, Lumberjacking, Damage Increase, Slayer, Exceptional, Powder of Fortifying — is applied multiplicatively on top of that base roll. Knowing the Min / Max of the weapon in the off-hand is the foundation of every melee build's DPS calculation.

The base value is a property of the weapon definition, not the weapon's per-instance properties. Two War Hammers crafted by different smiths have the same base range, even if one has +50% Damage Increase and the other has none. The Damage Increase is a multiplier; the base is what's being multiplied.

The damage formula

The full formula for a melee or archery hit:

Roll       = uniform(BaseMin, BaseMax)              ← uniform roll inside the weapon's base range
Bonus_pct  = Tactics_pct + Anatomy_pct + Strength_pct + Lumberjack_pct
             + DamageIncrease_pct                    ← capped at 300% total
Damage     = Roll × (1 + Bonus_pct / 100)
Damage    *= Slayer_multiplier                       ← 2× or 3× if Slayer-tagged
Damage    *= ExceptionalArmsLore_multiplier          ← 1.30 to 1.35 for Exceptional crafted weapons
Damage     = apply_resistances(Damage, weapon_split, target_resists)

The order matters: the base roll happens first, then every multiplier compounds on top of it, then the resistances are applied after all multipliers.

Weapon Min / Max reference

A representative slice of the canonical Min / Max table for the most-used weapons. The full ladder ranges from the 1 – 7 weakest farming tool up to the 19 – 27 heaviest two-handed weapons.

One-handed swords (Swordsmanship)

Weapon Base Min Base Max Speed
Cutlass 11 13 3.50
Long Sword 13 16 3.50
Broadsword 14 18 3.25
Viking Sword 14 16 3.25
Katana 11 13 3.75
Wakizashi 11 13 3.75

Two-handed swords (Swordsmanship)

Weapon Base Min Base Max Speed
Two-handed Axe 17 21 3.00
Bardiche 17 23 2.50
Halberd 18 26 2.50
Lajatang 13 18 3.50
No-Dachi 16 20 3.00

One-handed maces (Mace Fighting)

Weapon Base Min Base Max Speed
Club 11 13 3.25
Mace 12 14 3.50
War Mace 13 20 3.00
Tetsubo 17 19 2.75

Two-handed maces (Mace Fighting)

Weapon Base Min Base Max Speed
Maul 13 16 3.25
War Hammer 17 22 3.00
Black Staff 13 16 3.25
Hammer Pick 16 18 2.75

Fencing (Fencing)

Weapon Base Min Base Max Speed
Dagger 10 11 3.75
Kryss 10 13 3.75
War Fork 12 17 3.25
Spear 13 17 3.50
Pike 17 19 3.00

Archery (Archery)

Weapon Base Min Base Max Speed
Bow 15 18 4.25
Crossbow 18 22 5.50
Heavy Crossbow 19 27 6.00
Composite Bow 13 16 3.75
Magical Shortbow 11 14 3.00
Yumi 14 17 3.75
Repeating Crossbow 11 13 4.00

Throwing (Throwing, Gargoyle-only)

Weapon Base Min Base Max Speed
Soul Glaive 17 23 3.25
Cyclone 14 18 3.25
Boomerang 11 13 3.25

The Strength + skills "above-the-cap" stack

Five separate skill / stat contributions add to the multiplicative bonus, each computed independently before being summed:

Tactics

Tactics is the universal melee multiplier — every successful hit multiplies by the Tactics bonus.

Tactics skill Tactics damage bonus
< 100.0 Skill / 1.6
≥ 100.0 Skill / 1.6 + 6.25
At GM (100) 62.5% + 6.25 = 68.75% total

Anatomy

Anatomy is the second universal melee multiplier:

Anatomy skill Anatomy damage bonus
< 100.0 Skill / 2
≥ 100.0 Skill / 2 + 5
At GM (100) 55% total

Strength

The character's Strength stat contributes directly:

Strength Strength damage bonus
< 100 Strength × 0.3
≥ 100 (Strength × 0.3) + 5
At 100 STR 35%
At 125 STR 42.5%

Lumberjacking (axe-class only)

Lumberjacking buffs damage only on axe-class weapons:

Lumberjacking skill Damage bonus
< 100.0 Skill / 5
= 100.0 Skill / 5 + 10 = 30%
+10% chance for 100% bonus damage at GM "Lumberjack crit"

This is the canonical reason the Sampire archetype (axe + Lumberjacking + Bushido + Necromancy) outdamages every non-axe melee build at parity scrolls.

Damage Increase (capped)

Damage Increase from gear, jewellery, talismans, and consumables, capped at +100% from item sources.

The 300% total cap

The sum of Tactics_pct + Anatomy_pct + Strength_pct + Lumberjack_pct + DamageIncrease_pct is capped at 300%. A swing with all five maxed:

Source Bonus at cap
Tactics (GM) +68.75%
Anatomy (GM) +55%
Strength (125) +42.5%
Lumberjacking (GM, axe only) +30%
Damage Increase (item-cap) +100%
Total +296.25% — within the 300% ceiling

Adding +58% DI from Bard Inspire Mastery in a party brings the total to 354.25% — but the cap clips it to 300%. This is why a fully-buffed Sampire in a Bard-buffed party damage is bounded at roughly 4× the base roll, no matter how much further Inspire stacking adds.

Slayer multipliers (separate from the cap)

Slayer and Holy weapon multipliers are applied after the 300% cap, separately:

Slayer type Multiplier
Lesser Slayer vs matching creature
Super Slayer vs matching creature (broader category)
Holy Slayer (vs Undead + Demonic)

A Sampire on an Exorcism (Holy) Slayer axe in a Doom Champ Spawn against Doom's Bone Daemon (matching Holy) does:

Damage = Roll × (1 + 3.00) × 3.0   = up to 12× the base roll

Exceptional bonus (crafting-time only)

Crafted weapons made with the Exceptional tag receive an extra +30% to +35% damage bonus, multiplied separately on top of all other modifiers:

Crafter's Arms Lore Exceptional bonus
0 Arms Lore +30%
GM Arms Lore (100) +35%

This is the canonical reason Exceptional-marked weapons are the foundation of every serious melee build — the 30–35% multiplier doesn't count against the 300% cap or any other budget.

How weapons are picked for a build

Veterans choose between three competing axes:

Priority Weapon shape
Maximum DPS Halberd (axe-class — Lumberjack stack), Heavy Crossbow (highest base range)
Maximum DPS (no axe) War Hammer (highest non-axe base range), Soul Glaive (Throwing)
Speed for special-move spam Magical Shortbow, Wakizashi, Boomerang (highest swing rate, lowest base)
Mage-warrior support Mage Weapon — uses Magery in place of weapon skill, balanced base ranges

The base Min / Max range alone doesn't determine the best weapon — swing speed, special move set, and Slayer fit all interact. But every comparison starts from the base damage range.

Damage Modifier (the post-resist sibling)

Damage Modifier — found on Quivers and Bard Mastery Inspire — applies a percentage after the target's resistances have been calculated. It is a separate property from Damage Increase and stacks independently. A Quiver with +10% Damage Modifier on an archery build adds 10% to post-resist damage, not to the pre-resist multiplier stack.

See also

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