Damage Types
Damage Types
Damage Types is the collective term for the seven flavors of damage dealt by weapons, spells, monsters, and traps in modern Ultima Online. Five of the seven map directly to the Resistances system (each resist absorbs the matching damage type); two are resist-bypassing edge cases. The seven types are: Physical, Fire, Cold, Poison, Energy, Chaos, and Direct Damage. The damage type a character deals depends on the weapon's Base Damage, the weapon's material/enhancement, the spell or special-move chosen, and any active forms or buffs. Every damage event is resolved against the matching resist — a Fire-damage Flamestrike against a 70 Fire Resist target deals 30% of the rolled damage. Damage Types were introduced with Ultima Online: Age of Shadows and Publish 17, replacing the pre-AoS single-axis "damage vs. armor rating" model.
The seven damage types
| Type | Resisted by | Notes |
|---|---|---|
| Physical | Resistances Physical | Default melee damage; most common |
| Fire | Resistances Fire | Magery/Spellweaving fire spells, fire elementals, dragons, lava |
| Cold | Resistances Cold | Wither, Mind Blast, Hail Storm, white wyrms |
| Poison | Resistances Poison | Poison spells, poison weapons, ophidians |
| Energy | Resistances Energy | Lightning, Energy Bolt, Eagle Strike, electric monsters |
| Chaos | Target's lowest resist | Mysticism Nether spells; exploits suit asymmetry |
| Direct | Bypasses all resists | Necromancy Pain Spike; raw HP loss |
Chaos Damage is the cleverest mechanic — the game scans the target's 5 elemental resists, finds the lowest, and applies that resist to the entire damage packet. A 70/70/70/70/70 mage takes Chaos damage at 70 mitigation; a lopsided 70/70/30/70/70 takes the same Chaos damage at 30 mitigation. Chaos is an anti-meta tool — it punishes any non-uniform suit.
Direct Damage ignores the resist system entirely and applies as raw HP loss. Pain Spike is the canonical example.
Default damage by source
| Source | Default damage type |
|---|---|
| Melee weapon (unmodified) | 100% Physical |
| Bow / Crossbow / Throwing | 100% Physical (modifiable by Frostwood, Blight Gripped Longbow, etc.) |
| Bare-handed (Wrestling) | 100% Physical |
| Magic spell | Per-spell type (Fire/Cold/Poison/Energy/Chaos/Direct) |
| Pet melee | Per-creature type (see Popular Pets table below) |
| Summon spell creature | Per-spell type |
| Trap | Per-trap type (often Physical or Energy) |
| Lava / Environmental | Fire (lava), Energy (some), Cold (some) |
Melee weapon damage type by ore
When a melee weapon is enhanced with a colored ore, the damage type composition shifts away from pure Physical. The ore's color encodes the damage flavor:
| Ore | Damage type breakdown |
|---|---|
| Iron (default) | 100% Physical |
| Dull Copper | 100% Physical (no shift) |
| Shadow Iron | Physical 80% / Cold 20% |
| Copper | Physical 70% / Poison 10% / Energy 20% |
| Bronze | Physical 60% / Fire 40% |
| Gold | 100% Physical (no shift) |
| Agapite | Physical 50% / Cold 30% / Energy 20% |
| Verite | Physical 60% / Poison 40% / Energy 20% |
| Valorite | Physical 70% / Fire 10% / Cold 20% / Poison 10% / Energy 20% |
A Verite-enhanced Dragon Slayer is the canonical "exploit the dragon's weak Poison resist" play — Verite's Poison contribution stacks with the Slayer 2× damage multiplier on dragons.
A Shadow Iron longsword is better in Fire Dungeon (Cold damage hits the fire-themed enemies' weak resist) and worse in Ice Dungeon (Cold-resistant ice enemies absorb most of it).
Wood enhancement (Bowcraft / Fletching)
Among the colored woods, only Frostwood modifies damage type:
| Wood | Damage type breakdown |
|---|---|
| Frostwood (Bowcraft enhancement) | Physical 60% / Cold 40% |
| Other colored woods (Oak, Ash, Yew, Heartwood, Bloodwood) | No damage-type shift; bonuses to other properties |
Magery spells — damage type table
| Spell | Damage type |
|---|---|
| Magic Arrow | Fire |
| Harm | Cold |
| Fireball | Fire |
| Poison | Poison |
| Fire Field | Fire |
| Lightning | Energy |
| Blade Spirits | Physical |
| Mind Blast | Cold (the surprise — Mind Blast looks energy-themed) |
| Poison Field | Poison |
| Energy Bolt | Energy |
| Explosion | Fire |
| Chain Lightning | Energy |
| Flamestrike | Fire |
| Meteor Swarm | Fire |
| Earthquake | Physical |
| Energy Vortex | Energy |
| Air Elemental (summon) | 50% Physical / 50% Energy |
| Earth Elemental | Physical |
| Water Elemental | Cold |
| Fire Elemental | Fire |
| Summon Daemon | Poison |
The two Magery surprises are Magic Arrow = Fire (not Energy as the visual suggests) and Mind Blast = Cold (not Energy).
Necromancy spells
| Spell | Damage type |
|---|---|
| Pain Spike | Direct (resist-bypassing) |
| Poison Strike | Poison |
| Strangle | Poison |
| Vengeful Spirit | Physical |
| Wither | Cold |
Spellweaving spells
| Spell | Damage type |
|---|---|
| Immolating Weapon | Fire |
| Thunderstorm | Physical |
| Nature's Fury | Poison |
| Wildfire | Fire |
| Essence of Wind | Cold |
| Word of Death | Energy |
Mysticism spells
| Spell | Damage type |
|---|---|
| Nether Bolt | Chaos |
| Eagle Strike | Energy |
| Bombard | Physical |
| Hail Storm | Cold |
| Spell Plague | Chaos |
| Nether Cyclone | Chaos |
Mysticism is the Chaos-damage school — three of its damage spells exploit suit asymmetry.
Chivalry spells
| Spell | Damage type |
|---|---|
| Cleanse by Fire | Fire damage to caster (the price of cleansing poison) |
| Consecrate Weapon | Damage type = target's weakest resistance (auto-tunes per target) |
| Holy Light | Energy |
Consecrate Weapon is the most subtle damage-type tool in the game — it pre-scans the target's 5 resists and forces the weapon's damage to the target's lowest resist, achieving Chaos-like damage typing without being a Chaos spell.
Other modifiers
In addition to material, other sources can shift a weapon's damage type temporarily:
| Source | Damage type effect |
|---|---|
| Magic / artifact weapon | Per-weapon hardcoded mix (e.g., Blaze of Death is 50% Fire) |
| Consecrate Weapon (Chivalry) | Damage type = target's weakest resist |
| Immolating Weapon (Spellweaving) | Adds Fire damage component |
| Poisoned weapon | Adds a poison-tick effect on hit (separate from damage-type shift) |
Ranged
In addition to artifact bows and magical loot bows, Bowcraft & Fletching supports crafting ranged weapons with all 5 elemental damage types via Reforging / loot rolls. Notable artifact: Blight Gripped Longbow (100% Poison Damage).
Quivers introduce a separate property — Damage Modifier — that applies a damage multiplier to ranged hits after the target's resistances are calculated (a force-multiplier on whatever the resisted damage was). See Damage Increase for the broader bonus-damage system.
Summoned & Tamed creatures
Summoned creatures' damage types are listed in the spell tables above. Tamed creatures inherit the damage type of their wild counterpart.
Popular pets — damage type table
| Pet | Melee damage type |
|---|---|
| Dragon, Greater Dragon | Physical |
| Cu Sidhe | 50% Cold / 50% Energy |
| Nightmare | 40% Physical / 40% Fire / 20% Energy |
| Reptalon | 25% Poison / 75% Energy |
| White Wyrm | 50% Physical / 50% Cold |
| Hiryu | Physical |
(The table covers melee damage only — pet spell casts add additional damage types per the spell.)
History
| Era | Damage model |
|---|---|
| Pre-AoS (1997–2003) | Single damage value vs. single Armor Rating defense |
| Publish 17 / AoS (2003) | 5 elemental Damage Types + Direct Damage introduced; Resistances replaced AR |
| Stygian Abyss (2009) | Chaos Damage introduced via Mysticism Nether spells — exploits suit asymmetry |
| Modern era | Stable; minor tuning per-publish on individual spell coefficients |
See also
- Resistances — the defensive side; one resist per damage type
- Damage Increase — the +DI multiplier system
- Base Damage — weapon-level damage roll mechanics
- Slayer — 2× damage multiplier when matching the target type
- Resources — colored-ore / colored-wood reference
- Bowcraft & Fletching — ranged weapon damage typing
- Imbuing — adds elemental damage % to crafted weapons
- Magery · Necromancy · Spellweaving · Mysticism · Chivalry — the spell-school sources