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From the Codex of Ultimate Wisdom

Damage Types

A folio of the realm

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

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