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From the Codex of Ultimate Wisdom

Stamina

A folio of the realm

Stamina

Stamina is the action-economy resource pool — the third major character pool alongside Hit Points and Mana. Where Hit Points govern survival and Mana governs magical action, Stamina governs physical action: it sets your weapon swing speed, gates your ability to carry encumbrance without movement penalty, fuels Special Moves on warrior templates, and stabilises Parrying effectiveness through the DEX-factor multiplier. A high-stamina pool is the difference between a 2.0-second swing and a 1.25-second swing — and a 6-tick reduction in swing time before any Swing Speed Increase gear is layered on.

This page is the canonical reference for the stamina pool: how it is calculated, the swing-speed mechanic that drives every melee build, the regeneration formula, the medable-vs-non-medable distinction (yes, it applies here too), and the systems that consume and restore it.

What stamina is

Property Value
Pool size Dexterity + Stamina Increase — one stamina point per stat point, one stamina point per SI item-property point
Maximum DEX 125 (raised from 100 via Stat Scrolls); cap of 150 with full +25 stat scrolls
Stamina Increase cap +25 SI from gear (per character item-property cap)
Effective cap 150 max stamina under standard play (125 DEX + 25 SI), 175 with +25 stat scrolls
Regeneration Continuous, on a 10-second tick window
Consumed by Movement under encumbrance, swing-speed loss when low, Special Moves on weapons that cost stam, Mace Fighting hits drain target stam, some monster abilities
Drained by Mace Fighting weapons (per-hit drain), Hit Stamina Leech reverse, specific monsters (Crystal Lattice Seeker, Ethereal Warrior, some Champ Spawn elites)
Restored by Time, Focus skill, Stamina Regeneration property (cap +24), Hit Stamina Leech on weapons, Ankh Pendant shrine chants, Vampiric Embrace form

Swing speed — the canonical stamina output

The single most important consequence of stamina is its effect on weapon swing speed. The mechanic is simple but the consequences are large:

Every 30 stamina points reduces weapon swing time by one tick (0.25 seconds), before Swing Speed Increase is applied.

This is the stamina swing-speed table for a representative 2.5-second base-swing weapon (a Katana, say):

Stamina Stamina ticks reduced Effective swing time before SSI After 60% SSI
30 1 (0.25s) 2.25s 1.41s
60 2 (0.50s) 2.00s 1.25s
90 3 (0.75s) 1.75s 1.09s
120 4 (1.00s) 1.50s 0.94s
150 5 (1.25s) 1.25s 0.78s
180 6 (1.50s) 1.00s 0.63s (1.25s floor minimum)

The 180-stamina threshold is the canonical breakpoint that hardcore melee players target — at 180 stamina (achievable on a 125 DEX + 25 SI base + Hit Stamina Leech replenishment + Focus passive) you've extracted the maximum stamina-side reduction (6 ticks) before SSI takes over. Below 30 stamina the weapon does not swing at all — combat freezes until the pool refills.

The stamina-driven reduction sits before the global 1.25-second swing-time floor that applies after Swing Speed Increase calculation. The interaction is:

swing_time = max(1.25, weapon_base − stamina_ticks × 0.25 − ssi_reduction)

So a 1.5-second base weapon with 180 stamina + 60% SSI clamps at 1.25 seconds; the gear is still meaningful for any weapon with a higher base or for any character below 180 stamina.

Encumbrance and movement

Stamina is also the encumbrance lever:

  • At or below the carry-weight cap (Strength × 3.5 + 40), the character moves freely. Stamina depletes only on combat hits and Mace-Fighting drains.
  • Above the carry-weight cap, every step consumes 1 stamina in addition to the standard tick consumption. A maxed-out Strength=125 character has a carry cap of ~480 stones; a stamina-depleted heavy carrier walks visibly slower (the system silently locks them at walk pace) and bleeds stamina with each tile travelled.
  • At 0 stamina, the character cannot move at all until the pool refills past 1 stamina point. This is the canonical "stamina pinned" state seen most often on heavy bag-runners or tamers with packed pets.

The encumbrance interaction is one of the under-appreciated reasons mid-tier carrier builds invest heavily in Strength — the pool size is uncapped headroom for the rare event of a stamina-pinned moment, and the carry-cap raises the breakeven point at which movement starts costing stamina.

Stamina regeneration

The stamina regen formula is simpler than mana's but follows the same general shape:

Layer Contribution
Base 0.1 stamina per second — the flat floor
Focus + Focus / 200 stamina per second — at GM Focus that's +0.5/s
Dexterity + DEX / 100 stamina per second — at 100 DEX that's +1.0/s
Stamina Regeneration item property + SR / 10 stamina per second — at the +24 cap that's +2.4/s

Combining: a representative warrior — 100 DEX, 100 Focus, +24 SR — refills at:

0.1 (base)
+ 100/200 = 0.5  (Focus)
+ 100/100 = 1.0  (DEX)
+ 24/10 = 2.4  (SR cap)
= 4.0 stamina/sec

A 150-stamina pool refills from 0 to full in ~37 seconds at this rate, and from 30 (the swing-speed cliff) to 60 (the next tick) in ~7 seconds.

Medable armor and stamina

The medable armor distinction matters for stamina too — non-medable armor doesn't zero out stamina regen, but it does suppress the Focus-skill contribution in a parallel mechanic to Meditation's effect on mana regen. A pure-warrior plate-clad fighter relies more on passive DEX-driven regen plus SR property than on Focus.

The single biggest practical regen lever for a stamina-hungry build is therefore getting to GM Focus while wearing medable armor (Studded, Leather, or Mage-Armor-flagged Plate). Focus is the warrior's substitute for Meditation, and at GM it adds a steady +0.5/s to stamina regen on top of the DEX contribution.

Stamina Regeneration — cap and notable artifacts

The Stamina Regeneration item property caps at +24 on character. The ranges:

Source Typical SR value
Standard imbued / runic'd jewelry & armor +1 to +3 per piece
Imbuing max intensity +3 (5 Enchanted Essence + 10 Diamond + 10 Seed of Renewal)
Ring of the Vile artifact +6 SR (highest single-piece)
Ancient Farmer's Kasa artifact +5 SR
Vampiric Embrace form +10 SR while form is active (in addition to the leech)

Stacking notable pieces can push SR to the +24 cap easily on a hybrid build: a Ring of the Vile (+6) + Ancient Farmer's Kasa (+5) + four +3 jewelry/armor pieces (+12) = +23, with one additional +1 piece needed to reach the cap.

Ankh Pendant shrine bonuses

The Ankh Pendant Virtue Artifact unlocks per-shrine, once-per-day, hour-long regen bonuses that materially shape stamina-heavy builds:

Shrine chant Mantra Regen bonus
Valor "RA" +2 Stamina Regeneration for one hour
Sacrifice "Cah" +1 SR + 1 HP Regen for one hour, 50% chance one is bumped to +2
Spirituality "Om" +1 SR + 1 HPR + 1 MR for one hour, 25% chance each is bumped to +2
Humility "Lum" +3 random regen for one hour (rolls one of HPR/SR/MR)

The Ankh stays equipped during the chant; once the bonus is granted, the player can swap to combat gear without losing the buff. Best practice for a stamina-pinned build: chant Valor (+2 SR) at the start of a hunting session.

Stamina drain — what to avoid

Several monster classes and weapon types drain stamina specifically:

The companion stat is Parrying: the DEX-factor in the parry formula uses raw DEX (not stamina), but low stamina still suppresses parry effectiveness via the swing-speed coupling — at sub-30 stamina, the parry-block timing window collapses with the swing rhythm.

See also

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