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From the Codex of Ultimate Wisdom

Strength (statistic)

A folio of the realm

Strength (statistic)

Strength (STR) is one of the three primary statistics (Statistics — alongside Dexterity and Intelligence) that constitute a character's physical form. Strength is the most consequential of the three for any combat-focused build: it directly determines a character's maximum Hit Points, contributes a percentage-based bonus to melee damage (above 100 STR), gates the wear/wield ability of heavy armor, shields, and weapons via the Strength Requirement item property, and sets the character's carrying capacity in stones. Strength has a soft maximum of 125 points (achievable via natural skill-gain stat allocation + Stat Scrolls), can be temporarily extended to a hard cap of 150 via item-side Strength Bonus modifiers, and is assessed on other characters via the Anatomy skill. Strength is the canonical stat to max for warriors, tamers (for survivability), and any build that stacks above 100 Hit Points.

Primary effects

Mechanic Formula / behavior
Maximum Hit Points STR + Hit Point Increase from gear (1 STR = 1 HP base; HPI capped at +25 from items per Publish 46)
Melee damage bonus (≥ 100 STR) (STR × 0.3) + 5 = 35% at 100 STR, scaling to ~42% at 125 STR (does not count against the 300% Total Damage Bonus cap — see Damage Increase)
Carrying capacity STR × 3.5 + base stones (Gargoyle/Elf base 477 at 125 STR; Human +60 from Strong Back racial = 537 at 125 STR)
Strength Requirement for wearing armor / wielding weapons Gear has a minimum STR threshold to equip without penalty; Plate, Maul, large Heater Shield etc. require high STR

Strength Requirement (item property)

Strength Requirement is the minimum Strength value needed to equip an armor piece, shield, or weapon. Without sufficient STR, the item either cannot be equipped at all or imposes a heavy stamina/swing-speed penalty.

Tier of equipment Typical STR requirement
Cloth, Leather, light Studded 10–30
Studded / Bone armor 25–55
Plate Armor 80–95 (chestpiece)
2H Maul / Great Hammer 80–100
Large Heater Shield 95+

Imbuing the Lower Requirements property on an item reduces the effective STR requirement, allowing low-STR mage builds to equip pieces they otherwise couldn't. Lower Requirements is its own item-property slot — counts against the 5-mod cap.

Strength Bonus (item property)

Strength Bonus is an item-property modifier that adds directly to the base STR statistic:

Property mechanic Detail
Standard range +1 to +8 per item
Hard ceiling on STR via bonus 150 (the absolute hard cap; bonus stacking past 150 is wasted)
Negative-STR items Some equipment reduces STR — e.g. Evil Orc Helm has a STR penalty
Practical ceiling A 125-natural-STR character can stack +25 STR Bonus from gear to reach the 150 cap

The 25-point STR Bonus headroom is the canonical "STR-cap suit" — the pieces selected for STR Bonus contribute to both maximum HP (via STR contribution) and carrying capacity (via STR multiplier). The Bracelet of Health (+10 HPI), various armor pieces (+5 STR each), and Crimson Cincture make a typical max-STR loadout.

Carrying capacity

A character's max carryable weight in stones (UO's weight unit; see Weight) is governed by STR:

Race STR 125 carrying capacity
Gargoyle / Elf 477 stones
Human (with Strong Back racial: +60 stones) 537 stones

Each point of STR adds 3.5 stones. Strength Bonus contributes to STR for the carrying-capacity calculation. The maximum useful carrying capacity is around 600 stones because the main backpack capacity is fixed at 550 stones — the character can technically hold more (in equipped containers), but the backpack itself can't accept more than 550 worth.

A typical loadout-fit-out check:

Loadout Approx. weight
Full plate suit ~50 stones
One-handed weapon + shield ~10 stones
Reagent pouch (mage) ~5–10 stones
2,000 gp gold pouch 40 stones (1 stone per 50 gp)
Spellbook + bandages + pots + runebook ~5 stones

Damage Increase from Strength

For STR ≥ 100, a damage bonus applies to melee combat (and counter-attack ranged):

STR Damage bonus %
< 100 STR × 0.3
= 100 (100 × 0.3) + 5 = 35%
125 (125 × 0.3) + 5 = 42.5%
150 (hard cap with Bonus) (150 × 0.3) + 5 = 50%

This bonus does not count against the 300% Total Damage Bonus cap (Damage Increase). It stacks with Tactics (~68.75% at GM), Anatomy (~55%), and Lumberjacking (+30% on axe-class) for a baseline 200%+ bonus before any item-DI is added.

Anatomy assessment table

A character with the Anatomy skill can assess another character's STR (player, NPC, or creature). The in-game message corresponds to a STR range:

Anatomy message Target STR range
Rather feeble 1–10
Somewhat weak 11–20
To be of normal strength 21–30
Somewhat strong 31–40
Very strong 41–50
Extremely strong 51–60
Extraordinarily strong 61–70
Strong as an ox 71–80
One of the strongest people you have ever seen 81–90
Superhumanly strong 91–100
Stronger than anything you have ever seen 101+

The 101+ message indicates an over-capped character (post-Stat-Scroll application).

Stat allocation

Players allocate STR via skill-driven stat gain. Skills associated with STR-gain include:

Skill STR-gain rate
Tactics High
Anatomy High
Wrestling High
Mining Medium
Healing Medium
Lumberjacking Medium
Fencing / Swordsmanship / Mace Fighting Combat-skill secondary STR/DEX gain

A character can lock or atrophy their STR via the paperdoll stat arrows — set to "down" to lose points and reallocate budget to DEX/INT.

Build profiles

Archetype Typical STR range
Pure Warrior / Sampire 125 (capped)
Tamer 60–90 (survivability)
Bard-Mage 50 (low; bards are squishy)
Pure Mage 25–50 (minimum survivability; INT is the focus)

The 125 STR ceiling corresponds to the natural per-stat cap with Stat Scrolls at maximum tier (+25 per stat from Wondrous → Ultimate).

Stat-cap mechanics interlock

Cap Value Source
Default per-stat ceiling 100 Account default
Per-stat cap with Wondrous → Ultimate Stat Scrolls 125 Stat Scrolls (+5 / +10 / +15 / +20 / +25 per tier)
Hard ceiling via Strength Bonus 150 Item modifier extension
Total-stat cap (with all Veteran / Stat Scroll bonuses) 260 Statistics overview

See also

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