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From the Codex of Ultimate Wisdom

Weapons

A folio of the realm

Weapons

Weapons are the canonical category of every melee, ranged, and throwing instrument that a character uses to deal damage in Britannia. The weapon roster is vast — dozens of unique types spanning swords, maces, fencing weapons, axes, archery bows, throwing weapons, and special-class items — each with its own combat profile, weapon-skill requirement, base damage range, swing speed, and accessible special moves. The weapon a character chooses is the canonical "combat foundation" of their build: weapon class determines which weapon skill (Swordsmanship, Mace Fighting, Fencing, Archery, Throwing) is used; it determines which special moves are available; and it determines which artifact-tier upgrades fit the build's optimization path.

Beyond the weapon-skill split, weapons are categorized by handedness (one-handed vs two-handed), damage tier (Base Damage range), speed (swings per tactical period), and race-restriction (Throwing weapons are Gargoyle-only). The full weapon roster is documented in detail across the per-weapon-class flagship articles.

Weapon categories

Category Skill Notable weapons
One-handed swords Swordsmanship Cutlass, Long Sword, Broadsword, Viking Sword, Katana, Wakizashi
Two-handed swords Swordsmanship Halberd, Bardiche, Two-Handed Axe, Lajatang, No-Dachi
One-handed maces Mace Fighting Mace, War Mace, Tetsubo, Club
Two-handed maces Mace Fighting War Hammer, Maul, Black Staff, Hammer Pick
Fencing Fencing Dagger, Kryss, War Fork, Spear, Pike
Archery Archery Bow, Crossbow, Heavy Crossbow, Composite Bow, Magical Shortbow, Yumi
Throwing (Gargoyle-only) Throwing Boomerang, Cyclone, Soul Glaive
Wrestling (no weapon) Wrestling Bare hands; Gargoyle Honor stance

Each category has a per-weapon-skill flagship article (Swordsmanship, Mace Fighting, etc.) that lists the full Min/Max table, swing speeds, special moves, and craft sources.

Weapon properties

Every weapon carries a set of properties that determine its combat performance:

Property Detail
Base Damage range Min / Max damage per swing (e.g., Halberd 18-26)
Swing speed Time between swings; fewer ticks = faster
Skill Required Minimum skill in the weapon class to swing effectively
Strength Required Minimum STR to equip
Damage type split Default 100% Physical Damage; imbued split adjusts
Special moves 1-2 specials per weapon class
Slayer potential Can be Slayer-tagged for 2× damage vs matching creature
Maker's Mark Crafter signature on Exceptional crafts
Damage Increase +DI from imbues + runic tier

The combination of these properties determines whether a weapon fits a specific build — a Mage looking for Mage Weapon chooses differently from a Sampire looking for an axe + Slayer.

How to choose a weapon

Build Recommended weapon class
Sampire Halberd or Bardiche (axe-class for Lumberjacking stack)
Pure Warrior Halberd, War Hammer, or Pike (high base damage)
PvP Duelist Wakizashi or Magical Shortbow (high speed for special spam)
Pure Mage Mage Weapon (substitutes Magery for weapon skill)
Throwing Gargoyle Soul Glaive (highest base damage Throwing)
Tamer (no melee) None (uses pet exclusively)
Bard Wakizashi or Mage Weapon (combined with bardic skills)

The weapon choice is canonically tied to the damage stackTactics + Anatomy + Strength + Lumberjacking + DI all multiply the Base Damage roll, and weapon class determines the Min/Max range that's being multiplied.

Weapon acquisition

Source Weapon tier
NPC vendor (basic) Functionally weak; placeholder weapons only
Crafted (Blacksmithy / Carpentry / Bowcraft) Mid to high; Exceptional + Maker's Mark the canonical entry to imbued tier
Looted Random monster drops; modest property rolls
Champion Spawn drops Higher tier; some Slayer-tagged
Doom artifact Heritage-tier; Doom-specific named weapons
Peerless boss drops High-tier; named-character artifacts
Heritage Token redemption Veteran reward; specific themed weapons
Crafted via Reforging Highest-tier randomized rolls
Imbued Custom-built; the canonical end-game source

The canonical "get the right weapon" workflow:

  1. Craft a Halberd (or chosen weapon) at Exceptional with Maker's Mark.
  2. Bring to Imbuing station; imbue desired properties (DI, HCI, Slayer, etc.).
  3. (Optional) Reforge for randomized property re-rolls.
  4. Use Powder of Fortifying to extend durability.

Weapon damage formula

Every weapon's damage is computed by the canonical formula:

Damage = Roll(weapon_min, weapon_max)
       × (1 + Tactics_pct + Anatomy_pct + STR_pct + Lumberjack_pct + DI_pct / 100)
       × Slayer_multiplier
       × Exceptional_multiplier
       × Phys_split × (1 - target.PhysResist / 100)

See Base Damage for the full breakdown.

Weapon and special moves

Each weapon has 1-2 special moves — specific combat techniques accessible via primary/secondary special slots:

Common specials Effect
Whirlwind Attack AOE damage to surrounding enemies (most 2H weapons)
Concussion Blow High single-target damage (most 1H weapons)
Disarm Force opponent to drop weapon (Wrestling-flavored)
Mortal Strike Bleeding + heal-block (multiple weapons + Bushido)
Lightning Strike Bushido-locked; high single-target burst
Armor Pierce Reduce target's effective resists

The choice of weapon is canonically tied to which specials the player wants — every weapon's tooltip lists its primary and secondary specials.

Weapon repair and durability

Mechanic Detail
Wear-and-tear Each combat hit reduces weapon durability slightly
Repair via Blacksmithy Smith repairs raise current durability up to max
Powder of Fortifying Extends max durability of imbued weapons
Replace Most economic for non-imbued weapons

A canonical end-game build maintains its weapons via periodic Powder of Fortifying + Blacksmithy repair cycles. Weapons that "break" (durability reaches 0) are gone permanently — sometimes the Maker's Mark signature is the only thing left on the broken weapon item.

Weapon enchantment vs. property tier

Tier Description
NPC weapon No properties; basic damage profile
Looted weapon 1-3 random properties
Crafted Exceptional Slot + Maker's Mark; eligible for Imbuing
Crafted Exceptional + Imbued Up to 5 custom properties at maximum intensity
Crafted Exceptional + Imbued + Reforged Higher tier rolls; up to 5 properties
Heritage / Artifact / Doom-tier Unique property combinations not available via crafting
Slayer-tagged 2× or 3× damage vs matching creature group

The canonical "weapon optimization tier" reaches its peak at imbued + reforged + slayer-tagged Exceptional weapons. Beyond that, only specific Doom or Peerless drops offer property combinations imbuing can't roll.

Weapon as a build identity

Build template Iconic weapon
Sampire Reptile Slayer Halberd / Bardiche
Throwing Gargoyle Soul Glaive with Slayer property
PvP Mage Mage Weapon Wakizashi
Pure Archer Reptile Slayer Composite Bow
Tank Warrior War Hammer / Halberd
Bard / Provoker Slayer Lute (bardic instrument, not melee)
Pure Mage Mage Weapon talisman / wand

The weapon a character carries is the canonical "signature" of their build — when other players look at a character's paper doll, the weapon tells them what archetype they're dealing with.

See also

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Folio inscribed by the Scribe  ·  merge  ·  2026-05-14
Folios in the Codex incorporate material adapted from community-maintained Ultima Online wikis, used under the Creative Commons Attribution-ShareAlike 3.0 License. Synthesised, restructured, and rebranded by the Scribe.