Weapon Values

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Ultima I: The First Age of Darkness[edit]

The following is a complete list of all weapons values from Ultima I:

Weapon Range Dmg.
(Apple II)
Dmg.
(DOS)
Notes
Hands 1 0 0 Owned at start
Dagger 1 1 8 Begin with two; cannot be thrown
Mace 1 2 16 --
Axe 1 3 24 --
Rope & spikes 1 4 0 Prevents falling into pit trap, then is spent; irrelevant in remake (no pit traps)
Sword 1 5 40 --
Great sword 1 6 48 --
Bow & arrows 3 7 56 --
Amulet 1 8 0 Magic Missile dmg +50% (+16 in overworld; Apple);[Clarification needed] can't attack
Wand 1 9 0 Magic Missile dmg +100% (+18 in overworld; Apple); can't attack
Staff 1 10 0 Magic Missile dmg +200% (+20 in overworld; Apple); can't attack
Triangle 1 11 88 Magic Missile dmg +200% (+22 in overworld; Apple); no attack on overworld (Apple)
Pistol 3 12 96 --
Light sword 1 13 104 --
Phazor 3 14 112 --
Blaster 3 15 120 --

Ultima II: The Revenge of the Enchantress[edit]

The following is a complete list of all weapons values from Ultima II. Prices decreases as the Charisma and Intelligence of the purchaser rise, except for the Quicksword. The character needs a minimal agility to wield any weapon (the minimum is 10). No weapon is ranged.

Weapon Damage Min. Agi. Price
(GP)
Hand 0 1 --
Dagger 2 9 20
Mace 4 11 32
Axe 6 19 52
Bow 8 21 84
Sword 10 29 136
Great sword 12 31 220
Light sword 14 39 356
Phaser 16 41 578
Quicksword 18 49 500

Ultima III: Exodus[edit]

The following is a complete list of all weapons values from Ultima III (obtained from LairWare software, based on original Apple II binaries):

Total damage is determined by adding 150% of the character's Strength (STR) statistic to their weapon's base damage.

Ranged weapons

All ranged weapons have unlimited range.

Weapon Base Damage Notes Users
Dagger 4-7 Spent when thrown All
Sling 4-13 -- Paladin, barbarian, lark, fighter, ranger, thief
Bow 4-19 -- Paladin, barbarian, lark, fighter, ranger, thief
+2 bow 4-31 Sold in Dawn Paladin, barbarian, lark, fighter, ranger
+4 bow 4-43 Sold in Dawn Paladin, barbarian, lark, fighter
Melee weapons

All melee weapons can only attack adjacent opponents.

Weapon Base Damage Notes Users
Hand 4-4 Owned at start All
Mace 4-10 -- Paladin, barbarian, lark, fighter, ranger, thief, cleric, druid, illusionist
Axe 4-16 -- Paladin, barbarian, lark, fighter, ranger, thief
Sword 4-22 -- Paladin, barbarian, lark, fighter, ranger, thief
2-H swd 4-25 -- Paladin, barbarian, lark, fighter, ranger
+2 axe 4-28 Sold in Dawn Paladin, barbarian, lark, fighter, ranger
+2 swd 4-34 Sold in Dawn Paladin, barbarian, lark, fighter, ranger
Gloves 4-37 Sold in Dawn Paladin, barbarian, lark, fighter
+4 axe 4-40 Sold in Dawn Paladin, barbarian, lark, fighter
+4 swd 4-46 Sold in Dawn Paladin, barbarian, lark, fighter
Exotic 4-49 Only effective weapon in Castle Death All

Ultima IV: Quest of the Avatar[edit]

The following is a complete list of all weapons values from Ultima IV:

Ranged weapons

Most ranged weapons have unlimited range.

Weapon Damage Notes Users
Flaming oil 64 Spent when thrown;
creates fire field; range: 9
All
Dagger 24 Ranged & melee; spent when thrown All
Sling 32 -- All
Bow 40 -- Druid, bard, tinker, paladin, ranger, fighter
Crossbow 56 -- Druid, bard, tinker, paladin, ranger, fighter
Magic bow 80 -- Druid, bard, tinker, paladin, ranger
Magic axe 96 Ranged & melee; returns to wielder Tinker, paladin
Magic wand 160 Ranged & melee Druid, bard, mage
Melee weapons

Most melee weapons can only attack adjacent targets.

Weapon Damage Notes Users
Staff 16 -- All
Mace 40 -- Fighter, tinker, paladin, ranger, bard, shepherd, druid
Axe 48 -- Fighter, tinker, paladin, ranger, bard, shepherd
Sword 64 -- Fighter, tinker, paladin, ranger, bard, shepherd
Halberd 96 Can't attack adjacent targets;
can attack over objects;
range: 2
Fighter, tinker, paladin
Magic sword 128 -- Fighter, tinker, paladin, ranger
Axe +2 255 (NES only) Fighter
Mystic sword 255 -- Avatar

Ultima V: Warriors of Destiny[edit]

The following is a complete list of all weapons values from Ultima V according to Prima's Official Guide to Ultima Collection:[1]

Ranged weapons Range Damage Notes
U5-weapon.gif Sling 4 6 No ammo required
U5-weapon.gif Flaming oil 4 8 --
U5-weapon.gif Bow 7 10 Requires arrows
U5-weapon.gif Crossbow 8 12 Requires quarrels
U5-weapon.gif Magic bow 15 15 Requires arrows
U5-weapon.gif Magic axe 15 20 Returns when thrown; weightless
Melee weapons Damage Notes
U5-weapon.gif Chaos sword 99 Makes wielder hostile; disappears after first use
U5-weapon.gif Jeweled sword 1 --
U5-weapon.gif Dagger 3 Spent if thrown; range: 6
U5-weapon.gif Throwing axe 4 Spent if thrown; range: 10
U5-weapon.gif Spear 5 Spent if thrown; range: 10
U5-weapon.gif Club 8 --
U5-weapon.gif Main Gauche 8 Defense: 1
U5-weapon.gif Short sword 12 --
U5-weapon.gif Silver sword 12 --
U5-weapon.gif Mace 15 --
U5-weapon.gif Long sword 15 --
U5-weapon.gif Morning star 15 Attack over objects; range: 2
U5-weapon.gif Two-handed hammer 20 --
U5-weapon.gif Two-handed axe 20 --
U5-weapon.gif Two-handed sword 20 --
U5-weapon.gif Halberd 30 Attack over objects; range: 2
U5-weapon.gif Mystic sword 30 Defense: 1; weightless
U5-weapon.gif Glass sword 99 Breaks after first successful strike
Special melee weapons Damage Notes
U5-helm.gif Spiked helm 4 Defense: 3
U5-shield.gif Spiked shield 6 Defense: 3

Ultima VI: The False Prophet[edit]

The following is a complete list of all weapons values from Ultima VI:

The damage depends on one or more attributes. As a thumb rule, most weapons deal damage depending on dexterity; magic weapons deal damage depending on intelligence; bludgeon weapons deal damage based on strength.

Shooting weapons Weight
(s)
Damage Range Attribute Notes
SlingU6.PNG Sling 0.6 6 4 DEX No ammo required
BoomerangU6.PNG Boomerang 0.6 8 5 DEX Returns (sometimes drops on hit)
BowU6.PNG Bow 1.0 10 5 DEX Requires arrows
CrossbowU6.PNG Crossbow 2.0 12 7 DEX Requires quarrels
TripleCrossbowU6.PNG Triple crossbow 2.5 12 7 DEX Shoots 3 bolts to 3 adjacent spaces
MagicBowU6.PNG Magic bow 1.0 20 7 DEX Requires arrows
FireWandU6.PNG Fire wand 0.6 20 7 DEX/INT Hit rate determined by DEX; damage determined by INT; spent after several uses
LightningWandU6.PNG Lightning wand 0.5 30 7 DEX/INT Hit rate determined by DEX; damage determined by INT; spent after several uses
YewStaffU6.PNG Yew staff 2.5 4 7 INT Can be enchanted with up to 10 spells; damage depends on spell cast.

If a weapon can only be used against an adjacent target, its range is "-".

Melee weapons Weight
(s)
Damage Range Attributes Notes
SpikedShieldU6.PNG Spiked shield 3.4 4 - STR Defense: 2
SpikedHelmU6.PNG Spiked helm 2.7 4 - STR Defense: 3
DaggerU6.PNG Dagger 0.4 6 3 STR/DEX Can be thrown (DEX); range: 3; must pick up after throwing
ClubU6.PNG Club 1.5 8 - STR --
MainGaucheU6.PNG Main Gauche 0.8 8 - DEX Defense: 1
SpearU6.PNG Spear 1.2 10 4 STR/DEX Can be thrown (DEX); range: 4; must pick up after throwing
ThrowingAxeU6.PNG Throwing axe 1.1 10 3 STR/DEX Can be thrown (DEX); range: 3; must pick up after throwing
MaceU6.PNG Mace 1.8 15 - STR --
SwordU6.PNG Sword 1.4 15 - DEX/STR --
MorningStarU6.PNG Morning star 2.4 15 2 STR Range: 2
Two-HandedHammerU6.PNG Two-handed hammer 6.3 20 - STR Two-handed
Two-HandedAxeU6.PNG Two-handed axe 4.7 20 - STR Two-handed
Two-HandedSwordU6.PNG Two-handed sword 3.4 20 - STR/DEX Two-handed
HalberdU6.PNG Halberd 8.2 30 2 STR/DEX Range: 2
GlassSwordU6.PNG Glass sword 1.3 255 - DEX Spent on first successful strike
Bomb weapons Weight
(s)
Damage Range Notes
FlaskofOillU6.PNG Flask of oil 0.5 4 5 No experience gained; creates fire field when thrown.
PowderKegU6.PNG Powder Keg 3.0 No experience gained
Ship cannons -- 30 5 No experience gained
CannonU6.PNG Cannon -- 90 - No experience gained
Tools usable as weapons Weight
(s)
Damage Range
RollingpinU6.PNG Rolling pin 0.5 2 -
ShovelU6.PNG Shovel 1.8 4 -
PitchforkU6.PNG Pitchfork 1.6 4 -
HoeU6.PNG Hoe 1.3 4 -
DecorativeSwordU6.PNG Decorative sword 0.6 4 -
CleaverU6.PNG Cleaver 0.2 4 -
KnivesU6.PNG Knife 0.1 4 -

Ultima VII: The Black Gate[edit]

The following is a complete list of all weapons from Ultima VII:

Ranged weapons Damage Weight Range Notes
BlowgunU7.PNG Blowgun 1 0.1 12 Needs no ammunition; chance to sleep or poison
SlingU7.PNG Sling 3 0.2 16 Needs no ammunition
BowU7.PNG Bow 8 2.5 20 Consumes arrows
MusketU7.PNG Musket 9 4.0 28 Consumes ammunition
CrossbowU7.PNG Crossbow 10 3.0 25 Consumes bolts
MagicBowU7.PNG Magic bow 12 0.8 31 Consumes arrows; bonus hit chance
TripleCrossbowU7.PNG Triple crossbow 28 5.0 24 Consumes bolts, 3 per shot; bonus hit chance
Magic ranged weapons Damage Weight Range Notes
LightningWandU7.PNG Lightning wand 8 0.1 16 Lightning damage; chance to paralyze; limited charges
Magician'sWandU7.PNG Magician's wand 8 0.1 20 Magic damage; bonus hit chance
FireWandU7.PNG Fire wand 10 0.1 16 Fire damage; limited charges
FiredoomStaffU7.PNG Firedoom staff 20 2.5 20 Fire damage; limited charges; light source
Returning ranged weapons Damage Weight Range Notes
BoomerangU7.PNG Boomerang 1 0.5 16 Returns after thrown; always drops on miss
MagicBoomerangU7.PNG Magic boomerang 2 0.5 31 Returns after thrown; always hits; magic damage; goes through obstacles
HawkU7.PNG Hawk 5 1.0 17 Returns after thrown; always hits
MagicAxeU7.PNG Magic axe 8 1.0 16 Returns after thrown; always drops on miss; magic damage; bonus chance to hit
JuggernautHammerU7.PNG Juggernaut hammer 25 5.0 31 Returns after thrown; always drops on miss; bonus hit chance


Ranged ammunitions Damage Weight Notes
AmmunitionU7.PNG Ammunition +0 0.1 Musket ammunition
BoltsU7.PNG Bolts +0 0.1 Crossbow ammunition
MagicBoltsU7.PNG Magic bolts +2 0.1 Crossbow ammunition; chance to drop on miss; magic damage; bonus hit chance
ArrowsU7.PNG Arrows +0 0.1 Bow ammunition; chance to drop on miss
LoveArrowsU7.PNG Love arrows +0 0.1 Bow ammunition; magic damage; chance to Charm target
TseramedArrowsU7.PNG Tseramed arrows +1 0.1 Bow ammunition; chance to drop on miss[Clarification needed]; chance to cause sleep
LuckyArrowsU7.PNG Lucky arrows +1 0.1 Bow ammunition; always hits
BurstArrowsU7.PNG Burst arrows +2 0.1 Bow ammunition; bonus hit chance; explodes on impact
MagicArrowsU7.PNG Magic arrows +4 0.1 Bow ammunition; chance to drop on miss; magic damage; bonus hit chance


Melee weapons Damage Weight Reach Notes
DaggerU7.PNG Dagger 1 0.5 3 Can also be thrown, with low accuracy; throwing range equal to lowest value in Str. or Combat
SerpentineDaggerU7.PNG Serpentine dagger 1 0.5 3 --
ClubU7.PNG Club 2 1.5 3 --
KnifeU7.png Knife 2 0.2 3 Can also be thrown, with low accuracy; throwing range equal to lowest value in Str. or Combat
MainGaucheU7.PNG Main Gauche 2 0.5 3 Defense: 1
SpikedShieldU7.PNG Spiked shield 2 2.0 3 Defense: 3
ThrowingAxeU7.PNG Throwing axe 4 1.5 3 Can also be thrown; throwing range equal to 2x lowest value in Str. or Combat
GreatDaggerU7.PNG Great dagger 5 0.3 4 --
MaceU7.PNG Mace 5 1.5 3 --
MorningStarU7.PNG Morning star 5 2.0 4 --
SpearU7.PNG Spear 6 1.5 4 Can also be thrown; throwing range equal to 2x lowest value in Str. or Combat
SwordU7.PNG Sword 6 2.0 3 --
SerpentineSwordU7.PNG Serpentine sword 6 2.0 3 --
CustomSwordU7.PNG Custom sword 6 1.5 3 Bonus hit chance
Two-HandedHammerU7.PNG Two-handed hammer 9 4.0 5 --
Two-HandedAxeU7.PNG Two-handed axe 10 4.0 4 --
HalberdU7.PNG Halberd 10 4.5 5 --
Two-HandedSwordU7.PNG Two-handed sword 11 4.0 4 --
Magic melee weapons Damage Weight Reach Notes
PoisonDaggerU7.PNG Poison dagger 1 0.2 3 Chance to poison; chance to break on hit
StarburstsU7.PNG Starbursts 6 0.1 0 Can also be thrown; explodes; consumed on use; throwing range equal to 2x lowest value in Str. or Combat
SwordofDefenseU7.PNG Sword of defense 6 2.0 3 Magic damage; Defense: 3
MagicSwordU7.PNG Magic sword 7 1.0 4 Magic damage; bonus hit chance
MagebaneU7.PNG Magebane 7 2.0 3 Magic damage; drains mana
FireSwordU7.PNG Fire sword 8 2.5 3 Fire damage; light source
LightningWhipU7.PNG Lightning whip 10 0.5 5 Magic damage
HoeofDestructionU7.PNG Hoe of Destruction 20 2.0 5 Magic damage; bonus hit chance
BlackSwordU7.PNG Black sword 25 0.5 4 Magic damage; always hits; use to talk with Arcadion; kills charge Arcadion's powers[Clarification needed]
DeathScytheU7.PNG Death Scythe 50 4.5 4 Magic damage; drains mana; chance to Curse target on hit; always hits
GlassSwordU7.PNG Glass sword 127 0.5 3 Lightning damage; always hits; breaks after one hit


Non-conventional weapons Damage Weight Range Notes
CleaverU7.PNG Cleaver 2 0.4 3 --
HoeU7.PNG Hoe 2 1.5 5 --
PitchforkU7.PNG Pitchfork 2 1.5 4 --
RakeU7.PNG Rake 2 2.0 4 --
TorchU7.PNG Torch 3 0.5 3 --
PickU7.PNG Pick 4 1.0 4 --
WhipU7.PNG Whip 4 0.5 5 --
HammerU7.PNG Hammer 4 1.0 3 Can also be thrown, with low accuracy; throwing range equal to lowest value in Str. or Combat
DecorativeSwordU7.PNG Decorative sword 4 2.0 3 --
ShearsU7.PNG Shears 6 0.2 3 Can cut cloth into bandages
LitTorchU7.PNG Lit torch 6 0.5 3 Fire damage; light source; limited duration
ShovelU7.PNG Shovel 6 1.8 4 --
FellowshipStaffU7.PNG Fellowship staff 6 2.0 4 --
ScytheU7.PNG Scythe 7 2.0 4 --
FlamingOilU7.PNG Flaming oil -- 0.1 0 Can also be thrown; creates a fire field on hit; spent when used; throwing range equal to lowest value in Str. or Combat
PowderKegU7.PNG Powder Keg 40 12.0 31 Fire damage; not equippable; spent when used
CannonU7.PNG Cannon 90 25.5 16 Requires cannonballs and powder kegs nearby to fire

Ultima VII Part Two: Serpent Isle[edit]

The following is a complete list of all weapons values from Ultima VII Part Two:[2][3]


Ranged weapons Damage Range Notes
BlowgunU7.PNG Blowgun 3 12 Needs no ammo; chance to sleep or poison
InfinityBowSI.PNG Infinity Bow 3 18 Needs no ammo; bonus hit chance
SlingU7.PNG Magic Sling 4 16 Needs no ammo; bonus hit chance; goes through obstacles
BowU7.PNG Bow 6 20 --
CrossbowU7.PNG Crossbow 10 25 --
MagicBowU7.PNG Magic Bow 12 31 Bonus hit chance
Magic ranged weapons Damage Range Notes
Magician'sWandU7.PNG Magician's Wand 3 20 Magic damage; bonus hit chance
LightningWandU7.PNG Lightning Wand 8 16 Lightning damage; chance to paralyze; limited charges
Zot Wand 8 8 Poison missiles
FireWandSI.PNG Fire Wand 10 16 Fire damage; limited charges
FiredoomStaffSI.PNG Firedoom Staff 20 20 Fire damage; limited charges; light source
Returning ranged weapons Damage Range Notes
BoomerangU7.PNG Boomerang 3 16 Returns after thrown; always drops on miss
ThrowingAxeSI.PNG Throwing Axe 4 13 Returns after thrown; throwing range equal to 2x lowest value in Str. or Combat
MagicAxeSI.PNG Magic Axe 8 16 Returns after thrown; always drops on miss; magic damage; bonus hit chance
JuggernautHammerU7.PNG Juggernaut Hammer 18 31 Returns after thrown; always drops on miss; magic damage; bonus hit chance


Ammunition Damage Notes
ArrowsU7.PNG Arrows +1* Bow ammunition; chance to drop on miss;
*+4 without Silver Seed installed
TseramedArrowsU7.PNG Sleep Arrows -- Bow ammunition; no damage; chance to cause sleep; always hits
LuckyArrowsU7.PNG Lucky Arrows +1 Bow ammunition; always hits
BurstArrowsU7.PNG Burst Arrows +2 Bow ammunition; bonus hit chance; explodes on impact
MagicArrowsU7.PNG Magic Arrows +4 Bow ammunition; bonus hit chance; chance to drop on miss
SerpentArrowsSI.PNG Serpent Arrows +6* Bow ammunition; bonus hit chance;
*no damage without Silver Seed installed
BoltsU7.PNG Bolts +5 Crossbow ammunition; bonus hit chance
MagicBoltsU7.PNG Magic Bolts +6 Crossbow ammunition; magic damage; bonus hit chance


Melee weapons Damage Range Notes
DaggerU7.PNG Dagger 1 3 Can also be thrown, with low accuracy; throwing range equal to lowest value in Str. or Combat
SpikedShieldSI.PNG Spiked Shield 2 3 Defense: 3
ClubU7.PNG Club 3 3 --
MaceU7.PNG Mace 5 3 --
MorningStarU7.PNG Morning Star 5 4 --
SwordU7.PNG Sword 6 3 --
HammerofDedicationSI.PNG Hammer of Dedication 6 3 --
SpearU7.PNG Spear 6 9 Can also be thrown; throwing range equal to 2x lowest value in Str. or Combat
DragonslayerSwordSI.PNG Dragonslayer 7 4 Bonus hit chance
Two-HandedAxeU7.PNG Two-Handed Axe 7 4 --
Two-HandedSwordU7.PNG Two-Handed Sword 8 4 --
Two-HandedHammerU7.PNG Two-Handed Hammer 9 5 --
HalberdU7.PNG Halberd 10 5 --
Serpent weapons Damage Range Notes
SerpentDaggerSI.png Serpent Dagger 2 3 --
SerpentSceptreSI.PNG Serpent Sceptre 5 3 Chance to poison
WormHammerSI.PNG Worm Hammer 6 3 --
SerpentSwordSI.PNG Serpent Sword 6 3 --
SerpentStaffSI.PNG Serpent Staff 8 4 Chance to shoot a poison missile at random target when double-clicked
OphidianSwordSI.PNG Ophidian Sword 12 4 Required to send Great Earth Serpent back into Void
Magic weapons Damage Range Notes
PoisonDaggerU7.PNG Poison Dagger 1 3 Chance to poison; chance to break on hit
SwordofDefenseU7.PNG Sword of Defense 7 3 Magic damage; Defense: 3
MagicSwordSI.PNG Magic Sword 7 4 Magic damage; bonus hit chance
FireSwordSI.PNG Fire Sword 8 3 Fire damage; light source
MagebaneU7.PNG Magebane 9 3 Magic damage; drains mana
BlackSwordSI.png Black Sword 9 4 Bonus hit chance
LightningWhipSI.PNG Lightning Whip 10 5 Magic damage; light source
Erinon'sAxeSI.PNG Erinon's Axe 20 4 Magic damage; adds 10 to combat value[Clarification needed]
GlassSwordU7.png Glass Sword 127 3 Lightning damage; always hits; breaks after one hit


Non-conventional weapons Damage Range Notes
ShearsU7.PNG Shears 1 3 Can cut cloth into bandages
WoodenSwordSI.PNG Wooden sword 2 3 --
PitchforkU7.PNG Pitchfork 2 4 --
RakeU7.PNG Rake 2 4 --
HoeU7.PNG Hoe 2 5 --
TorchU7.PNG Torch 3 3 Double damage when lit
HammerSI.PNG Hammer 4 3 Can also be thrown, with low accuracy; throwing range equal to lowest value in Str. or Combat
DecorativeSwordU7.PNG Decorative Sword 4 3 --
PickU7.PNG Pick 4 4 --
TongsU7.PNG Tongs 6 3 --
LitTorchU7.PNG Lit torch 6 3 Fire damage; light source; limited duration
ShovelU7.PNG Shovel 6 4 --
StaffSI.PNG Staff 6 5 Bonus hit chance
WhipU7.PNG Whip 6 6 --
ScytheU7.PNG Scythe 7 4 --
FishingRodU7.PNG Fishing Rod 7 6 Bonus hit chance; can be used to fish
PowderKegSI.PNG Powder Keg 40 31 Fire damage; not equippable; spent when used

Ultima Underworld II[edit]

The following is a complete list of all weapons from Ultima Underworld II:

Barehand[edit]

Name Type Avg. damage
± spread
Notes
Fist Bash 2.5 ± 0.5 Barehand skill factor fist attacks; skill 30 yield damage around +7

Swords[edit]

Name Type
[Clarification needed]
Avg. damage
± spread
Notes
DaggerUWII.png Dagger Stab 2.5 ± 0.5
UWIIJeweled Dagger.png Jeweled Dagger
ShortswordUWII.png Short Sword Stab 3.5 ± 0.5
UWIILongsword.png Longsword Slash 6 ± 2
UWIIBroadsword.png Broadsword Slash 7.5 ± 3.5
UWIIJeweled Sword.png Jeweled Sword Slash 7.5 ± 3.5
UWIIBlack Sword.png Black Sword Slash 8 ± 4
Sword of Major Damage Slash
Longsword of Major Accuracy Slash
UWIIBroadsword.png Sword of Poison Weapon Slash 7.5 ± 3.5 Poisons target
UWIILongsword.png Sword of Stone Strike Slash 6 ± 2 Temporarily petrifies target

Axes[edit]

All axes are of the bash type.

Name Avg. damage
± spread
Notes
HandAxeUWII.png Hand Axe 3.5 ± 0.5
UWIIAxe.png Axe 6 ± 2
UWIIJeweled Axe.png Jeweled Axe 7.5 ± 3.5
UWIIBattle Axe.png Battle Axe 8.5 ± 4.5
Axe of Major Damage
Axe of Great Damage
Axe of Life Stealing Evil weapon: steals life energy from user[Clarification needed]
Axe of Fire Doom Engulfs user in fire; recommend flameproofing magic or armour on user

Maces[edit]

All maces are of the bash type.

Name Avg. damage
± spread
Notes
CudgelUWII.png Cudgel 3.5 ± 0.5
CudgelUWII.png Cudgel of Entry 3.5 ± 0.5 Smashes through locked doors
UWIILight Mace.png Light Mace 5.5 ± 1.5
UWIIMace.png Mace 8.5 ± 3.5
UWIIJeweled Mace.png Jeweled Mace 10 ± 5
Mace of Major Damage
Mace of Unsurpassed Damage
Mace of Unsurpassed accuracy
Mace of Undead Bane Effective against undead

Ranged weapons[edit]

Weapon Type Damage Notes
UWIISnowBall.PNG Snowball Bash 4.5
SlingUWII.png Sling -- --
UWIIBow.png Bow -- --
CrossbowUWII.png Crossbow -- --
Ammunition Type Damage Notes
SlingStoneUWII.png Sling Stones Bash 3.0 Damage unrelated to drawback time
UWIIArrow.png Arrows Piercing 4.5 Damage unrelated to drawback time
BoltUWII.png Bolts Piercing 5.5 Damage unrelated to drawback time
Magic Type Damage Notes
Acid Splash/acid 4.5
Magic Arrow Piercing 4.5
Lightning Lightning 8.5
Fireball Fire 14.5 Area effect

Ultima VIII: Pagan[edit]

The following is a complete list of all weapons values from Ultima VIII:[4]

Weapon Avg. damage
± spread
Weight Notes Location
U8-dagger.png Dagger 6 ± 3 1 Blade damage Korick's Shop
U8-hammer.png Hammer 8 ± 4 7 Blunt damage
U8-mace.png Mace 9 ± 5 4 Blunt damage Korick's Shop
U8-scimitar.png Scimitar 10.5 ± 5.5 5 Blade damage Korick's Shop
U8-sword.png Sword 11 ± 5 3 Blade damage Korick's Shop
U8-saber.png Saber 11 ± 5 6 Blade damage Korick's Shop
U8-axe.png Axe 12.5 ± 6.5 5 Blade and blunt damage Korick's Shop
Magic weapon Avg. damage
± spread
Weight Notes Location
U8-slayer.png Slayer 9 ± 5 1 Blunt and magic damage; 10% chance fatal blow Lower Catacombs, East Road
U8-bonecrusher.png Bone Crusher 10 ± 9 1 Blunt and magic damage Lower Catacombs, Plateau
U8-korfang.png Korghin's Fang 10 ± 3 1 Blade and magic damage; adds +4 attack dexterity and +1 armour Lower Catacombs, Plateau
U8-scimgor.png Scimitar of Khumash-Gor 10.5 ± 5.5 1 Blade and magic damage; adds +1 attack dexterity; double damage to undead Shrine of the Ancient Ones
U8-flamesting.png Flame Sting 10.5 ± 5.5 1 Blade, magic and fire damage; adds +5/+10 fire damage; adds +1 attack dexterity Obsidian Fortress, Fire Realm
U8-bladestriking.png Blade of Striking 11 ± 6 1 Blade and magic damage; adds +7 attack dexterity Lower Catacombs, Obsidian Fortress
U8-protector.png Protector 11 ± 6 1 Blade and magic damage; adds +4 defense dexterity and +5 armour Lower Catacombs, Argentrock Isle
U8-deceiver.png Deceiver 14.5 ± 6.5 1 Blade, blunt, and magic damage Lower Catacombs, Stone Cove

Ultima IX: Ascension[edit]

The following is a complete list of all weapons values from Ultima IX:[5]

Whenever two weapons deal the same average damage, but they have different spread, the weapon with smaller spread is slightly better.

One-handed Avg. damage
± spread
U9ShortSwordIcon.png Short sword 3 ± 2
U9SpikedClubIcon.png Spiked club 5 ± 2
U9HandAxeIcon.png Hand axe 7 ± 3
U9MaceIcon.png Mace 8 ± 3
U9ScimitarIcon.png Scimitar 20 ± 5
U9CutlassIcon.png Cutlass 25 ± 2
U9BroadswordIcon.png Broadsword 40 ± 5
U9LongSwordIcon.png Long sword 50 ± 10
Two-handed Avg. damage
± spread
U92-HandedAxeIcon.png Two-handed axe 25 ± 5
U9WarHammerIcon.png War hammer 30 ± 5
U9BattleAxeIcon.png Battle axe 45 ± 5
U92-HandedSwordIcon.png Claymore 55 ± 5
U92-HandedSwordIcon.png Two-handed sword 65 ± 10
U9ScytheIcon.png Scythe 80 ± 15
Polearms Avg. damage
± spread
U9QuarterstaffIcon.png Staff 5 ± 4
U9GnarledStaffIcon.png Gnarled staff 10 ± 2
U9DumDumStaffIcon.png Dum-Dum staff 30 ± 10
U9ShepherdsCrookIcon.png Shepherd's crook 35 ± 5
U9GnarledStaffIcon.png Gargoyle staff 35 ± 5
U9BladedStaffIcon.png Bladed Staff 55 ± 10
U9HalberdIcon.png Halberd 70 ± 15
Bows Avg. damage
± spread
Range
U9NoviceBowIcon.png Novice bow 4 ± 2 Short
U9TargetBowIcon.png Target bow 13 ± 2 Medium
U9LongbowIcon.png Longbow 23 ± 2 Medium
U9SiegeBowIcon.png Siege Bow 33 ± 2 Long
U9IolosBowIcon.png Iolo's Bow 48 ± 2 Long
Weapons-U5NES.jpg

The following weapons have unique properties.

Special weapons Avg. damage
± spread
Notes
U9FlamingOilIcon.png Fire arrow 30 ± 0 Fire and area damage
Mana arrow 45 ± 0 Magic and area damage
U9CutlassIcon.png Gringolet 50 ± 15 Double damage to undead
U9FrostSwordIcon.png Frost Sword 50 ± 10 Water damage; 20% chance of freezing target
U9FireSwordIcon.png Flaming sword 50 ± 5 Fire damage
U9StaffoftheDeadIcon.png Staff of the Dead 60 ± 10 Double damage to undead
U9WarBowoftheBloodIcon.png War Bow of Blood 65 ± 5 Long range; lowers health by 2 per shot
U9ShepherdsCrookIcon.png Crook of Charming 70 ± 10 20% chance of charming target
U9LightningSwordIcon.png Lightning Sword 85 ± 5 Electrical and air damage
U9BlackswordIcon.png Blackrock Sword 100 ± 10 --
U9GlassSwordIcon.png Glass Sword 500 ± 0 Breaks after one use

See Also[edit]

References[edit]

  1. Chris McCubbin, David Ladyman. Prima's Official Guide to Ultima Collection (Ultima V: Warriors of Destiny). Origin Systems, Inc.: 1998.
  2. McCubbin, Chris et al. "Ultima VII Part Two: Serpent Isle". Prima's Official Guide to Ultima Collection (Ultima VII Part Two: Serpent Isle). Prima Publishing: 1998. Page 243.
  3. Hobbs, Sherri G. Ultima VII Part Two Clue Book (Ultima VII Part Two: Serpent Isle). Origin Systems, Inc.: 1993. Pages 63.
  4. Mead, Melissa. "Armor and Weapons". Ultima VIII Clue Book (Ultima VIII: Pagan). Origin Systems: 1994. Pages 28-33.
  5. McCubbin, Chris et al. "Weapons". Ultima IX Strategy Guide (Ultima IX). Prima Publishing: 1999. Pages 56-61.