Melee Fighting

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Warriors, Archers and Throwers

Stats | Core Skills | Support Skills | Training
Swordsman, Mace fighters, Fencers, and even Archers and Throwers all have similar requirements in the physical attributes.


The two most important attributes for any warrior to have are Strength and Dexterity:

  • The cap for strength without items is 125, the maximum cap (with items) is 150. Strength determines:
  • The amount of Hit Points (HP) a character has
  • Melee damage
  • Carrying capacity
  • The type of armor/weapons and/ shields a character can equip
  • The cap for dexterity without items is 125, the maximum cap (with items) is 150. Dexterity determines:
    • Amount of Stamina a character has
    • Swing speed
    • Ability to successfully parry
    • Time it takes to apply a bandage

Next in importance are Stamina and Mana. Stamina is determined by both Dexterity and Items worn.
While Dexterity can be brought up from 125 to 150 by wearing dexterity bonus items, further stamina bonus items can take stamina well above the figure generated from Dexterity alone.

Stamina is important for maintaining swing speed, if you lose stamina during a fight your swing speed slows. Every 30 points of stamina lost will slow your swing speed by .25 seconds.

Stamina is regenerated by the Focus skill, it can also be helped by having the Stamina Regeneration property on items or by drinking Greater Refresh potions. Eating normal food will restore some stamina. Weapons with Stamina Leach can also be very useful. A temporary boost to Stamina Regeneration can be gained by eating a Unicorn Fish Pie, you can also restore 10 points of stamina by eating Highly Peculiar Fish

Traditionally Warrior templates are built with low intelligence; yet mana, which is derived by calculation from the intelligence stat, is very necessary to warriors in order that they might use the ‘special moves’ on their weapons. Many warriors also have Bushido or Chivalry skill, or even both. Mana is needed to cast the spells of these two skills.

This problem is solved by having the Mana Regeneration property on items and mana leach property on weapons. A temporary boost to mana regeneration can be obtained by eating Holy Mackeral Pie

As a racial bonus, elves naturally start with a bonus of +20 mana upon creation.

Other boosts to stats and skill can be found on various lotions and balms, however these do not ‘stack’ so you need to choose wisely which would be most beneficial.

Melee Damage Calculation

Tactics Damage Bonus% = Tactics ÷ 1.6 (Add 6.25% if Tactics >= 100)
Anatomy Damage Bonus% = (Anatomy ÷ 2) (Add 5% if Anatomy >= 100)
Lumberjack Damage Bonus% = Lumberjack ÷ 5 (Add 10% if Lumberjacking >= 100)
Strength Damage Bonus% = Strength * 0.3 (Add 5% if Strength >= 100)
Total Damage Bonus% = Tactics Bonus + Anatomy Bonus + Lumber Bonus + Strength Bonus + Damage Increase Items
Final Damage = Base Damage + (Base Damage * Final Damage Bonus%)

Damage Increase from items is capped at 100%, Damage bonus is capped at 300%.

The page Melee Damage Increase gives a more in depth description of the final damage calculations.

Core Skills

Special Weapon Moves are associated with various weapons. You must have a minimum of 70 weapon skill and relevant support skill for the ‘secondary’ move and 90 weapon skill and support skill for the ‘primary’ move. In most cases the support skill is tactics, there are some exceptions. This must be real skill points, not bonus from items.  While players are in combat with other players equipping +skill items will have a 15-second delay to increasing skill.


The art of fencing is one of speed, and finesse. Fencing weapons are generally light, designed for quick, stabbing movements. While many may have a low base damage, they make up for it with a high rate of attack. Fencing is often preferred by those who make use of the Poisoning skill. Poisoning is the required support skill for the special move ‘infectious strike’ .


Swordsmen have access to a wide variety of bladed weapons designed for slashing movements from the lightweight, one handed Katana to the substantial, two handed Halberd and including a variety of axe weapons.

Mace Fighting

Mace fighters make use of powerful, but usually slow, weapons such as maces and war hammers. Maces also have a “bonus” special ability that includes a greater chance of dealing damage to an opponent’s armor with each strike.


If you prefer to keep your distance from your target, and not be ‘toe to toe’ as in the previous three skills, archery is a ‘ranged’ attack, though the range of the bow or crossbow you choose will determine how far, or close, you must be to hit your target. You will need to carry ammunition, bows require arrows, crossbows require bolts. You can carry these in quivers which have the effect of reducing the weight. Gargoyles are not able to use archery, the ranged skill for a gargoyle is Throwing.


Throwing is a ranged combat art particular to Gargoyles. It can be used at close quarters, but with reduced effectiveness.

There’s less power to the blow,
if there’s no room to throw.

The range of weapon types is somewhat less than for other combat skills, but unlike archery there is no ammunition needed and your boomerang will always come back.


While Wrestling is a combat skill it is most often used by mages. No weapons are used and both hands must be empty to give a chance of blocking an attack.

Support Skills


Tactics is the most important support skill for all warrior types. It is vital in the use of most weapon’s special abilities and grants a damage bonus. At 100 skill this bonus is 68.75%, while at 120 skill it is 81.25%


Anatomy has two distinct functions. It grants a damage bonus, at 100 skill this bonus is 55%. It also combines with healing skill to determine the strength of healing abilities.

  • 60 skill in both Healing and Anatomy will enable you to cure poison
  • 80 skill in both skills will allow you to Resurrect another player
  • Anatomy also affects the amount of damage you are able to heal


Engaging in combat means whatever, or whoever, you hit is going to hit back. Healing, supported by a knowledge of Anatomy, is an essential ability for staying alive. It can also be used to heal others. The higher your ability in Healing, the more damage you can heal and the less likely you are to “slip” (fail) while applying bandages.


Parrying gives your character a chance at blocking attacks. This is done primarily by equipping a shield, but can also be combined with the Bushido skill in order to block attacks without a shield. For details of the formulas used read the parry page.


Bushido is designed to support a Samurai in combat, boosting his fighting capabilities and allowing him to block attacks with a weapon when supplemented by parry skill. Although considered a spell casting skill no reagents are needed, it does however consume mana. Read also the page Bushido for specifics of the spells


Chivalry is the spell casting skill of Paladins and as such requires ‘tithing’ instead of reagents. The spells heal damage, increase the damage output, and allows distance travel via a marked rune and the Sacred Journey spell. Chivalry spells also consume mana. Read also the page Chivalry for specifics of the spells


Focus is the warrior’s equivalent of the mage’s meditation skill, it recovers both stamina and mana. Unlike meditation, it requires no special property on armor. Read also the page Focus for more specific information


Swordsmen with GM Lumberjacking will have a 10% chance for a Lumberjacking damage bonus of 100% from base weapon damage when wielding an axe or hatchet.


The starting point for all these skills (unless set as a starting skill) is to train with an ‘npc’ expert. All except for the throwing trainer will be found in New Haven. Throwing is trained by Agralem the Bladeweaver in Royal City.

The New Haven trainers also give accelerated gains quests, their locations can be found in the page Accelerated Gain Quests. Single click the NPC and choose from his context menu ‘train [skill]’. He will require a fee from you to teach you, drop the gold for this on his head.

Next take the accelerated gain quests. You may only take one quest at a time. This will raise all skills trainable through these quests to 50. There is no accelerated gain quest for throwing but in using it to complete the quests for your support skills such as tactics, anatomy etc you should have no difficulty in achieving 50 points in this skill. Loot as much as you can carry, selling all items to NPC’s in New Haven and turning a portion of the gold into tithing points if you have chosen to have chivalry skill.

Stock up on bandages, check your armor for damage, ensure you have tithing points and venture out of New Haven while remembering the maxim ‘Fools rush in where angels fear to tread’. Rushing into the midst of a spawn leads to the novice warrior being overwhelmed by numbers and seeking the nearest shrine or wandering healer. The focus of this guide is on combat against non-magic casters, as melee fighters will give the best return and the best chance of all skills raising evenly. If you should find parry falling behind drop back to a lesser monster and attack two at once. Explore other creatures not mentioned here as your competence and confidence grow.

50 – 70

There are a number of creatures you can use to train from 50 to 70, by using the moongate from New Haven and selecting ‘Tokuno’ ‘Makoto Jima’ you can find two of them. Head north out of town to the desert, on the eastern side you will find Orcs and Deathwatch Beetles. Workers in the solen hive will also give gains, they usually spawn near the entrances. The more dangerous Solen Warriors deeper in the complex should be avoided at this stage. Cast Enemy of One when it is safe to do so if training chivalry and confidence for bushido

70 – 90

Around about the 70 skill mark (you are now an Expert warrior!) return to New Haven and find your way to the south of the island where a passage in the mountains leads to New Haven Mine. There you will find Earth Elementals which will raise your skill. Covetous level one is also worth a visit, the dazzled harpies are aggresive only when attacked, though you would be well advised to make the headless miner’s area your ‘turn around’ point. Archers might consider collecting the harpies’ feathers. Solen Infiltrators in the maze of mountain passes near Wind will aid you on your way to 90 skill; collect the zoogie fungus from them if you are considering undertaking any of the Solen quests. Bushido warriors should add ‘evasion’ to their casting repertoire while ‘holy light’ should be used for chivalry gains.

90 – 120

At 90 skill you are a Master Warrior, the slightly stronger Earth Elementals in Shame level 1, together with the mud pies and stone elementals will provide considerable opportunities for combat or head for Homare Jima, going North along the road, though staying to the western side of it. Tsuki Wolves are an excellent opponent at this stage, you could also venture beyond them towards the Bushido Dojo where you will find Ronin. Have a care though, for the Elite Ninja’s will also find you. The Fan Dancer Dojo on Isamu Jima is also worth visiting or the Arctic Ogre Lord in Ice Dungeon. For a worthwhile challenge at the final stages descend to Shame level 2 where you will meet Mud Elementals.