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Weapons

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Your weapon decides how a melee or ranged character actually fights: how hard you hit, how fast you swing, which combat skill you train, and which two special moves you can unleash. This page explains the stats, then gives a source-verified stat table for every one of the 135 weapons in the ServUO source, grouped by family.

Every equippable weapon shares the same handful of stats. Understanding them is the whole game of picking a weapon.

Each weapon lists a minimum and maximum base damage (e.g. a katana is 10–14). Every swing rolls a random value in that range, and that base is then heavily modified before it lands — by your Tactics and Anatomy skills, Strength, the weapon’s damage-increase properties, and the target’s resistances. The table values are the base range only; a GM warrior with high Tactics and Anatomy hits for far more. See Combat Basics for the full damage pipeline and Mechanics for the underlying formulas.

Speed is how often you can attack. On our ML/EJ shard each weapon has an MlSpeed in seconds — the table shows this directly, and lower is faster (a 2.0s dagger swings more than twice as often as a 4.5s heavy crossbow). The actual delay between swings is shortened by your Stamina and by Swing Speed Increase properties on gear: more stamina = faster swings, and losing stamina in a fight slows you down. Because fast weapons land more hits, they apply on-hit effects (poison, leech, specials) more often, while slow weapons put more raw damage into each blow. See Combat Advanced for how stamina and swing-speed bonuses combine.

Each weapon trains exactly one combat skill, set by its class. The four melee skills and the two ranged skills are:

  • Swordsmanship — swords, axes, polearms
  • Mace Fighting — maces, hammers, staves, wands
  • Fencing — daggers, kryss, spears, forks
  • Archery — bows and crossbows
  • Throwing — gargoyle thrown weapons

Your combat skill governs your chance to hit; Tactics and Anatomy then boost your damage and apply to every weapon, which is why almost every melee template carries them (see the 7×GM warrior template). A few weapons are built on one family’s chassis but train a different skill — those are flagged in the tables (Sw Swordsmanship, Fe Fencing, Ma Mace Fighting).

Each weapon has a Strength requirement. Equip a weapon while below its requirement and you swing at a penalty. Heavy two-handers (halberd, war hammer, heavy crossbow) demand 80–95 Strength; light daggers and wands need as little as 5–10.

A one-handed weapon leaves your other hand free for a shield (Parrying) or a spellbook. A two-handed weapon occupies both hands: no shield, and it blocks casting that needs a free hand. Two-handers generally hit harder to compensate. The Hands column shows 1H or 2H.

Weapons deal a base damage type tied to their family: swords and knives slash, spears and kryss pierce, maces and staves bash. The damage type is matched against the target’s resistances, and magical weapons can split their damage across fire/cold/poison/energy.

Every weapon grants two special moves — a primary and a secondary weapon ability. You arm one from your combat book or the war-mode buttons; the next qualifying hit spends mana (and sometimes stamina) to trigger it. Your primary ability unlocks around 70 skill in the weapon’s combat skill, the secondary around 90. The two abilities a weapon offers are fixed by its class — choosing a weapon is partly choosing its specials. See Combat Advanced for activation, mana costs and timing.

The common abilities (from Scripts/Abilities/WeaponAbility.cs):

AbilityWhat it does
Armor IgnoreBypasses the target’s armor — lower damage, but it lands almost in full.
Bleed AttackInflicts a bleed that deals damage over time.
Concussion BlowBurst damage scaled to the target’s current mana.
Crushing BlowA heavy hit for roughly +50% damage.
DisarmKnocks the target’s weapon from their hands (needs a free hand).
DismountKnocks a mounted target off their mount — a PvP staple.
Double StrikeTwo swings in one action.
Infectious StrikeDelivers the weapon’s poison without consuming all charges.
Mortal StrikeWounds the target so healing fails for several seconds.
Moving Shot(Ranged) lets you fire while moving.
Paralyzing BlowFreezes the target in place for a short time.
Shadow StrikeA hit that briefly hides/stealths the attacker.
Whirlwind AttackStrikes every enemy adjacent to you at once.
Frenzied WhirlwindAn area attack that hits nearby foes repeatedly.
Riding SwipeDismounts the target and can lame their mount.
Block / Defense MasteryDefensive specials that raise your damage reduction.
FeintReduces the damage the target deals to you for a few seconds.
Dual Wield / Double ShotExtra-swing / extra-shot specials on certain Tokuno and ranged weapons.
Armor PierceReduces the target’s physical resistance on hit.
BladeweaveRandomly triggers one of several abilities on hit.
Force Arrow / Lightning Arrow / Serpent ArrowElven bow specials adding elemental or magic effects.
Psychic AttackRaises the target’s mana cost and lowers their damage output.
Mystic Arc / Infused ThrowGargoyle throwing specials (arcing/multi-target throws).

Each section below gives the family’s combat skill, its playstyle, and a stat table built straight from the ServUO source. Table legend: Damage = base min–max; Speed = seconds per swing (lower is faster); Hands = 1H/2H; Str = strength requirement; flags after a weapon name mean G = Gargoyle-only, and Sw/Fe/Ma = trains a different skill than its family’s default.

Crafted weapons come from Blacksmithy (metal weapons) and Bowfletching (bows, crossbows and ammunition). For the full art-and-era index, see the Weapons catalog.

Skill: Swordsmanship · Weapons: 33

The Swordsmanship family is the broadest in the game: katanas and longswords for fast one-handed DPS, two-handed slashers, and a deep roster of Samurai (Tokuno) and Gargoyle blades. Most are slashing-damage, one-handed weapons that pair with a shield. A handful declared as swords actually train Fencing (the kryss and lance — flagged Fe).

IconWeaponDamageSpeedHandsStrPrimarySecondary
Blood Blade G·Fe10–122s1H10Bleed AttackParalyzing Blow
Bokuto10–122s1H20FeintNerve Strike
Bone Harvester12–163s1H25Paralyzing BlowMortal Strike
Bone Machete11–152.75s1H20Defense MasteryBladeweave
Broadsword13–173.25s1H30Crushing BlowArmor Ignore
Crescent Blade12–152.5s2H55Double StrikeMortal Strike
Cutlass10–142.5s1H25Bleed AttackShadow Strike
Daisho13–162.75s2H40FeintDouble Strike
Dread Sword G14–183.5s1H35Crushing BlowConcussion Blow
Elven Machete11–152.75s1H20Defense MasteryBladeweave
Gargish Bone Harvester G12–163s1H25Paralyzing BlowMortal Strike
Gargish Daisho G13–162.75s2H40FeintDouble Strike
Gargish Katana G10–142.5s1H25Double StrikeArmor Ignore
Gargish Kryss G·Fe10–122s1H10Armor IgnoreInfectious Strike
Gargish Lance G·Fe18–224.25s1H95DismountConcussion Blow
Gargish Skull Longsword G14–183.5s1H35Armor IgnoreConcussion Blow
Gargish Talwar G16–193.5s2H40Whirlwind AttackDismount
Glass Sword G11–152.75s1H20Bleed AttackMortal Strike
Katana10–142.5s1H25Double StrikeArmor Ignore
Kryss Fe10–122s1H10Armor IgnoreInfectious Strike
Lance Fe18–224.25s1H95DismountConcussion Blow
Longsword14–183.5s1H35Armor IgnoreConcussion Blow
No Dachi16–193.5s2H40Crushing BlowRiding Swipe
Paladin Sword20–245s1H85Whirlwind AttackDisarm
Radiant Scimitar10–142.5s1H20Whirlwind AttackBladeweave
Rune Blade14–173s2H30DisarmBladeweave
Scimitar12–163s1H25Double StrikeParalyzing Blow
Shortblade G·Fe10–132.25s1H45Armor IgnoreMortal Strike
Skull Longsword G14–183.5s1H35Armor IgnoreConcussion Blow
Stone War Sword G15–193.75s1H40Armor IgnoreParalyzing Blow
Thin Longsword15–163.5s1H35
Viking Sword15–193.75s1H40Crushing BlowParalyzing Blow
Wakizashi10–142.5s1H20Frenzied WhirlwindDouble Strike

Skill: Swordsmanship · Weapons: 14

Axes also train Swordsmanship but skew toward heavy two-handed weapons with high damage and strength requirements. Many double as lumberjacking tools (the hatchet, two-handed axe, large battle axe), and lumberjacks get a bonus to axe damage. The war axe (Ma) is the odd one out — it trains Mace Fighting.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Axe14–173s2H35Crushing BlowDismount
Battle Axe16–193.5s2H35Bleed AttackConcussion Blow
Double Axe15–183.25s2H45Double StrikeWhirlwind Attack
Dual Short Axes G14–173s2H35Double StrikeInfectious Strike
Executioners Axe15–183.25s2H40Bleed AttackMortal Strike
Gargish Axe G14–173s2H35Crushing BlowDismount
Gargish Battle Axe G16–193.5s2H35Bleed AttackConcussion Blow
Hatchet13–162.75s2H20Armor IgnoreDisarm
Heavy Ornate Axe17–203.75s2H45DisarmCrushing Blow
Large Battle Axe17–203.75s2H80Whirlwind AttackBleed Attack
Ornate Axe17–203.75s2H45DisarmCrushing Blow
Pickaxe12–163s1H50Double StrikeDisarm
Two Handed Axe16–193.5s2H40Double StrikeShadow Strike
War Axe Ma12–163s1H35Armor IgnoreBleed Attack

Skill: Mace Fighting · Weapons: 20

Maces train Mace Fighting and deal bashing damage. Their signature trait: against players, mace weapons can damage stamina and (in older rulesets) ignore part of armor. They range from the light club to the brutal two-handed war hammer. A couple of decorative “wand” items (the magic wand / fireworks wand) are actually bashing weapons and sit here, not in the Wands family.

IconWeaponDamageSpeedHandsStrPrimarySecondary
A Fireworks Wand9–112.75s1H5DismountDisarm
Club10–142.5s1H40Crushing BlowDismount
Diamond Mace13–173.25s1H35Concussion BlowCrushing Blow
Disc Mace G11–152.75s1H45Armor IgnoreDisarm
Emerald Mace13–173.25s1H35Concussion BlowCrushing Blow
Gargish Maul G14–183.5s1H45Double StrikeConcussion Blow
Gargish Tessen G10–132s2H10FeintDual Wield
Gargish War Hammer G17–203.75s2H95Whirlwind AttackCrushing Blow
Hammer Pick13–173.25s1H45Armor IgnoreMortal Strike
Mace11–152.75s1H45Concussion BlowDisarm
Magic Wand9–112.75s1H5DismountDisarm
Maul14–183.5s1H45Double StrikeConcussion Blow
Nunchaku12–152.5s2H15BlockDouble Strike
Ruby Mace13–173.25s1H35Concussion BlowCrushing Blow
Scepter14–183.5s1H40Crushing BlowMortal Strike
Silver-Etched Mace13–173.25s1H35Concussion BlowCrushing Blow
Tessen10–132s2H10FeintDual Wield
Tetsubo12–152.5s2H35Frenzied WhirlwindCrushing Blow
War Hammer17–203.75s2H95Whirlwind AttackCrushing Blow
War Mace16–204s1H80Crushing BlowMortal Strike

Skill: Mace Fighting · Weapons: 10

Quarterstaves, gnarled staves and black staves are two-handed Mace Fighting weapons. They are popular on mages and tamers because the two-handed staff art still allows certain caster builds, and several gnarled staves carry the Gargoyle Force of Nature special.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Black Staff13–162.75s2H35Whirlwind AttackParalyzing Blow
Gargish Gnarled Staff G15–183.25s2H20Concussion BlowForce of Nature
Gargish Skull Gnarled Staff G15–183.25s2H20Concussion BlowForce of Nature
Glass Staff G11–142.25s2H20Double StrikeMortal Strike
Gnarled Staff15–183.25s2H20Concussion BlowForce of Nature
Quarter Staff11–142.25s2H30Double StrikeConcussion Blow
Serpent Stone Staff G16–193.5s2H35Crushing BlowDismount
Shepherds Crook13–162.75s2H20Crushing BlowDisarm
Skull Gnarled Staff G15–183.25s2H20Concussion BlowForce of Nature
Wild Staff10–132.25s1H15BlockForce of Nature

Skill: Fencing · Weapons: 17

Light, very fast Fencing weapons. Daggers swing about as fast as anything in the game and excel at applying poison and the Infectious Strike special. The butchering knives (butcher knife, cleaver, skinning knife — flagged Sw) are knife-shaped but train Swordsmanship and double as skinning tools.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Assassin Spike10–122s1H15Infectious StrikeShadow Strike
Butcher Knife Sw10–132.25s1H10Infectious StrikeDisarm
Cleaver Sw10–142.5s1H10Bleed AttackInfectious Strike
Dagger10–122s1H10Shadow StrikeInfectious Strike
Elven Spellblade12–152.5s2H35Psychic AttackBleed Attack
Gargish Butcher Knife G·Sw10–132.25s1H10Infectious StrikeDisarm
Gargish Cleaver G·Sw10–142.5s1H10Bleed AttackInfectious Strike
Gargish Dagger G10–122s1H10Shadow StrikeInfectious Strike
Gargish Tekagi G10–132s2H10Dual WieldTalon Strike
Kama10–132s2H15Whirlwind AttackDefense Mastery
Lajatang16–193.5s2H65Defense MasteryFrenzied Whirlwind
Leafblade11–152.75s1H20FeintArmor Ignore
Sai10–132s2H15Dual WieldArmor Pierce
Serrated War Cleaver10–132.25s2H15DisarmBladeweave
Skinning Knife Sw10–132.25s1H5Shadow StrikeBleed Attack
Tekagi10–132s2H10Dual WieldTalon Strike
War Cleaver10–132.25s2H15DisarmBladeweave

Skill: Fencing · Weapons: 11

Spears, pikes and war forks are piercing Fencing weapons, mostly two-handed with good reach-style damage. The bladed staff (Sw) is built on the spear chassis but trains Swordsmanship.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Bladed Staff Sw14–173s2H40Armor IgnoreDismount
Double Bladed Staff11–142.25s2H50Double StrikeInfectious Strike
Dual Pointed Spear G11–142.25s2H50Double StrikeDisarm
Gargish Pike G14–173s2H50Paralyzing BlowInfectious Strike
Gargish War Fork G10–142.5s1H45Bleed AttackDisarm
Pike14–173s2H50Paralyzing BlowInfectious Strike
Pitchfork12–152.5s2H55Bleed AttackDismount
Short Spear10–132s2H40Shadow StrikeMortal Strike
Spear13–162.75s2H50Armor IgnoreParalyzing Blow
Tribal Spear13–152.75s2H50Armor IgnoreParalyzing Blow
War Fork10–142.5s1H45Bleed AttackDisarm

Skill: Swordsmanship · Weapons: 5

Bardiches, halberds and scythes are massive two-handed Swordsmanship polearms — the highest base damage and strength requirements in melee, traded against slow swing speed. They are whirlwind/area-damage staples.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Bardiche17–203.75s2H45Paralyzing BlowDismount
Gargish Bardiche G17–203.75s2H45Paralyzing BlowDismount
Gargish Scythe G16–193.5s2H45Bleed AttackParalyzing Blow
Halberd18–214s2H95Whirlwind AttackConcussion Blow
Scythe16–193.5s2H45Bleed AttackParalyzing Blow

Skill: Archery · Weapons: 11

Ranged Archery weapons. Every bow and crossbow is two-handed, requires a free hand (no shield), and consumes ammunition — arrows for bows, bolts for crossbows. Heavier crossbows hit harder but swing slowly; repeating crossbows and shortbows trade damage for speed.

IconWeaponDamageSpeedHandsStrPrimarySecondary
An Orcish Bow17–214.25s2H30Paralyzing BlowMortal Strike
Bow17–214.25s2H30Paralyzing BlowMortal Strike
Composite Bow16–204s2H45Armor IgnoreMoving Shot
Crossbow18–224.5s2H35Concussion BlowMortal Strike
Elven Composite Longbow15–193.75s2H45Force ArrowSerpent Arrow
Heavy Crossbow20–245s2H80Moving ShotDismount
Juka Bow17–214.25s2H100Paralyzing BlowMortal Strike
Lightweight Shortbow12–163s2H45Lightning ArrowPsychic Attack
Magical Shortbow12–163s2H45Lightning ArrowPsychic Attack
Repeating Crossbow11–152.75s2H30Double StrikeMoving Shot
Yumi13–173.25s2H35Armor PierceDouble Shot

Skill: Throwing · Weapons: 3

Gargoyle-only Throwing weapons (boomerang, cyclone, soul glaive). They are thrown at range like archery but governed by the Throwing skill and benefit from Strength for extra range. One-handed.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Boomerang G11–152.75s1H25Mystic ArcConcussion Blow
Cyclone G13–173.25s1H40Moving ShotInfused Throw
Soul Glaive G16–204s1H60Armor IgnoreMortal Strike

Skill: Mace Fighting · Weapons: 11

Wands are one-handed Mace Fighting weapons that also hold magic charges (Heal, Harm, Fireball, etc.). As melee weapons they are uniformly weak (9–11 damage, low str requirement) with the Dismount/Disarm special set inherited from BaseWand; their value is the spell charges, not the swing.

IconWeaponDamageSpeedHandsStrPrimarySecondary
Clumsy Wand9–112.75s1H5DismountDisarm
Feeble Wand9–112.75s1H5DismountDisarm
Fireball Wand9–112.75s1H5DismountDisarm
Greater Heal Wand9–112.75s1H5DismountDisarm
Harm Wand9–112.75s1H5DismountDisarm
Heal Wand9–112.75s1H5DismountDisarm
Id Wand9–112.75s1H5DismountDisarm
Lightning Wand9–112.75s1H5DismountDisarm
Magic Arrow Wand9–112.75s1H5DismountDisarm
Mana Drain Wand9–112.75s1H5DismountDisarm
Weakness Wand9–112.75s1H5DismountDisarm