Every skill in Ultima Online
For official shards · all 58 · every figure sourced
All fifty-eight skills, in the game’s own seven groups and its own order — uo.com’s Skill Titles & Order page, not a tidier arrangement of it. Each one has a page of its own with the published formulas, what it does in PvP and against monsters, and every figure uo.com does not publish marked [!] as unpublished where you would look for it.
Twenty-three of them have no Power Scroll and stop at 100. That is in the Caps column on every row, because it is the thing most often got wrong: Alchemy, Arms Lore, Bowcraft & Fletching, Carpentry, Cartography, Cooking, Inscription, Lumberjacking, Mining, Tinkering, Detecting Hidden, Hiding, Lockpicking, Poisoning, Remove Trap, Snooping, Camping, Herding, Tracking, Begging, Forensic Evaluation, Item Identification, Taste Identification.
Combat — 11 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Anatomy | Passively raises the damage of every weapon swing and sets how much each bandage heals; also reads a target's Strength and Dexterity. | Int/Str | 120 |
| Archery | The ranged weapon skill for bows and crossbows, hitting at seven to ten tiles but needing ammunition and a standing shot. | Dex/Str | 120 |
| Fencing | The weapon skill for fast stabbing weapons such as daggers, krysses and spears, and the natural home for applied poison. | Dex/Str | 120 |
| Focus | The warrior's answer to Meditation: it regenerates stamina and mana passively in any armour, and powers a mystic's spells. | Dex/Int | 120 |
| Healing | Binds wounds with bandages and no mana at all; paired with Anatomy it also cures poison at 60 and resurrects players at 80. | Int/Dex | 120 |
| Mace Fighting | The weapon skill for blunt maces, hammers and staves, which wear down an opponent's armour and drain their stamina on hit. | Str/Dex | 120 |
| Parry | Gives a chance to block an incoming melee or archery hit outright, using a shield or, alongside Bushido, the weapon itself. | Dex/Str | 120 |
| Swordsmanship | The weapon skill with by far the widest weapon list, from katanas to halberds, including the axes that gain a Lumberjacking bonus. | Str/Dex | 120 |
| Tactics | The warrior's core support skill: it unlocks weapon special moves at 30 and 60 and supplies the largest skill-based damage bonus. | Str/Dex | 120 |
| Throwing | The gargoyle-only ranged skill: thrown weapons that need no ammunition but hit properly only inside a mid-range sweet spot. | Dex/Str | 120 |
| Wrestling | Bare-handed combat, carried mostly by mages: it is your chance to be hit when empty-handed and gives Disarm and a stun without Tactics. | Str/Dex | 120 |
Magic — 12 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Bushido | The samurai's reagent-free combat arts: weapon parrying, stacking Perfection damage, and defensive stances paid for in mana. | Str/Int | 120 |
| Chivalry | The paladin's ten spells, paid for with tithing points instead of reagents, and made stronger by a high karma score. | Str/Int | 120 |
| Evaluating Intelligence | The mage's damage skill: it multiplies Magery spell damage up to 4.6 times at 120 and sets bless and curse strength. | Int/Str | 120 |
| Imbuing | Adds chosen magic properties to items at a soulforge, and unravels magic loot into the residues, essences and relics that pay for it. | Int/Str | 120 |
| Magery | Sixty-four spells across eight circles covering damage, healing, travel, summoning and field control, all cast from reagents. | Int/Str | 120 |
| Meditation | Regenerates mana passively, and at double rate when actively invoked, but only while wearing leather or other medable armour. | Int/Str | 120 |
| Mysticism | Sixteen spells supported by Focus or Imbuing, built around buff-stripping, sleep effects, stored spells and heavy summons. | Int/Str | 120 |
| Necromancy | Dark magic of curses, undead summons and four body-altering forms, nearly all of it scaled by the Spirit Speak skill. | Int/Str | 120 |
| Ninjitsu | The assassin's toolkit: animal forms, mirror images, smoke bombs and attacks launched from stealth, topped by the delayed Death Strike. | Dex/Int | 120 |
| Resisting Spells | Sets a floor under all five elemental resistances and weakens a published list of stat-draining and disabling spells. | Str/Dex | 120 |
| Spellweaving | The arcanist's sixteen spells, all amplified by an Arcane Focus that grows stronger when several weavers cast the circle together. | Int/Str | 120 |
| Spirit Speak | Necromancy's support skill, scaling curse durations and power, and separately a way to channel healing from corpses or yourself. | Int/Str | 120 |
Trade Skills — 12 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Alchemy | Brews potions from reagents, and raises the damage and duration of explosion, conflagration and invisibility potions for whoever throws them. | Int/Dex | 100 |
| Arms Lore | A passive crafting bonus adding up to 5% damage increase or resists to exceptionally crafted weapons and armour, but never shields. | Int/Str | 100 |
| Blacksmithy | Forges and repairs metal weapons, armour and shields, and turns coloured ore and runic hammers into player-made magic gear. | Str/Dex | 120 |
| Bowcraft & Fletching | Carves bows and crossbows from wood and makes every arrow, bolt and fukiya dart an archer or ninja fires. | Dex/Str | 100 |
| Carpentry | Works wood into weapons, shields, instruments, kegs and furniture, and needs high skill in five other crafts for its full menu. | Str/Dex | 100 |
| Cartography | Decodes treasure maps, widens how far around the spot you can dig, and sets the quality of the chest you pull up. | Int/Dex | 100 |
| Cooking | Turns ingredients into food, and at higher skill into the buff foods and magical fish pies other templates actually carry. | Int/Dex | 100 |
| Inscription | Scribes spell scrolls, spellbooks and runebooks, and gives a grandmaster caster a spell damage bonus that sits outside the item cap. | Int/Dex | 100 |
| Lumberjacking | Chops the wood every wood-craft needs, and separately adds damage when a swordsman fights with an axe or hatchet. | Str/Dex | 100 |
| Mining | Digs ore, granite, sand and gems out of rock and smelts ore into the ingots smiths and tinkers build everything from. | Str/Dex | 100 |
| Tailoring | Makes cloth and leather armour, bandages and arcane clothing, and with barbed runic kits the highest-property player-made suits. | Dex/Int | 120 |
| Tinkering | Makes the tools almost every other craft depends on, plus lockpicks, jewellery blanks, traps, bolas and golems. | Dex/Int | 100 |
Thieving — 8 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Detecting Hidden | Reveals hidden players, traps and containers, passively within four tiles and actively over a wider search on a six-second timer. | Int/Dex | 100 |
| Hiding | Makes you invisible while standing still, with no expiry, and is the state Stealth requires before you can move unseen. | Dex/Int | 100 |
| Lockpicking | Picks the locks on treasure chests, town and dungeon containers and the hidden boxes in Exodus; failures snap the pick. | Dex/Int | 100 |
| Poisoning | Applies poison to weapons, darts and food, stands in for Tactics on poison special moves, and grants passive poison resistance. | Int/Dex | 100 |
| Remove Trap | Disarms container and floor traps; failing sets the trap off, and on a treasure chest it also spawns a guardian you must kill. | Dex/Int | 100 |
| Snooping | Lets you look inside someone else's pack so you can pick what to steal instead of grabbing at random. | Dex/Int | 100 |
| Stealing | Takes items from containers, monsters and other players' packs; the attempt always reveals you and blocks hiding for ten seconds. | Dex/Int | 120 |
| Stealth | Lets you walk while hidden, two steps per ten skill, but heavier armour makes each check harder and you cannot stealth mounted. | Dex/Int | 120 |
Wilderness — 7 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Animal Lore | Reads a creature's full statistics, supplies half the pet control chance, and half of how much a Veterinary bandage heals. | Int/Str | 120 |
| Animal Taming | Tames creatures into controlled pets, up to five follower slots' worth, and opens the Animal Training system that customises them. | Str/Int | 120 |
| Camping | Lights a campfire that, after thirty seconds, lets you log out quickly out in the wilderness or aboard a ship. | Dex/Int | 100 |
| Fishing | Pulls fish, trophy big fish, message bottles and sea serpent loot from shallow water and, later, deep water. | Dex/Str | 120 |
| Herding | Drives tameable creatures with a shepherd's crook, to a spot or after you, without spending any follower slots. | Int/Dex | 100 |
| Tracking | Points an arrow toward nearby animals, monsters, NPCs or players beyond screen range, including players who are hidden. | Int/Dex | 100 |
| Veterinary | Bandages pets in a flat two seconds whatever your dexterity, and with Animal Lore cures their poison at 60 and resurrects them at 80. | Int/Dex | 120 |
Bard — 4 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Discordance | Plays clashing notes that strip a share of a creature's resists and skills, up to 28% at 120, and lower its barding difficulty. | Int/Dex | 120 |
| Musicianship | Every bard attempt starts with a Musicianship check; past 100 it adds 1% success per point to the other bard skills. | Dex/Int | 120 |
| Peacemaking | Calms fighting creatures, either everything nearby by targeting yourself, or one chosen creature until it is attacked again. | Int/Dex | 120 |
| Provocation | Sets two creatures fighting each other, at a difficulty averaged from both; a failed attempt turns that creature's anger on you. | Int/Dex | 120 |
Miscellaneous — 4 skills
| Skill | What it does | Stats | Caps |
|---|---|---|---|
| Begging | Asks NPCs for gold or goods at the cost of karma; its one real payoff is grandmaster-only rares during Trick or Treat. | Dex/Int | 100 |
| Forensic Evaluation | Reads a corpse for its killer and looters, spots Thieves Guild members, and traces a lost item's owner for the Honesty virtue. | Int/Dex | 100 |
| Item Identification | Estimates an item's NPC gold value and predicts what it will unravel into for Imbuing; it no longer reveals magic properties. | Int/Dex | 100 |
| Taste Identification | Tastes an unlabelled potion keg to identify its contents, and checks whether a piece of food has been poisoned. | Int/Str | 100 |
Where these come from
Everything here is from uo.com, uo.com’s forum or the game itself. Anything uo.com does not publish is marked [!] as unpublished on the skill’s own page, where a reader would look for it.
More from UO Toolkit
- Damage calculator — how a hit is worked out, step by step
- Alchemy — every potion and what the skill adds to it
- Swordsmanship — 48 weapons, speed, damage and specials
- Every weapon — all of them, each with its own page and the named weapons built on it
- Timers — disarm, sleep and paralyse immunity windows
- Clips — player videos from the official shards
- What UO Toolkit does — the whole tool in one page
- The toolkit itself — the template builder and every calculator, free, in the browser
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