UO Toolkit

A free, all-in-one toolkit for Ultima Online. Build a character and see exactly what it comes to — every skill, every artifact and looted mod, your resists, your caps and what your suit is actually doing. Work out swing speed, damage, healing, casting and the rest with the real formulas rather than a rule of thumb. Look up any of the 1,070 items, every spell and its success rate, cooldowns, imbuing, crafting and enhancing.

Everything here follows the official shards and cites where each number came from. An account lets you publish builds, trade in the gold-only marketplace, rate the people you trade with and message other players — but the whole toolkit works without one, and it is free, with nothing held back and nothing to buy.

Create your account

Your username goes on every build you publish and every vote you cast. It cannot be changed later.

Username: 3–20 characters, letters, numbers, underscore or hyphen. Date of birth is used once, to check you are old enough to hold an account — it is never shown on your profile.

UO Toolkit

UO Toolkit

Jump straight in

Before you use this

Template builder

Race & account

Race sets your energy resist cap, bonus mana and regeneration, and which items you can wear at all.

Male or female

This changes nothing in the maths — it is the body your paperdoll is drawn on, and which version of each piece of art is used.

Name & description

The character's own name and a few words about them. Both travel with the build when you save or publish it.

Your character drawn as you choose

Skin tone and hair colour

What this race gives you every passive, in full

Permanent stat bonuses

Everything here raises your stat cap for good, so a veteran account and a new one do not build the same character.

Skill cap

Everyone gets the full 720 total skill points — account age stopped mattering for skills when the cap was raised for all players in January 2013. That 720 is a cap on real points: uo.com says in as many words that +skill from jewellery and artifacts is not counted in it, so a template totalling more than 720 is not broken — the difference has to come off your gear.

A single skill is a different matter. It stops at 100 until a power scroll takes it to 105, 110, 115 or 120, and only where such a scroll exists — of the skills this tool offers, have none. UOGuide says item bonuses do not get past that either: raising a skill over 100 with jewellery still needs the scroll that raised the cap. [!] uo.com does not say that either way, so it rests on UOGuide alone. Which is what makes +skill jewellery worth wearing: it does not lift your ceiling, it buys back real points under the 720.

Not every skill can go on jewellery. uo.com's Imbuing page and UOGuide both print the same five skill groups, and a piece of jewellery carries at most one skill out of each group — five in all — looted or imbued alike. A skill in none of the groups cannot be bought back with +skill at all: of the ones here, . Each skill row shows its group, or says so where there is none.

Skills

Start from a preset or build your own. Type what the character sheet reads with the gear on. The 720 counts real points only, so anything over it has to come from +skill on your jewellery.

Total0
Needed from +skill items0

Skill mastery Tier III

Skill passives what each skill gives you for free

Weapon

Pick the base weapon, then put on it what LOOT can carry. A PvP weapon is looted or reforged, so the ceilings here are the ones uo.com publishes for loot.

Properties on this weapon

Damage type

What it does

Gear

One row per slot. Pick a named artifact, or pick the looted / crafted option and a row of mods opens underneath for you to set.

Total mods on the suit0
Skill bonuses count one mod per 15 points, so a +45 skill jewel is three mods. A mod above its published loot ceiling turns amber — reforged loot does go higher, but nothing publishes how far.

One page: set your stats and switch your buffs at the top, and read everything they come to underneath. Nothing to press in between.

Your character, and everything it comes to

The character first, then what it works out to. Green is exactly at cap. Amber is past it, so the excess is wasted. Red is below the number you build to.

Your character drawn from the client's own art

Hues

Buffs & debuffs

Base stats

Total0
Left to spend0

Stat balancing move a point without changing the total

Equipment Stats [!]

The grid every slot against every property

Under the number you build to Exactly on the cap Past the cap — the excess is wasted
Scroll it sideways for the rest of the columns. Rows in order: the artifact chart, then the looted chart, then the six summary rows — subtotals, total gear, buffs and debuffs, EFFECTIVE, the CAP that applies to you, and the status of each against that cap.

Every capped property

Show all 28 properties as a table

Melee / archery damage

Damage by type weapon split × target resist

Stat potion strength

Nothing here is fitted. uo.com's Alchemy Potions table gives a greater strength potion +20 STR and a greater agility potion +20 DEX, and says on both rows that the effect is raised by the Enhance Potions property. UOGuide publishes that formula in full: item EP counts up to 50, Alchemy adds 1% per 3.3 points on top of the cap (30% at 99), since Publish 73 the effective figure is never below half your Alchemy whatever you are wearing, and the two together reach 80%. The potion then gives floor(20 × (1 + EP/100)).

That reproduces the measurement exactly: 90 Alchemy in 50 item EP is 50 + 27.27 = 77.27%, and 20 × 1.7727 = 35.45, which floors to the +35 seen in game.

Armor refinements

Each box runs −5 to +5 and anything outside that is pulled back to the nearest end. Five is the ceiling because Invulnerability, the top refinement, applies four modifications with a chance at a fifth, and each one moves a cap by one — which is exactly what takes a 70 resist cap to its published maximum of 75. Minus is not a mistake: a Deflecting refinement runs the other way, giving up resist cap to buy Defense Chance back, where a Reinforced one buys resist cap and pays in Defense Chance. Resist caps clamp 65–75 (Elf energy 70–80); the DCI cap clamps 25–70. Levels: Defense 1 · Protection 1–2 · Hardening 2–3 · Fortification 3–4 · Invulnerability 4–5.

Character & derived

Item data
Issues & ideas →

Tools

The calculators that answer one question each. They all read the character you built, so nothing needs typing twice.

Damage & swing speed what-if: type any weapon and skills

How it is worked out

Healing & regeneration what-if: type any skills

What a bandage heals, how long it takes, and what that comes to per second — with interruptions counted.

By dexterity

What you can and cannot do

Regeneration

What comes back on its own, per second, for the regen you are carrying.

What each further point of Mana Regeneration buys

How it is worked out

Swing speed

Weapon hit spell damage [!]

Alchemy / potion damage

Incoming damage enemy on your template

Virtues

Parry

Bandage / healing

Community

Other players: what they know, what they have built, what they are selling, and talking to them.

Trivia leaderboard

Right answers, most first. A new question every four hours.

User builds

Search what other players have published, rate them, and read what everyone else thought.

Marketplace

Advertisements only. You and the buyer meet in game and make the trade yourselves — nothing is bought, sold or paid for in this app.

Direct message

Private conversations with other players. Nothing here is public and nothing is posted anywhere.

Guilds

Every guild anybody here is wearing. Open one to see who is in it.

User directory

Everybody this app has heard of. Search for somebody, see what they have built and how they have traded, and open their profile from here.

Usage

Where time goes, screen by screen. Yours is measured; everybody else's is not, and the table says which is which on every row.

Crafting

Refinements, enhancement materials and the imbuing calculator.

Armor refinements

Refinements do not change a piece. They move the CAPS your whole suit is measured against — buying maximum resist with maximum Defence Chance Increase, or the reverse.

The two directions

Which components your armour takes

The five grades

Combining the small ones

Where the components come from

Where they are applied

How far the trade goes [!]

Coming later

Enhancement materials

What a piece is MADE OF, on top of what it already carries. Not to be confused with the armour type — leather, plate, bone — which is what the piece is.

Ingots

Leathers

Dragon scales

Woods

Woods, on a bow or wooden weapon

Woods, on a shield

The rules

Enhancing a looted piece

Imbuing calculator

Pick the piece, pick the properties, and watch the weight. Five properties and one allowance is all an item gets.

Properties

Already on it, and not imbuable

What to gather

How the weight works

Reference

The spellbooks, the alchemist's table, the key, and every number in here that no official source publishes.

Magery

Necromancy

Chivalry

Bushido

Ninjitsu

Spellweaving

Mysticism

Potions

Timers

How long a thing lasts, and how soon it can happen to you again. Every figure here is printed somewhere — and no two of them are printed in the same place.

Colour key

Undocumented figures [!]

Item hues, and why there are so few

Suggested suit per template

Hit spell base damage [!]

Armour materials

About this build

Version history

What changed, and when. The web app and the phone app ship together, so a version number means the same thing in both. The Excel workbook is stored at v22.4 — it is still built from this same data whenever it is wanted, but it is no longer part of every release.

Credits

Sources

Built with

Ownership

Feedback

Something broken? A bug report goes straight to the moderator with your name on it, so he can write back.

Moderation

Wishlist

Things this toolkit should do and does not do yet. Anything written here is kept on this device.

Settings
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