Ultima VI: The False Prophet/Equipment

Weapons
When using a two-handed weapon, a character cannot use a shield.

Long ranged weapons
Damage dealt by ranged weapons depends on the character's Dexterity.

In order to buy a triple crossbow, you should specifically ask about it to the bowyer. This weapon shoots 3 bolts at once at a wide angle; unless its wielder is close to a group of enemies, one or two bolts will be wasted.

Melee weapons
The Attribute column specifies which attribute determines hit rate: either Dexterity or Strength or a combination of both.

Throwing weapons can often be dropped by enemies. Since they are quite weak, feel free to throw them at enemies or sell them for some gold.

In order to buy a glass sword, you should specifically ask about it to the glassblower.

Weapons based on Intelligence
Damage dealt by magic wands and staves depends on the character's Intelligence.

Character classes with high starting intelligence: druidess (Jaana), gargoyle (Beh Lem).

When a a magic user (Avatar, bard, ranger) reaches level 7, any amount of yew staves can be enchanted and turned into a weapon.

Weapons based on Strength
The Attribute column specifies which attribute determines hit rate: either Dexterity or Strength or a combination of both.

The Halberd and the Morning Star can be useful to attack an enemy who is behind and ally. E.g. if a powerful enemy is surrounded by minions, or vice versa if a heavily armored companion shields the character with halberd or morning star.

Character classes with higher strength than dexterity: paladin (Dupre & co.), farmer (Katrina).

Bomb-like weapons
These weapons grant no experience to the user. They are better used to "soften" some tough enemies.

Armors, helms and shields
The default sorting shows the armor parts grouped according to common traits. Sets are sorted by increasing endurance or special abilities. For a traditional sorting, sort the table by "image".

Items that cannot be purchased cannot be sold either. Such ones are highlighted in gray.


 * Traditional armor
 * 1) Leather set: the lightest set of armor.
 * 2) Brass set: these armor parts are more likely to be sold rather than worn; see the chain set (below) for explanation.
 * 3) Darker set: better than the brass set, but still inferior to the chain set.
 * 4) Chain set: easily found for free early in the game.
 * 5) Plate set: the strongest set with no special properties.
 * Special armor
 * 1) Berserker set: helm and shield allow for extra attacks; the light cloth armor allows higher speed, i.e. attacks more frequently.
 * 2) Rare set: these parts cannot be sold; therefore, someone has to wear them; use the cloak sparingly.
 * 3) Magic set: it allows top defense, and its parts have a "magically" low weight.

Accessories
Any character can wear one pair of boots, one amulet around the neck and two rings.

There are only two types of boots in the game. Most characters start with leather boots, but some are bare-footed, and even less start with swamp boots. Every character should get swamp boots and leave the normal ones behind.

The Avatar's Ankh and the Amulet of Submission are plot items unique to the Avatar himself. All the companions should wear a spiked collar instead.

Two rings can be worn at the same time.

Four more rings can be obtained only by stealing them from other characters, therefore these are not listed here: Ultima is a video game about practicing virtues.

Transportation and sale
Defeated enemies drop their equipment and your Companions can carry and sell it back. Unfortunately, equipment weights a lot. You should choose the equipment with high value and low weight ratio.

Light and valuable items are highlighted in green. Heavy and cheap items are highlighted in red.

Armouries are sorted according to the progression of this walkthrough.