Magic Item Properties

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Magic Item Properties

Resist Modifiers

Resistance modifiers apply their bonus directly to your character's different resistances. Resistances reduce damage done by attacks. For example, at 40% Physical Resistance, all Physical damage dealt to the player will be reduced by 40%. Total Resists are capped at 70

Physical Resist - This property adds to your Physical Resistance.

Fire Resist - This item property adds to your Fire Resistance.

Energy Resist - This item property adds to your Energy Resistance.

Cold Resist - This item property adds to your Cold Resistance.

Poison Resist - This item property adds to your Poison Resistance.

Durability Effects

Durability - Durability bonuses are applied to an object once. A more durable object takes longer to wear down and break.


Regeneration Effects

Hit Point Regeneration - Increases the wearer's natural Hit Point regeneration rate. Capped at 18.

Mana Regeneration - Increases the wearer's natural Mana regeneration rate. Subject to diminishing returns - the difference between 0 MR and 3 MR is substantially greater than the difference between 15 MR and 18 MR. No hard cap.

Stamina Regeneration - Increases the wearer's natural Stamina regeneration rate. Capped at 24.

Defense Increasers

Defense Chance Increase - Increases the wearer's chance that his opponents' swings (or arrows/bolts) will miss. Capped at 45 (however, wearing additional DCI can counter the effect of Hit Lower Defense.)

Stat Bonuses

Strength Bonus - Increases a player's strength while the object is equipped.

Intelligence Bonus - Increases a player's intelligence while the object is equipped.

Dexterity Bonus - Increases a player's dexterity while the object is equipped.

Skill Bonuses

Skill Bonus - Grants a bonus to a specific skill while the object is equipped.


Derived Stat Bonuses

HP Increase - Increases a player's maximum Hit Points while the object is equipped. Capped at 25.

Mana Increase - Increases a player's maximum Mana while the object is equipped.

Stamina Increase - Increases a player's maximum Stamina while the object is equipped.

Damage Converters

Normally, weapons do 100% of their damage as Physical Damage. Damage Converters convert part (or all) of a weapon's damage to one of the four Elemental Damage Types. The total of the weapon's Physical, Fire, Cold, Energy, and Poison damage will always be 100%.

Physical Damage - % of the damage that will be dealt as Physical damage.

Fire Damage - % of the damage that will be dealt as Fire damage.

Cold Damage - % of the damage that will be dealt as Cold damage.

Energy Damage - % of the damage that will be dealt as Energy damage.

Poison Damage - % of the damage that will be dealt as Poison damage.

Damage Increasers

Damage Increase - Increases the maximum and minimum damage the wielder deals with wrestling, melee and ranged weapons. Damage Increase from items is capped at 100. Total Damage Increase from all sources is capped at 300% - this cap includes DI on items, the Slayer weapon damage increase, weapon special moves like Crushing Blow, and abilities such as Enemy of One.

Speed Effects

Swing Speed Increase - This property increases the weapon's swing rate by a percentage, allowing the wielder to swing more frequently in combat. Capped at 60%

Hit Increasers

Hit Chance Increase - Increases the player's chance to hit a target with wrestling, melee and ranged weapons. Capped at 45 (however, wearing additional HCI can counter the effect of Hit Lower Attack.)

Caster Modifiers

Spell Damage Increase - Increases the damage of the item wearer's spells. Capped at 15% in PvP combat only - uncapped in PvM.

Faster Cast Recovery - Lowers the amount of time to recover after casting a spell. Capped at 6.

Mage Armor - Mage Armor items eliminate an item's Meditation penalty. For example, a plate tunic with the Mage Armor property will no longer reduce the effectiveness of the wearer's use of the Meditation skill to regain mana.

Faster Casting - Lowers the amount of time required to cast a spell. Capped at either 2 or 4 depending on casting skill used - check the relevant skills pages for details.

Lower Mana Cost - Lowers the amount of Mana required to cast a spell by a percentage. This includes Necromancer spells and Paladin abilities. Capped at 40.

Lower Reagent Cost - % chance that any spell or Paladin Ability cast by the wearer will not consume reagents or Tithing Points.

Spell Channeling - Allows a mage to wield a weapon while casting a spell, but increases the wielder's spell casting time.

Mage Weapon - Uses the player's Magery skill as a combat skill for the weapon (i.e.: Magery used in lieu of Swordsmanship for a sword). However, the wielder's Magery skill is lowered while wielding such a weapon. Note that using Special Moves associated with the weapon will still require the wielder to have the required amount of skill points in the actual weapon skill.

Hit Effects

Hit Slayer - This property corresponds to the classic Slayer Weapons. The weapon with this property will do double damage versus a specific monster or grouping of monsters. Beware - wielding a Slayer weapon will make you more vulnerable to damage from monsters of the opposite type. (Example: a lich (undead creature) attacking a player character wielding a Repond slayer will do 50% more damage.)

Hit Stamina Leech - Each time the weapon hits, it will do its normal damage. Then the weapon restores 100% of the damage dealt as Stamina to the weapon's wielder. The displayed percentages are the percent chance to cast the effect. Note: No Stamina is actually removed from the target.

Hit Mana Leech - Each time the weapon hits, it will do its normal damage. Then the weapon restores up to 40% of the displayed percentage of the damage dealt as Mana to the weapon's wielder. Note: No Mana is actually removed from the target.

Hit Life Leech - Each time the weapon hits, it will do its normal damage. Then the weapon restores up to 30% of the displayed percentage of the damage dealt as Hit Points to the weapon's wielder. Note: No Hit Points (beyond the actual weapon damage) are actually removed from the target.

Hit Lower Attack - A successful hit with this weapon lowers the attack rating of the target by 25% for 10 seconds. There is no cap on HLA. HLA percentages are multiplied rather than added - for example, if you have two items, one with a 30% chance and one with a 50% chance, then that's a 65% chance that the effect will fire on any given hit. The effect does not stack with itself, although additional effects will reset the duration.

Hit Lower Defense - A successful hit with this weapon lowers the defense rating of the target by 25% for 8 seconds against all attackers. There is no cap on HLD. HLD percentages are multiplied rather than added - for example, if you have two items, one with a 30% chance and one with a 50% chance, then that's a 65% chance that the effect will fire on any given hit. The effect does not stack with itself, although additional effects will reset the duration.

Velocity - (Only available on runic-crafted missile weapons.) Adds a bonus to damage based on the distance between the archer and his target. The bonus damage is equal to the number of tiles between them, times three, with a max of 30. The damage is Physical.

Hit Spell Effects

Each time a weapon with one of the following properties hits a target, it has a chance (given as a percentage) of firing the listed spell effect on that target. Hit Spell Effect items have unlimited uses.

Hit Magic Arrow - Percentage rate of cast for Magic Arrow.

Hit Harm - Percentage rate of cast for Harm.

Hit Fireball - Percentage rate of cast for Fireball.

Hit Lightning - Percentage rate of cast for Lightning.

Hit Dispel - Percentage rate of cast for Dispel (if the target is a summoned creature).

Area Damage Effects

Like Hit Spell Effects, these properties give weapons a chance to cause damage in an area of effect around the wielder. The damage done by these effects only harms targets the wielder can legally attack, so there is no worry of accidentally harming an innocent.

Hit Cold Area - Percentage chance to do an area-effect Cold attack on a successful strike.

Hit Fire Area - Percentage chance to do an area-effect Fire attack on a successful strike.

Hit Poison Area - Percentage chance to do an area-effect Poison attack on a successful strike.

Hit Energy Area - Percentage chance to do an area-effect Energy attack on a successful strike.

Hit Physical Area - Percentage chance to do an area-effect Physical attack on a successful strike.


Use-based Targetable Effects

These effects contain charges of different spells. Unlike Hit Spell Effects, these can be activated at will by the item wearer.

Heal - Cast Lesser Heal on a target.

Greater Heal - Cast Greater Heal on a target.

Magic Arrow - Cast Magic Arrow on a target.

Harm - Cast Harm on a target.

Fireball - Cast Fireball on a target.

Lightning - Cast Lightning on a target.

Additional Effects:

Night Sight - A permanent, non-charged, light source that raises the ambient light level for the wearer.

Luck - Raises the wearer's Luck statistic, which increases the potency and number of magical properties associated with loot on monsters the player kills.

Lower Requirements - Lowers the strength, dexterity, and intelligence requirements to wear an object.

Reflect Physical Damage - Reflects a portion of Physical Damage the player receives back at the source of the damage. Does not reduce damage taken by the player.

Self Repair - The item will repair durability equal to the intensity of the property every time it takes damage.

Enhance Potions - This property increases the effectiveness of potions used by the wearer by a percentage. Enhance Potion from items is now capped at 50. Player characters with Alchemy skill receive an inherent bonus to Enhance Potion that can exceed this cap. The bonus to Enhance Potion equates to +10% for every 33 points of Alchemy (i.e., 80% at GM Alchemy).

Best Weapon Skill - Uses the player's highest weapon skill to attack with the weapon, instead of the specific skill needed for the weapon.

Balanced - (Only available on runic-crafted missile weapons.) Balanced weapons will give you a free hand for drinking potions or throwing darts or shuriken.