Difference between revisions of "Random Magic Item Generation System"
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− | The | + | The '''Random Magic Item Generation System''' was introduced with [[Publish 73]] and first applied to the dungeon [[Shame]] which is followed by the dungeon [[Wrong]] with [[Publish 74]]. With this system, some of the item properties introduced with the [[Stygian Abyss]] expansion started to appear on types of items they have not been seen on before. |
− | + | The new system can generate named items with item properties designed to fit a theme and work together. However, many of these powerful items come with some specific disadvantages (negative properties) to compensate for their advantages. Note that [[Luck]] plays a significant role in the generation process. | |
− | The new | + | |
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− | + | ==Introduction== | |
− | + | Item generated by this system have an additional line denoting its power: | |
− | + | ||
− | + | {| class="uoguidetable" | |
− | + | !colspan="4"|Magic Item | |
− | + | !colspan="4"|Artifact | |
− | + | |- | |
− | + | |Minor Magic Item | |
− | + | |Lesser Magic Item | |
− | + | |Greater Magic Item | |
− | + | |Major Magic Item | |
− | + | |Lesser Artifact<sup>‡</sup> | |
− | + | |Greater Artifact | |
− | + | |Major Artifact | |
− | + | |Legendary Artifact | |
+ | |} | ||
+ | |||
+ | <sup>‡</sup>: roughly equals to an item [[imbuing|imbued]] to the max | ||
+ | |||
+ | |||
+ | The strength of the generated item depends on the toughness of the slayed creature and [[luck]] of the character. Thus, stronger creatures frequently drop very powerful items while weak creatures rarely drop them. | ||
+ | |||
*Item Strength has these effects on loot generation: | *Item Strength has these effects on loot generation: | ||
**Weak named items will tend to have fewer than 5 properties, leaving open slots for Imbuing | **Weak named items will tend to have fewer than 5 properties, leaving open slots for Imbuing | ||
Line 35: | Line 37: | ||
**Weaker items have smaller chances of being generated with Disadvantages | **Weaker items have smaller chances of being generated with Disadvantages | ||
**Stronger items have a much greater chance of being generated with Disadvantages | **Stronger items have a much greater chance of being generated with Disadvantages | ||
− | + | ||
− | + | ||
− | + | Most of the item properties generated by this system have more coarse granularity of values (eg. [[Luck]] appears in increments of 10 and [[Skill Bonus]]es appear in increments of 5). | |
==Disadvantages== | ==Disadvantages== | ||
− | Disadvantages appear on items randomly and items that are free of disadvantages can also be generated by the system. Since disadvantages grant the item significantly more power, powerful items tend to receive more disadvantages and they are very rarely free of disadvantages ( | + | Disadvantages appear on items randomly and items that are free of disadvantages can also be generated by the system. Since disadvantages grant the item significantly more power, powerful items tend to receive more disadvantages and they are very rarely free of disadvantages (''clean''). Note that [[Luck]] has no influence on the frequency of item disadvantage generation. |
===Unlucky=== | ===Unlucky=== | ||
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− | + | ==Item Generation== | |
**Creatures are assigned a difficulty rating | **Creatures are assigned a difficulty rating | ||
**When the creature is killed, its Difficulty Rating and the killers’ Luck factor into loot generation | **When the creature is killed, its Difficulty Rating and the killers’ Luck factor into loot generation | ||
Line 84: | Line 86: | ||
***Prefix and Suffix (some properties from one package, some from a different package) | ***Prefix and Suffix (some properties from one package, some from a different package) | ||
− | + | ==The Name Prefixes and Suffixes== | |
{| class="uoguidetable leftalign" | {| class="uoguidetable leftalign" | ||
!Theme | !Theme | ||
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|} | |} | ||
− | + | ==Example Items== | |
The Ring is free of disadvantages. The Bracelet is Cursed, which boosts its Item Property strength up to “Greater Magic Item”. | The Ring is free of disadvantages. The Bracelet is Cursed, which boosts its Item Property strength up to “Greater Magic Item”. | ||
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|[[Image:Pub73item1.jpg]]||[[Image:Pub73item2.jpg]] | |[[Image:Pub73item1.jpg]]||[[Image:Pub73item2.jpg]] | ||
|} | |} | ||
+ | |||
+ | ==References== | ||
+ | * [http://www.uoherald.com/node/480 Publish 73 Comes to Test Center] |
Revision as of 01:31, 31 March 2012
The Random Magic Item Generation System was introduced with Publish 73 and first applied to the dungeon Shame which is followed by the dungeon Wrong with Publish 74. With this system, some of the item properties introduced with the Stygian Abyss expansion started to appear on types of items they have not been seen on before.
The new system can generate named items with item properties designed to fit a theme and work together. However, many of these powerful items come with some specific disadvantages (negative properties) to compensate for their advantages. Note that Luck plays a significant role in the generation process.
Introduction
Item generated by this system have an additional line denoting its power:
Magic Item | Artifact | ||||||
---|---|---|---|---|---|---|---|
Minor Magic Item | Lesser Magic Item | Greater Magic Item | Major Magic Item | Lesser Artifact‡ | Greater Artifact | Major Artifact | Legendary Artifact |
‡: roughly equals to an item imbued to the max
The strength of the generated item depends on the toughness of the slayed creature and luck of the character. Thus, stronger creatures frequently drop very powerful items while weak creatures rarely drop them.
- Item Strength has these effects on loot generation:
- Weak named items will tend to have fewer than 5 properties, leaving open slots for Imbuing
- Weak random items will generally have 5 item properties at low values
- Stronger items will tend to have 5 item properties
- Extremely powerful items will sometimes have more than 5 item properties
- Weak items tend to not be named, and to have random item properties
- Stronger items have a better chance of being generated as Named Items
- Weaker items have smaller chances of being generated with Disadvantages
- Stronger items have a much greater chance of being generated with Disadvantages
Most of the item properties generated by this system have more coarse granularity of values (eg. Luck appears in increments of 10 and Skill Bonuses appear in increments of 5).
Disadvantages
Disadvantages appear on items randomly and items that are free of disadvantages can also be generated by the system. Since disadvantages grant the item significantly more power, powerful items tend to receive more disadvantages and they are very rarely free of disadvantages (clean). Note that Luck has no influence on the frequency of item disadvantage generation.
Unlucky
Unlucky items have -100 Luck. Unlucky property provides a small boost to the overall item power.
Brittle
Brittle items cannot be fortified and so can never have their durability increased. They have 75 maximum durability. Brittle property provides a moderate boost to the overall item power.
Cannot Be Repaired
Items with this property cannot be repaired or fortified. Cannot Be Repaired property provides a high boost to the overall item power.
Cursed
Cursed items cannot be insured or blessed. Cursed property provides an extreme boost to the overall item power.
Item Generation
- Creatures are assigned a difficulty rating
- When the creature is killed, its Difficulty Rating and the killers’ Luck factor into loot generation
- More difficult creatures generate more items
- Each item receives a Base Item Property Budget
- Each item receive s a Bonus Item Property Budget
- The Bonus property budget may be added multiple times
- The higher the killer’s Luck, the higher the chance of multiple Bonus Budget
- After the item budget is determined:
- The higher the Budget, the more Disadvantage Rolls are made for the item
- Each Disadvantage Roll has a chance of adding a new Disadvantage
- Each Disadvantage adds a fixed bonus to the item’s Budget
- Once the final Budget is known:
- The higher the Budget, the greater the chance of generating Named Items
- The higher the Budget, the more Item Properties will be added
- Finally, the Budget is spent to add Item Properties to the item
- Named Items
- There are 12 “packages” of Item Properties.
- Each Package contains a group of properties fitting a purpose or a theme
- Each package is associated with a Name Prefix
- Each package is associated with a Name Suffix
- Items can be generated as:
- Unnamed (random properties)
- Prefix Only (some properties from one package, some random)
- Suffix Only (some properties from one package, some random)
- Prefix and Suffix (some properties from one package, some from a different package)
The Name Prefixes and Suffixes
Theme | Prefix | Suffix | Properties |
---|---|---|---|
Strength and Hit Points | Mighty | of Vitality | |
Intelligence and Mana | Mystic | of Sorcery | |
Dexterity and Stamina | Animated | of Haste | |
Casting | Arcane | of Wizardry | |
Item Quality | Exquisite | of Quality | |
Leeches and Drains | Vampiric | of the Vampire | |
Regeneration | Invigorating | of Restoration | |
Resistance | Fortified | of Defense | |
Luck | Auspicious | of Fortune | |
Potions | Charmed | of Alchemy | |
Dealing Damage | Vicious | of Slaughter | |
Mitigating Damage Taken | Towering | of Aegis |
Example Items
The Ring is free of disadvantages. The Bracelet is Cursed, which boosts its Item Property strength up to “Greater Magic Item”.