Item Properties

Revision as of 08:22, 4 April 2008 by Ceruleus (Talk | contribs) (added JC the Builder forum post re pre-AOS properties)

Items in UO can have special properties which enhance them. During the Age of Shadows expansion, the list of properties was increased tremendously.

Properties

General

Property Name Intensity Range Type Found On
Cold Resist 1% - 15% Persistent Armor / Jewelry / Shields / Weapons
Damage Increase 1% - 25/50% Hit Jewelry / Weapons
Defense Chance Increase 1% - 15% Persistent Jewelry / Shields / Weapons
Dexterity Bonus 1 - 8 Persistent Jewelry
Durability 1 - 255 Permanent Armor / Shields / Weapons
Energy Resist 1% - 15% Persistent Armor / Jewelry / Shields / Weapons
Enhance Potions 5% - 25% Persistent Jewelry
Faster Cast Recovery 1 - 3 Persistent Jewelry
Faster Casting 1 Persistent Jewelry / Weapons
Fire Resist 1% - 15% Persistent Armor / Jewelry / Shields / Weapons
Hit Area Attack 2% - 50% Hit Weapons
Hit Chance Increase 1% - 15% Persistent Jewelry / Weapons
Hit Dispel 2% - 50% Hit Weapons
Hit Life Leech 2% - 100% Hit Weapons
Hit Lower Attack 2% - 50% Hit Weapons
Hit Lower Defense 2% - 50% Hit Weapons
Hit Mana Leech 2% - 100% Hit Weapons
Hit Point Regeneration 1 - 2 Persistent Armor
Hit Spell 2% - 50% Hit Weapons
Hit Point Increase 1 - 8 Persistent Armor
Intelligence Bonus 1 - 8 Persistent Jewelry
Lower Mana Cost 1% - 15% Persistent Armor / Jewelry / Spellbooks
Lower Reagent Cost 1% - 20% Persistent Armor / Jewelry
Lower Requirements 10% - 100% Persistent Armor / Shields / Weapons
Luck 1 - 100 Persistent Armor / Jewelry / Weapons
Mage Armor - Persistent Armor
Mage Weapon (-20) - (-29) Persistent Weapons
Mana Increase 1 - 8 Persistent Armor / Jewelry
Mana Regeneration 1 - 2 Persistent Armor
Night Sight - Persistent Armor / Jewelry
Physical Resist 1% - 15% Persistent Armor / Jewelry / Weapons
Poison Resist 1% - 15% Persistent Armor / Jewelry / Weapons
Refelect Physical Damage 1% - 15% Hit Armor / Shields
Self Repair 1 - 5 Permanent Armor / Shields
Slayer - Hit Talismans / Weapons
Skill Bonus 1 - 15 Persistent Jewelry
Spell Channeling - Persistent Shields / Weapons
Stamina Increase 1 - 8 Persistent Armor
Stamina Regeneration 1 - 3 Persistent Armor
Strength Bonus 1 - 8 Persistent Jewelry
Strength Requirement 10 - 95 Permanent Armor / Shields / Weapons
Swing Speed Increase 5% - 30% Persistent Weapons
Use Best Weapon Skill - Persistent Weapons
Weight 1 - X Permanent Almost everything

Table Key

  • Intensity Range - The allowable range on common items for that intensity. Artifacts and other special items may break this rule.
  • Type - The method in which the property works.
    • Hit - Activated when an animal, monster, or player is hit with a weapon.
    • Permanent - Always affects the item, whether the item is equipped or not.
    • Persistent - Activated when the item is equipped.
  • Found On - The allowable items the property can be found on. Artifacts and other special items may break this rule.

Special Item Properties

Original Item Property System

The original item property system lasted for over 5 years and consisted of only 5 item properties. Prior to Ultima Online: Age of Shadows, the item properties were:

While there were many different types of hit spell, a weapon could only have one, so it is counted here as a single property.

Armor

A piece of armor had up to three properties:

  1. Armor Resistance Increase: (Defense, Guardian, Hardening, Fortification and Invulnerability);
  2. Durability: (Durable, Substantial, Massive, Fortified and Indestructible);
  3. Blessed or Cursed.

Example: "Indestructible Platemail Helm of Invulnerability with Weaken spell.

Weapons

As for weapons there were five properties.

  1. Damage Increase (Ruin, Might, Force, Power, and Vanquishing);
  2. Battle Tactics Skill Bonus (Accurate, Surpassingly Accurate, Eminently Accurate, Exceedingly Accurate and Supremely Accurate);
  3. Durability
  4. Slayer; and
  5. Hit Spell.

Notes on Original System

  • Some spells that were available on weapons prior to the Age of Shadows are not available now, Clumsy, Weaken, Feeblemind, Mana Drain, and Curse.
  • An item to note is how little the Damage Increase property affected the weapon damage output under the old system. Vanquishing added only 9 points of damage to the total. If a Heavy Crossbow can do up to 56 points of damage before resistances are taken into account, then the Vanquishing property only increases the crossbow damage output 14% to 65, which is a far cry from the 100% that is possible today.
  • Prior to the introduction of runics, the best items could only be acquired by looting monsters.