Random Magic Item Generation System

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The new Random Magic Item Generation System was introduced with Publish 73 and first applied to the dungeon Shame.

Excerpt from the patch notes

The new loot generator creates an exciting array of new possibilities:

  • Some magic item properties will now appear on types of items they have not been seen on before.
  • Many magic items will have negative properties, such as Cursed, Cannot be Repaired, Brittle, and Unlucky. These items will receive more power than standard items to compensate for their disadvantages.
  • Some items will be generated with item properties designed to fit a theme and work together. These items will be named.
  • Luck will play a significant role in loot generation with this system.

Here are the details:

  • Any item generated by this new system will have a line near the bottom of its tooltip:
    • Minor Magic Item
    • Lesser Magic Item
    • Greater Magic Item
    • Major Magic Item
    • Lesser Artifact (this is approximately equivalent to an item Imbued to the max)
    • Greater Artifact
    • Major Artifact
    • Legendary Artifact
  • The strength of an item generated depends partially on the strength and toughness of the creature killed.
  • There is a very small chance that a loot drop will be a very powerful item.
    • This can happen with weak creatures, but is extremely rare
    • This is more likely to happen with stronger creatures
    • Luck significantly increases the chance of this happening
  • 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
  • Many item properties generated by this system have more coarse granularity of values:
    • For example, Luck only appears in increments of 10
    • For example, Skill bonuses only appear in increments of 5
  • Disadvantages:
    • These appear on items randomly.
    • More powerful items tend to receive more disadvantages
    • Each disadvantage grants the item significantly more power
    • The disadvantages are:
      • Unlucky
        • Item shows “Luck -100” in tooltip
        • Item cannot have Luck and Unlucky at the same time
        • Provides a small boost to overall item power
      • Brittle
        • Item is 25 durability. Cannot use Powder of Fortification
        • Item cannot have Brittle and Durability at the same time
        • Provides a moderate boost to item power
      • Cannot Be Repaired
        • Item cannot be repaired by any means. Cannot use PoF
        • Provides a high boost to item power
      • Cursed
        • Item cannot be insured or blessed
        • Provides an extreme boost to item power
    • Items that are free of disadvantages can be generated
      • Powerful items are very rarely “clean”
      • Weaker items are frequently “clean”
    • Luck has no influence on the frequency of item Disadvantage generation
  • 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

Prefix: Mighty Suffix: of Vitality Theme: Strength and Hit Point-related
Prefix: Mystic Suffix: of Sorcery Theme: Intelligence and mana-related
Prefix: Animaged Suffix: of Haste Theme: Dex, Stamina, and Speed
Prefix: Arcane Suffix: of Wizardry Theme: Spell casting modifiers
Prefix: Exquisite Suffix: of Quality Theme: Item Quality / Durability
Prefix: Vampiric Suffix: of the Vampire Theme: Leeches and Drains
Prefix: Invigorating Suffix: of Restoration Theme: Regeneration (incl. damage eaters)
Prefix: Fortified Suffix: of Defense Theme: Damage avoidance
Prefix: Auspicious Suffix: of Fortune Theme: Luck
Prefix: Charmed Suffix: of Alchemy Theme: Enhance Potions (incl. Balanced)
Prefix: Vicious Suffix: of Slaughter Theme: Dealing Damage (incl. Slayers)
Prefix: Towering Suffix: of Aegis Theme: Mitigating damage taken (incl. resists)

Example Items

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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