Magic items have been an
intricate part of Ultima Online since its very beginning, allowing
players to enhance their abilities through the use of a special
weapon, or a piece of armor, jewelry, or clothing. In Ultima Online:
Age of Shadows, this fundamental system will be translated into
an entirely new magic item properties system that will allow for
a greater diversity of item effects and enhancements.
With this new dynamic system, there will be practically limitless
combinations of magic properties available on magic items, allowing
for a greater level of rarity and a wide range of new abilities
and effects. By mixing and matching gear, players will be able
to fine-tune their characters better than ever before.
Magical Effects Table
The following table lists which properties can be found on various
types of items.
| Weapons |
Armor |
Shields |
Jewelry |
Wands |
Instruments |
Nautilus |
| Physical Resist |
Physical Resist |
Lower Requirements |
Physical Resist |
Heal |
Air Elemental Slayer |
Firehorn |
| Fire Resist |
Fire Resist |
Durability |
Fire Resist |
Greater Heal |
Arachnid Slayer |
|
| Energy Resist |
Energy Resist |
Defense Chance |
Increase Energy |
Resist Magic Arrow |
Blood Elemental Slayer |
|
| Cold Resist |
Cold Resist |
Hit Chance |
Increase Cold Resist |
Harm |
Daemon Slayer |
|
| Poison Resist |
Poison Resist |
Self Repair |
Poison Resist |
Fireball |
Demon Slayer |
|
| Luck |
Night Sight |
Spell Channeling |
Night Sight |
Lightning |
Dragon Slayer |
|
| Lower Requirements |
Luck |
Reflect Physical Damage |
Luck |
|
Earth Elemental Slayer |
|
| Durability |
Lower requirements |
Faster Casting |
Defense Chance Increase |
Spell Channeling |
Elemental Slayer |
|
| Defense Chance |
Increase Durability |
|
Damage Increase |
Mage Weapon |
Fire Elemental Slayer |
|
| Damage Converters |
Hit Point Regeneration |
|
Hit Chance Increase |
Faster Casting |
Gargoyle Slayer |
|
| Damage Increase |
Mana Regeneration |
|
Spell Damage Increase |
|
Lizardman Slayer |
|
| Swing Speed Increase |
Stamina Regeneration |
|
Faster Cast Recovery |
|
Ogre Slayer |
|
| Spell Channeling |
Hit Point Increase |
|
Faster Casting |
|
Ophidian Slayer |
|
| Hit Chance Increase |
Mana Increase |
|
Lower Mana Cost |
|
Orc Slayer |
|
| Hit Spell Effect |
Stamina Increase |
|
Lower Reagent Cost |
|
Poison Elemental Slayer |
|
| Hit Slayer |
Mage Armor |
|
Strength Bonus |
|
Repond Slayer |
|
| Hit Stamina Leech |
Lower Mana Cost |
|
Intelligence Bonus |
|
Reptile Slayer |
|
| Hit Mana Leech |
Lower Reagent Cost |
|
Dexterity Bonus |
|
Scorpion Slayer |
|
| Hit Life Leech |
Reflect Physical Damage |
|
Skill Bonus |
|
Snake Slayer |
|
| Hit Lower Attack |
Self Repair |
|
Enhance Potions |
|
Snow Elemental Slayer |
|
| Hit Lower Defense |
|
|
|
|
Spider Slayer |
|
| Hit Area Damage |
|
|
|
|
Terathan Slayer |
|
| Mage Weapon |
|
|
|
|
Troll Slayer |
|
| Best Weapon Skill |
|
|
|
|
Water Elemental Slayer |
|
| Faster Casting |
|
|
|
|
|
|
| Night Sight |
|
|
|
|
|
|
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%.
Physical Resist - Previously considered as AR, this effect is
now a resistance to physical damage. AR used to block a set amount
of damage per hit - but Physical Resistance blocks a percentage
of damage from each hit. This property adds directly 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.
Mana Regeneration - Increases the wearer's natural Mana regeneration
rate.
Stamina Regeneration - Increases the wearer's natural Stamina
regeneration rate.
Defense Increasers:
Defense Chance Increase - Increases the wearer's chance that
his opponents' swings (or arrows/bolts) will miss. (The maximum effect you can get from this property is capped at 45%)
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.
The skill bonuses can be found on items: Anatomy, Animal Lore,
Animal Taming, Archery, Chivalry, Discordance, Evaluate Intelligence, Fencing, Focus,
Healing, Macing, Magery, Meditation, Musicianship, Necromancy, Parrying, Peacemaking,
Provocation, Resisting Spells, Stealing, Stealth, Swordsmanship, Tactics, Veterinary,
Wrestling.
Derived Stat Bonuses:
HP Increase - Increases a player's maximum Hit Points while the
object is equipped.
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. (The maximum effect you can get from this property is capped at 100%)
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.
Hit Increasers:
Hit Chance Increase - Increases the player's chance to hit a
target with wrestling, melee and ranged weapons. (The maximum effect you can get from this property is capped at 45%)
Caster Modifiers:
Spell Damage Increase - Increases the damage of the item wearer's
spells. (The maximum effect you can get from this property is capped at 15% for PvP, PvM has no cap.)
Faster Cast Recovery - Lowers the amount of time to recover after
casting a spell.
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.*
Lower Mana Cost - Lowers the amount of Mana required to cast a
spell by a percentage. This includes Necromancer spells and Paladin
abilities. (The maximum effect you can get from this property is 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.
*The effects of Faster Casting is capped depending on your skills.
For normal magery spells, the cap is 2.
For normal magery spells while under the effects of the protection spell, the cap is 0.
For chivalry abilities the cap is 4. Unless you have 70 or more magery, in which case the cap is 2.
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.
Hit Stamina Leech - Each time the weapon hits, it will do its
normal damage. Then the weapon leeches a percentage of the damage
done from the target's Stamina, transferring the leeched Stamina
to the weapon's wielder.
Hit Mana Leech - Each time the weapon hits, it will do its normal
damage. Then the weapon leeches a percentage of the damage done
from the target's Mana, transferring the leeched Mana to the weapon's
wielder.
Hit Life Leech - Each time the weapon hits, it will do its normal
damage. Then the weapon leeches a percentage of the damage done
from the target's Hit Points, transferring the leeched Hit Points
to the weapon's wielder.
Hit Lower Attack - A successful hit with this weapon temporarily
lowers the attack rating of the target by a certain percentage.
Hit Lower Defense - A successful hit with this weapon temporarily
lowers the defense rating of the target by a certain percentage.
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.
Self Repair - The item repairs its durability over time.
Enhance Potions - This property increases the effectiveness of
potions used by the wearer by a percentage.
Best Weapon Skill - Uses the player's highest weapon skill to
attack with the weapon, instead of the specific skill needed for
the weapon.