Item Properties
Revision as of 10:08, 14 November 2006 by JC the Builder (Talk | contribs)
Items in UO can have special properties which enhance them. During the Age of Shadows expansion, the list of proprties was increased tremendously.
Properties
General
| Property Name | Intensity Range | Type | Found On |
|---|---|---|---|
| Cold Resist | 1% - 15% | Persistent | Jewlery / Weapons / Armor / Shields |
| Damage Increase | 1% - 25/50% | Hit | Jewlery / Weapons |
| Defense Chance Increase | 1% - 15% | Persistent | Jewlery / Weapons / Shields |
| Dexterity Bonus | 1 - 8 | Persistent | Jewlery |
| Durability | 10 - 100 | Permanent | Weapons / Armor / Shields |
| Energy Resist | 1% - 15% | Persistent | Jewlery / Weapons / Armor /Shields |
| Enhance Potions | 5% - 25% | Persistent | Jewlery |
| Faster Cast Recovery | 1 - 3 | Persistent | Jewlery |
| Faster Casting | 1 | Persistent | Jewlery / Weapons |
| Fire Resist | 1% - 15% | Persistent | Jewlery / Weapons / Armor / Shields |
| Hit Area Attack | 2% - 50% | Hit | Weapons |
| Hit Chance Increase | 1% - 15% | Persistent | Jewlery / 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 | Jewlery |
| Lower Mana Cost | 1% - 8% | Persistent | Jewlery / Armor |
| Lower Reagent Cost | 1% - 20% | Persistent | Jewlery / Armor |
| Lower Requirements | 10% - 100% | Persistent | Weapons / Armor / Shields |
| Luck | 1 - 100 | Persistent | Jewlery / Weapons / Armor |
| Mage Armor | - | Persistent | Armor |
| Mage Weapon | -20 - -29 | Persistent | Weapons |
| Mana Increase | 1 - 8 | Persistent | Jewlery / Armor |
| Mana Regeneration | 1 - 2 | Persistent | Armor |
| Night Sight | - | Persistent | Jewlery / Armor |
| Physical Resist | 1% - 15% | Persistent | Jewlery / Weapons / Armor |
| Poison Resist | 1% - 15% | Persistent | Jewlery / Weapons / Armor |
| Refelect Physical Damage | 1% - 15% | Hit | Armor |
| Self Repair | 1 - 5 | Permanent | Armor / Shields |
| Slayer | - | Hit | Weapons |
| Skill Bonus | 1 - 15 | Persistent | Jewlery |
| Spell Channeling | - | Persistent | Weapons / Shields |
| Stamina Increase | 1 - 8 | Persistent | Armor |
| Stamina Regeneration | 1 - 3 | Persistent | Armor |
| Strength Bonus | 1 - 8 | Persistent | Jewlery |
| Strength Requirement | 10 - 95 | Permanent | Weapons / Armor / Shields |
| Swing Speed Increase | 5% - 30% | Persistent | Weapons |
| Use Best Weapon Skill | - | Persistent | Weapons |
| Weight | 1 - X | Permanent | 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 a player or target is hit with a weapon
- Permanent - is always affecting an item, whether equiped or not
- Persistent- activated when the item is equiped
- Found On - The allowable items the property can be found on. Artifacts and other special items may break this rule.