Difference between revisions of "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]] followed by the dungeon [[Wrong]] with [[Publish 74]].  
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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.  
  
===Excerpt from the patch notes===
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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 loot generator creates an exciting array of new possibilities:
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*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:
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==Introduction==
*Any item generated by this new system will have a line near the bottom of its tooltip:  
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Item generated by this system have an additional line denoting its power:
**Minor Magic Item
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**Lesser Magic Item
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**Greater Magic Item
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**Major Magic Item
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**Lesser Artifact (this is approximately equivalent to an item Imbued to the max)
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**Greater Artifact
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**Major Artifact
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**Legendary Artifact
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*The strength of an item generated depends partially on the strength and toughness of the creature killed.
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*There is a very small chance that a loot drop will be a very powerful item.
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**This can happen with weak creatures, but is extremely rare
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**This is more likely to happen with stronger creatures
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**Luck significantly increases the chance of this happening
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*Item Strength has these effects on loot generation:
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**Weak named items will tend to have fewer than 5 properties, leaving open slots for Imbuing
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**Weak random items will generally have 5 item properties at low values
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**Stronger items will tend to have 5 item properties
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**Extremely powerful items will sometimes have more than 5 item properties
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**Weak items tend to not be named, and to have random item properties
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**Stronger items have a better chance of being generated as Named Items
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**Weaker items have smaller chances of being generated with Disadvantages
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**Stronger items have a much greater chance of being generated with Disadvantages
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*Many item properties generated by this system have more coarse granularity of values:
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**For example, Luck only appears in increments of 10
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**For example, Skill bonuses only appear in increments of 5
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{| class="uoguidetable"
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!colspan="4"|Magic Item
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!colspan="4"|Artifact
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|-
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|Minor Magic Item
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|Lesser Magic Item
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|Greater Magic Item
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|Major Magic Item
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|Lesser Artifact<sup>‡</sup>
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|Greater Artifact
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|Major Artifact
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|Legendary Artifact
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|}
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<sup>‡</sup> roughly equals to an item [[imbuing|imbued]] to the max
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 +
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The strength of the generated item depends on the toughness of the slayed creature and the total [[luck]] of the character. Thus, stronger creatures frequently drop very powerful items while weak creatures rarely drop them.
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{| class="uoguidetable leftalign"
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!Weak Items
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!Stronger Items
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|-
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| valign="top" |
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*Weak items tend to not be named and to have random item properties
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*Weak named items tend to have fewer than 5 properties to leave some space for [[imbuing]].
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*Weak random items generally have 5 item properties at low values.
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*Weak items have a small chance of being generated with disadvantages
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| valign="top" |
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*Stronger items have a better chance of being generated as named items.
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*Stronger items tend to have 5 item properties.
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*Extremely powerful items will sometimes have more than 5 item properties.
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*Stronger items have a much greater chance of being generated with disadvantages.
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|}
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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 (aka ''clean''). Note that [[Luck]] has no influence on the frequency of item disadvantage generation.
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Disadvantages appear on items randomly but 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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Cursed items cannot be insured or blessed. Cursed property provides an '''extreme boost''' to the overall item power.
 
Cursed items cannot be insured or blessed. Cursed property provides an '''extreme boost''' to the overall item power.
  
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==Item Generation==
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Each creature is assigned a difficulty rating and more difficult creatures generate more items. When the creature is killed, this difficulty rating and the player's [[Luck]] factor into loot generation.
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Each item receives a Base and a Bonus item property budget. The Bonus item property budget may be added multiple times based on the player's Luck.
  
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Once the item budget is determined, disadvantage rolls are made for the item based on the value of the budget. Each disadvantage roll has a chance of adding a new disadvantage while each disadvantage adds a fixed bonus to the item's budget.
  
*Item Generation
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Once the final Budget is determined, it is spent to add item properties to the item. The higher the final budget, the more item properties the item will have and the greater the chance of generating named items.
**Creatures are assigned a difficulty rating
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**When the creature is killed, its Difficulty Rating and the killers’ Luck factor into loot generation
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***More difficult creatures generate more items
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***Each item receives a Base Item Property Budget
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***Each item receive s a Bonus Item Property Budget
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***The Bonus property budget may be added multiple times
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***The higher the killer’s Luck, the higher the chance of multiple Bonus Budget
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**After the item budget is determined:
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***The higher the Budget, the more Disadvantage Rolls are made for the item
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***Each Disadvantage Roll has a chance of adding a new Disadvantage
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***Each Disadvantage adds a fixed bonus to the item’s Budget
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**Once the final Budget is known:
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***The higher the Budget, the greater the chance of generating Named Items
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***The higher the Budget, the more Item Properties will be added
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**Finally, the Budget is spent to add Item Properties to the item
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*Named Items
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**There are 12 “packages” of Item Properties.
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**Each Package contains a group of properties fitting a purpose or a theme
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**Each package is associated with a Name Prefix
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**Each package is associated with a Name Suffix
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**Items can be generated as:
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***Unnamed (random properties)
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***Prefix Only (some properties from one package, some random)
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***Suffix Only (some properties from one package, some random)
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***Prefix and Suffix (some properties from one package, some from a different package)
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====The Name Prefixes and Suffixes====
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===Named Items===
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There are 12 packages of Item Properties. Each Package contains a group of properties fitting a purpose or a theme and each package is associated with a name prefix and a name suffix. Items can be generated as:
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*Unnamed (random properties)
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*Prefix only (some properties from one package, some random)
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*Suffix only (some properties from one package, some random)
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*Prefix and Suffix (some properties from one package, some from a different package)
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===The Name Prefixes and Suffixes===
 
{| class="uoguidetable leftalign"
 
{| class="uoguidetable leftalign"
 
!Theme
 
!Theme
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|}
 
|}
  
====Example Items====
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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”.
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<gallery widths="200px" heights="200px" perrow=2>
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File:Pub73item2.jpg|The Ring is free of disadvantages.
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File:Pub73item1.jpg|The Bracelet is Cursed, which boosts its Item Property strength up to "Greater Magic Item".
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</gallery>
  
{|
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==See Also==
|[[Image:Pub73item1.jpg]]||[[Image:Pub73item2.jpg]]
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* [[Shame]]
|}
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* [[Publish 73]]
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==References==
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* [http://www.uoherald.com/node/480 Publish 73 Comes to Test Center] - This article is edited from [[Publish 73]] notes.
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[[Category:Game Terms]]

Latest revision as of 18:54, 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 the total luck of the character. Thus, stronger creatures frequently drop very powerful items while weak creatures rarely drop them.

Weak Items Stronger Items
  • Weak items tend to not be named and to have random item properties
  • Weak named items tend to have fewer than 5 properties to leave some space for imbuing.
  • Weak random items generally have 5 item properties at low values.
  • Weak items have a small chance of being generated with disadvantages
  • Stronger items have a better chance of being generated as named items.
  • Stronger items tend to have 5 item properties.
  • Extremely powerful items will sometimes have more than 5 item properties.
  • 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 but 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

Each creature is assigned a difficulty rating and more difficult creatures generate more items. When the creature is killed, this difficulty rating and the player's Luck factor into loot generation.

Each item receives a Base and a Bonus item property budget. The Bonus item property budget may be added multiple times based on the player's Luck.

Once the item budget is determined, disadvantage rolls are made for the item based on the value of the budget. Each disadvantage roll has a chance of adding a new disadvantage while each disadvantage adds a fixed bonus to the item's budget.

Once the final Budget is determined, it is spent to add item properties to the item. The higher the final budget, the more item properties the item will have and the greater the chance of generating named items.

Named Items

There are 12 packages of Item Properties. Each Package contains a group of properties fitting a purpose or a theme and each package is associated with a name prefix and 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

See Also

References