Beginners Guides Magical Item Properties Guide & Caps

Discussion in 'Guides | Tips | Custom Content' started by tr1age, Dec 17, 2016.

  1. tr1age

    tr1age Administrator Staff Member




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    Property - Intensity Range - Found On - Cap - Description
    Cold Damage -
    10%-100% - Weapons - N/A - The weapon inflicts some or all of its damage as cold damage.

    Cold Resist - 1-15 - Weaps,arm,jewls - 70 - Cold Resist allows you to resist a percentage of all cold damage.

    Damage Increase - 1 – 50 (weap) 1 – 25 (jewels) - Weapons,Jewelry - 100 - Increases the base damage you inflict with your weapon

    Defence Chance Increase - 1 – 15 - Weapons,Shields,Jewelry - 45 - Increases your chance to dodge blows.

    Dexterity Bonus - 1 – 8 - Jewelry - 150 - Increases your Dexterity Stat by the number of points on the item.

    Energy Damage - 10 – 100 - Weapons - N/A - The weapon inflicts some or all of its damage as energy damage.

    Energy Resist - 1 – 15 - Weapons,Armor,Jewelry - 70 - Allows you to resist a percentage of all energy damage.

    Faster Cast Recovery - 1 – 3 - Jewelry,Spellbooks - 6 - Shortens waiting time between casting spells by 0.25 second per point.

    Faster Casting - 1 - Weapons,Shields,Jewelry,Spellbooks,Wands - 2(4) - Decreases the time required to cast Magery and Chivalry spells by 0.25 seconds per point. Capped at 2 for magery and 4 for chivalry.

    Fire Damage - 10 – 100 - Weapons - N/A - This weapon inflicts some or all of its damage as fire damage.

    Fire Resist - 1 – 15 - Weapons,Armor,Jewelry - 70 - Allows you to resist a percentage of all fire damage.

    Hit Chance Increase - 1 – 15 - Weapons,Shields,Jewelry - 45 - Increases your chance to hit your opponents.

    Hit Cold Area - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to inflict cold damage on all hostile creatures within a 5 tile range.

    Hit Curse - 2 – 50 - Weapons - N/A - Functions similarly to the spell ‘curse’ but has a 30 second cooldown.

    Hit Dispel - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to cast the magery spell dispel on any summoned creature.

    Hit Energy Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict energy damage on all hostile creatures within a 5 tile range.

    Hit Fire Area - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to inflict fire damage on all hostile creatures within a 5 tile range.

    Hit Fireball - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to cast the magery spell fireball on the target.

    Hit Harm - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to cast the magery spell harm on the target.

    Hit Life Leech - 2 – 50 - Weapons - N/A - On every successful hit, converts a percentage of the damage inflicted by the attack into hit points for the wielder.
    (If you hit your target for 50 damage with a 60% Hit Life Leech weapon, you have a chance of healing between 0 (50 * 30% * 1% = 0.15) and 9 (50 * 30% * 60%) hit points.).

    Hit Lightning - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to cast the magery spell lightning on the target.

    Hit Lower Attack - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to lower the hit chance of the target (HCI -25). Approximate duration, 5-10 seconds, not cumulative.

    Hit Lower Defense -
    2 – 50 - Weapons - N/A - Has a percentage chance on each hit to lower the defensive capabilities of the target (DCI -25 for non-player, 35% of the players Defense Chance Increase in pvp). Approximate duration, 5-10 seconds, not cumulative.

    Hit Magic Arrow - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to cast the magery spell magic arrow on the target.

    Hit Mana Drain - 2 – 50 - Weapons - N/A - Reduces the target’s mana by a percentage of the damage dealt by the attack that triggers the affect.

    Hit Mana Leech - 2 – 50* Weapons - N/A - On every successful hit, converts a percentage of the damage inflicted by the attack into mana points for the wielder.

    Hit Physical Area - 2 – 50 - Weapons - N/A - Had a percentage chance on each hit to inflict physical damage on all hostile creatures within a 5 tile range.

    Hit Point Increase - 1 – 5 - Armor 25 Increases your maximum hit points by the number of points on the item.

    Hit Point Regeneration - 1 – 2 Armor - N/A - Increases the rate at which you regain hit points. (0.1 hit point per second per hpr point).

    Hit Poison Area - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to inflict poison damage on all hostile creatures within a 5 tile range.

    Hit Stamina Leech - 2 – 50 - Weapons - N/A - Has a percentage chance on each hit to convert some of the damage inflicted on the target into stamina for the wielder. Initially 100% but subject to diminishing returns based on max player stamina.

    Intelligence Bonus -
    1 – 8 - Jewelry,Spellbooks - 150 - Increases your Intelligence Stat by the number of points on the item.Crafted Spellbooks have a maximum range of 1 – 6.

    Lower Mana Cost - 1 – 8 - Armor,Jewelry,Spellbooks - 40 - Lowers the amount of mana needed to cast a spell or use a special move.Crafted Spellbooks have a maximum range of 1 – 6.

    Lower Reagent Cost - 1 – 20 - Armor,Jewelry,Spellbooks - 100 - Lowers the amount of reagents needed to cast spells, both magery and necromancy. 100% negates the need to carry reagents at all. Tithing points, though unused, are required to be available to cast Chivalry spells. Crafted Spellbooks have a maximum range of 1 – 16.

    Lower Requirements - 10 – 100 - Weapons,Armor,Shields - N/A - Lowers any stat requirements the item has by a percentage. If an item has 100% Lower Requirements, it will have no stat requirements.

    Luck - 1 – 100 - Weapons,Armor,Shields,Jewelry - N/A - Potentially increases monster loot in 3 ways; a)number of items; b)number of properties; ic)ntensty of properties.

    Mage Armor - N/A - Armor - N/A - Negates impediments to both active and passive meditation from armor types that would normally block it. Also negates impediment to stealth skill.

    Mage Weapon - -29 – -20 - Weapons - N/A - Allows magery skill to substute for the normal combat skill of the weapon. Special moves cannot be used via this substitution. Magery skill is reduced by up to 30 points while a mage weapon is equiped.

    Mana Increase - 1 – 8 - Armor, Spellbooks - N/A - Increases your maximum mana by the number of points on the item Crafted Spellbooks have a maximum range of 1 – 6.

    Mana Regeneration - 1 – 2 - Armor, Spellbooks - No Increases the rate at which you regain mana, subject to diminishing returns.Crafted Spellbooks have a maximum intensity of 1.

    Physical Damage - 10 – 100 - Weapons - N/A - This weapon inflicts some or all of its damage as physical damage.

    Physical Resist - 1 – 15 - Weapons,Armor,Jewelry - 70 - Allows you to resist a percentage of all physical damage.

    Poison Damage - 10 – 100 - Weapons - N/A - This weapon inflicts some or all of its damage as poison damage.

    Poison Resist - 1 – 15 - Weapons,Armor,Jewelry - 70 - Poison Resist allows you to resist a percentage of all poison damage.

    Reflect Physical Damage - 1 – 15 - Armor,Shields - 105 - Reflect Physical Damage will reflect a percentage of any physical damage that is inflicted on you back onto the one who inflicted it.

    Self Repair - 1 – 5 - Armor,Shields - N/A - Has a chance of regaining durability each time it takes damage in the amount of the self repair.

    Spell Channeling - N/A - Weapons,Shields,Wands - N/A - Allows the casting of magery spells while a weapon or shield is equipped. Has a penalty of Faster Casting -1 property, which can be cancelled out if the item also spawns with the faster cast 1 property. In this case neither faster cast properties will display

    Spell Damage Increase - 1 – 12 - Jewelry,Spellbooks - 15(PvP) - Increases the amount of damage spells inflict.Crafted Spellbooks have a maximum range of 1 – 9.This property is capped at 15% for Player vs. Player combat only.

    Stamina Increase - 1 – 8 - Armor - N/A - Increases your maximum stamina by the number of points on the item.

    Stamina Regeneration - 1 – 3 -Armor -24 - Increases the rate at which you regain stamina. (0.1 point per second per point of SR.)

    Strength Bonus - 1 – 8 - Jewelry - 150 Increases your Strength Stat by the number of points on the item.

    Swing Speed Increase - 5 – 30 - Weapons - 60 - Increases the base speed at which you swing your weapon.
    (Maximum swing speed = 1 swing per 1.25 seconds)

    Use Best Weapon Skill - N/A -Weapons - N/A - Substitutes the character’s trained weapon skill for that normally required for the weapon type. (melee weapons only)
     

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