Loot Generation

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The Random Loot Generator came into use as part of the Shame Dungeon revamp, publish 73, 2011. In publish 86, September 2014 all random loot, globally, became generated in this way.

Named Quest Rewards and Artifacts from the various Artifact Collections, having fixed, not random, properties are not affected.

All magical items (weapons, armor, and jewelry) spawn with properties generated by the Random Loot Generator. These include items found,

  • Loot obtained from monsters, SoS Chests, Treasure Chests, Dredging Hooks, and as Quest Rewards will be influenced by the luck of the individual getting the loot.
  • Loot obtained from Dungeon Chests and Khaldun Puzzle Chests will have loot influenced with a random luck value between 0 and 240.
  • Loot generated in Felucca has a 1000 point luck bonus applied to it, as well as bonuses to budgets used in item property generation.
  • Additional monster loot items will be spawned based on party size and luck.
  • Item insurance scales up based on item intensity.
  • Magical jewelry (rings and bracelets) has a default max durability of 255.

All items will have one of the following 8 designations near the bottom of the tool tip (in ascending order of intensity, examples below):

  • Minor Magic Item
  • Lesser Magic Item
  • Greater Magic Item
  • Major Magic Item
  • Lesser Artifact
  • Greater Artifact
  • Major Artifact
  • Legendary Artifact

Lesser Artifacts are approximately equivalent to an item imbued to maximum weight.

    
   

Some items will have ‘grouped’ properties fitting a theme, these are named.

 

Prefix

Suffix

Theme

Properties

Mighty of Vitality Strength and Hit point Related Strength Bonus
Hit Point Increase
Mystic of Sorcery Intelligence and Mana Related Intelligence Bonus
Lower Mana Cost
Mana Increase
Animated of Haste Dex, Stamina and Speed Related Dexterity Bonus
Stamina Increase
Arcane of Wizardry Spell Casting Modifiers Casting Focus
Faster Casting
Faster Cast Recovery
Lower Reagent Cost
Mage Weapon
Spell Channeling
Exquisite of Quality Item Quality/Durability Chaos Damage
Cold Damage
Durability
Energy Damage
Fire Damage
Lower Requirements
Poison Damage
Vampiric of the Vampire Leeches and Drains Blood Drinker
Hit Fatigue
Hit Life Leech
Hit Mana Drain
Hit Mana Leech
Hit Stamina Leech
Invigorating of Restoration Regeneration Damage Eater
Hit Point Regeneration
Mana Regeneration
Stamina Regeneration
Fortified of Defense Damage Avoidance Cold Resist
Energy Resist
Fire Resist
Physical Resist
Poison Resist
Auspicious of Fortune Luck Luck
Charmed of Alchemy Enhance Potions Enhance Potions
Balanced
Vicious of Slaughter Dealing Damage (including Slayers) Battle Lust
Damage Increase
Hit Chance Increase
Hit Cold Area
Hit Energy Area
Hit Fire Area
Hit Harm
Hit Lightning
Hit Poison Area
Slayer
Spell Damage Increase
Splintering Weapon
Towering of Aegis Mitigating Damage Taken (including Resists) Defense Chance Increase
Hit Lower Attack
Reactive Paralyze
Soul Charge

Items can be:

  • unnamed, random properties
  • prefix only (properties from one theme, some random)
  • suffix only (properties from one theme, some random
  • Prefix and suffix (properties from two different themes)

Creature Strength

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

Weak items

  • Typically: unnamed with 5 random properties at low values
  • Occasionally: named with fewer than 5 properties, allowing for imbuing
  • Usually: have no disadvantages

Strong items

  • Typically: will have 5 item properties
  • Frequently: will be named
  • Usually: will have a disadvantage

Extremely powerful items

  • Sometimes: will have more than 5 properties.
  • Usually: will have a disadvantage

Item Properties

  • Luck only appears in increments of 10
  • Skill bonuses only appear in increments of 5
  • Property values can exceed existing caps
  • Properties can appear on item types that historically did not have that property, and cannot be imbued with it. (eg mana regen or swing speed increase on jewellery)
  • Some properties may be temporary, ie spell effects with a set number of ‘charges’
  • Resistance on armor will count as one of the item’s properties when it exceeds the base property of the armor type +15 ie the ‘imbue cap’.

Disadvantages

These appear on items randomly, items that are free of disadvantages, ie ‘clean’ can be generated. Weak items are frequently ‘clean’, powerful items are very rarely ‘clean’. Luck has no influence on the frequency of item disadvantage generation.

The following negative item properties can now be found on magic items:

  • Brittle – Cannot have powder of fortification applied to the item, will have a default max durability of 255
  • Prized – Item insurance cost is increased, cannot be blessed
  • Massive – Increased strength requirement (example below)
  • Unwieldy – Increased item weight (example below)
  • Cursed – Cannot be insured or blessed
  • Antique – Increased durability loss, can be powdered 3 times (excluding jewelry, which cannot be powdered). Each powder will reduce max durability to 250, 200, and 150 respectively. Can be repaired.

Items will have at maximum 1 negative property applied to them.

The item on the left is massive, having a strength requirement of 125. That on the right is unwieldy, having a weight of 50 stones.

unwieldy  massive

How it Works

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. Additional monster loot items will be spawned based on party size and luck.

Generation, Step 1. The Item Budget

  • Each item receives a base item property budget and 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

Generation, Step 2. The Final Budget

  • The higher the Budget, the more Disadvantage Rolls are made for the item
  • Each Disadvantage Roll has a chance of adding/changing a Disadvantage
  • The Disadvantage adds a fixed bonus to the item’s Budget

Generation, Step 3.

  • The higher the final budget, the greater the chance of generating named items
  • The higher the final budget, the more properties will be added

Finally, the budget is spent to add item properties to the item.