Magic Item Properties

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Items may become endowed with magical properties in four different ways. These are:

The range of items an individual property can be found on, and the intensity range of the property, will depend on the method by which the item was created. Properties imparted by runic crafting or imbuing were greatly surpassed on the introduction of Runic reforging and the random loot generator, however imbuing has the advantage of granting more control over the combination of properties that can be applied.

In some instances unusual properties may appear on special items, examples of this are ‘Berserk’ which is currently only found on the Bestial suit from the Clean-up Britannia system and ‘Spell Focusing’, found on the spell focusing sash, an item from a past event.

For the purposes of this table (I) signifies items and intensities possible through runic crafting or imbuing, (R) signifies items and intensities possible through runic reforging and (L) signifies items and intensities possible from random loot. Where the initial preceeds the ‘found on’ list it applies to all items in the list.

Property
Intensity Range
Found on
Capped
Description
Antique N/A (L) Armor, jewelry, weapons, shields N/A 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.
Assassin Honed N/A weapons (L) N/A (found on items in Dungeon Wrong treasure room) – A successful hit with a weapon will provide additional bonus damage based on the attacker facing the same direction as the target. The percentage of the damage is based on the weapons original swing speed (SSI ignored). Ranged weapons have a 50% chance to proc.
Balanced N/A Weapons (I)(R)(L) N/A Allows potions to be drunk while holding a 2 handed weapon. Weapons with this property will be unable to parry or evade.
Bane N/A Weapons(L) N/A This on hit property will only trigger when targets health is below 50%. As the targets health decreases the chance for the property to fire will increase along with the damage. Bane will damage the target with 30% of the targets max hit points in physical damage.
Battle Lust N/A Weapons (R)(L) 45 pvp
90 pvm
Significant damage received from mobs will be added to the attacker’s Battle Lust, causing them to do mor damage to all mobs they’re aggressing. This damage bonus is further modified by how many opponents they’re aggressed against. Damage bonus is 15% per opponent, with a cap of 45% in pvp and 90% in PvM. Lust is gained every 2 seconds and decays at a rate of one point every 6 seconds.
Berserk N/A Bestial Suit N/A Berserk rage is triggered when health drops below 50% When in rage player will take less damage from spells and weapons and all healing effects are greatly reduced. Healing reduction continues for 8 secs after berserk state ends. 60 second cool down prevents players entering rage.
Blood Drinker N/A Weapons (L) N/A Allows an Attacker to gain life from using the bleed attack. Damage done through the bleed attack is directly transfered to the attacker’s health
Bone Breaker N/A Weapons (L) N/A 20% chance to inflict a stamina drain over time on targets for 4 seconds, which prevents consumption of refreshment potions. Will not activate with special moves.
While the wielder has 30 or more mana, victims take additional physical damage, independent of the chance to activate the stamina drain. Will not activate with special moves.
When the damage bonus activates it will consumes 30 mana and is influenced by LMC
Victims receive a 60 second immunity from Bone Breaker
Brittle N/A (R)(L)Armor, Weapons, Shields N/A Brittle items can not have powder of fortification applied to them. They can be repaired
Casting Focus 1-3 (R)(L)Armor 12% A chance to resist interruptions while casting spells
Chaos Damage 10 – 100 Weapons (R)(L)
Quivers (L)
N/A A random chance for one of the elemental damages: Physical; Fire; Cold; Poison; or Energy Damage
Craft Bonus 1 – 30 Talismans (L) N/A Increases the percentage chance to make any item which the wearer has the required skill to attempt.
Does not add to skill points.
Craft Exceptional bonus 1 – 30 Talismans (L) N/A Increases the percentage chance to craft an item of exceptional quality.
Cursed N/A (L) Armor, jewelry, Weapons, Shields N/A Cannot be insured or blessed
Curse Removal N/A Talismans (L) N/A Removes a curse from a target, has a recharge delay. May have a limited number of charges.
Damage 10 – 100 Weapons (R)(L) N/A Will deal damage as either physical/fire/cold/poison/energy damage. The weapon inflicts some or all of its damage as the described type of damage, which is compared directly to the targets type of damage resist.
Damage Eater 1 – 15 (R)(L)Shields, Armor 30 Converts a small portion of damage dealt to the player (damage must be the same type as the eater) back to health. Stacks with other eaters of the same type, capped at 30, the ‘damage all’ type of eater is capped at 18%
Damage Increase 1 – 50(I) 1-70(R)(L) Weapons(I)(R)(L) 100 pvp
300 pvm
Increases the base damage you inflict with your weapon.  Can be removed from exceptional crafted items by use of Whetstone of Enervation
1 – 25(I) 1-35(L) Jewelry (I)(L)
5-35 Shields (R)(L)
Damage Modifier N/A Quivers (L) No Increases the final damage dealt by the bow it’s used with.
Defense Chance Increase 1-15(I) 1-20(R)(L) Melee Weapons (I)(R)(L) Shields (I) (R)(L)Jewelry (I)(L) 45 Increases your chance to dodge blows.
If before DCI is applied you have 50% chance to dodge, with 20% DCI you will have 60% chance to dodge.
1-25 (I) 1-35 (R)(L) Ranged Weapons (I)(R)(L)
1-5 (R)(L) Armor (R)(L)
Dexterity Bonus 1 – 8(I) 1-10 (L) Jewelry (I)(L) 150 Increases your Dexterity Stat by the number of points on the item.
1-5(R)(L) Armor (RL) Weapons (R)(L) Shields (R)(L)
Durability Bonus 10 – 100 (I) 10 – 150 (R)(L) Weapons(R)(L) armor(R)(L) shields(I)(R)(L) 150 Durability bonuses are applied to an object once. A more durable object takes longer to wear down and break.
Enhance Potions 5 – 25 (I) 5-35 (L) Jewelry(I)(L) 50 Increases the effects of potions when they are used. Poison and nightsight potions are excluded.
1-5 (R)(L) Armor(R)(L)
5-15 weapons (R)(L)
Faster Cast Recovery 1 – 3 (I)1-4 (R)(L) Jewelry (I)(L),
Spellbooks
6 Shortens waiting time between casting spells by 0.25 second per point.
Crafted Spellbooks have a maximum range of 1 – 2 FCR.
Faster Casting 1 Weapons(I)(R)(L),
Shields(I)(R)(L),
Jewelry (I)(L),
Spellbooks,
Wands(I)(R)(L)
2(4) Decreases the time required to cast  spells by 0.25 seconds per point. Capped at 2 for magery, necromancy & mysticism and 4 for  chivalry (if magery is below 70 skill) and spellweaving .
Hit Area Damage 2 – 50(I) 2 – 70 (R)(L) Weapons(I)(R)(L) N/A May be physical, fire, cold, poison or energy type Has a percentage chance on each hit to inflict damage on all hostile creatures within a 5 tile range.
Hit Chance Increase 1 – 15(I) 1-20(R)(L) Melee Weapons (I)(R)(L)
Jewelry (I)(L)
45 Increases your chance to hit your opponents.
If you before Hit Chance Increase is applied have 50% chance to hit, with 20% Hit Chance Increase you will have 60% chance to hit.
1-25 (I) 1-35 (R)(L) Ranged Weapons(I)(R)(L)
1 – 5(R)(L) armor (R)(L) shields(R)(L)
Hit Curse 2 – 50 Weapons(L) N/A Functions similarly to the spell ‘curse’ but has a 30 second cooldown; does not lower player maximum resistances
Hit Dispel 2 – 50(I)2-70(R)(L) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to cast the magery spell dispel on any summoned creature.
Hit Fatigue 2 – 70 (R)(L) Weapons (L) N/A Reduces the target’s stamina by a percentage of the damage dealt by the attack that triggers the effect.
Hit Fireball 2 – 50(I)2-70(R)(L) (see footnote) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to cast the magery spell fireball on the target.
Hit Harm 2 – 50(I)2-70(R)(L) (see footnote) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to cast the magery spell harm on the target.
Hit Life Leech 2 – 93(I) 2-100 (R)(L) (see footnote) Weapons (I)(R)(L) 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(I)2-70(R)(L)(see footnote) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to cast the magery spell lightning on the target.
Hit Lower Attack 2 – 50 (I) 2-70(R)(L) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to lower the hit chance of the target (HCI -25). Approximate duration, 5-10 seconds. The effect does not stack with itself,  percentage hit chance from items is multiplied, not added. example item 1 has 50% hla, item 2 has 30% hla, total hla = 65%
Hit Lower Defense 2 – 50 (I) 2-70(R)(L) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to lower the defensive capabilities of the target(DCI -25). Approximate duration, 5-10 seconds. The effect does not stack with itself,  percentage hit chance from items is multiplied, not added. example item 1 has 50% hld, item 2 has 30% hld, total hld = 65%
Hit Magic Arrow 2 – 50 (I) 2-70(R)(L) (see footnote) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to cast the magery spell magic arrow on the target.
Hit Mana Drain 2-70 Weapons (R)(L) 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 – 93(I) 2-100 (R)(L) (see footnote) Weapons (I)(R)(L) N/A On every successful hit, converts a percentage of the damage inflicted by the attack into mana points for the wielder.
(If you hit your target for 50 damage with a 60% Hit Mana Leech weapon, you have a chance of recovering between 0 (50 * 40% * 1% = 0.2) and 12 (50 * 40% * 60%) mana.)
Hit Point Increase 1 – 5(I) 1-7(R)(L) Armor(I)(R)(L) weapons (R)(L) shields (R)(L) 25 Increases your maximum hit points by the number of points on the item.
Hit Point Regeneration 1 – 2(I) 1-4(R)(L) Armor(I)(R)(L) shields (R)(L) 18 Increases the rate at which you regain hit points. (0.1 hit point per second per hpr point).
1-9 Weapons (R)(L)
Hit Stamina Leech 2 – 93(I) 2-100 (R)(L) (see footnote) Weapons (I)(R)(L) N/A Has a percentage chance on each hit to convert 100% of the damage inflicted on the target into stamina for the wielder.
(If you hit your target for 50 damage, you have a chance of regaining 50 stamina).
Intelligence Bonus 1 – 8 (I) 1-10(L) Jewelry (I)(L) 150 Increases your Intelligence Stat by the number of points on the item.
1-6 Spellbooks,
1-5(R)(L) Armor (R)(L) Weapons (R)(L) Shields (R)(L)
Lower Ammo Cost 20 -30 Quivers (L) 30 Reduces the number of arrows/bolts used by a percentage. (also runed driftwood bow, 15%)
Lower Mana Cost 1 – 8 (I)1-10(R)(L) Armor (I)(R)(L)
Jewelry(I)(L)
40 Lowers the amount of mana needed to cast a spell or use a special move.
1-6 Spellbooks
1-5 Shields (R)(L) Weapons (R)(L)
Lower Reagent Cost 1 – 20 (I) 1-25 (R)(L) Armor (I)(R)(L)
Jewelry(I)(L)
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.
1-16 Spellbooks
Lower Requirements 10 – 100 Weapons (R)(L)
Armor(R)(L)
Shields (I)(R)(L)
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 (I)1-150(R)(L) Weapons (I)(R)(L),
Armor (I)(R)(L)
Shields(R)(L)
Jewelry (I)(L)
N/A Potentially increases monster loot in 3 ways; a)number of items; b)number of properties; c)intensity of properties.
1-120(I) 1-170(R)(L) Ranged Weapons
Mage Armor N/A Armor (I)(R)(L) N/A Negates impediments to both active and passive meditation from armor types that would normally block it.
Also negates impediment to stealth skill. (As of publish 81 this property can be added or removed from an item by an npc mage guildmaster for a fee of 250,000gp, subject to the armor not having more than four properties or not being an artifact.)
Mage Weapon -29 – -20 (I)-29 – -15 (R)(L) Weapons (I)(R)(L) N/A Allows magery skill to substitute for the normal combat skill of the weapon. Special moves cannot be used via this substitution. Magery skill is reduced while a mage weapon is equipped.
Mana Increase 1 – 8 (I) 1-10(R)(L) Armor (I)(R)(L) N/A Increases your maximum mana by the number of points on the item.
1-6 spellbooks
1-5 Weapons (R)(L) shields (R)(L) Jewelry (L)
Mana Phase N/A Talisman (L) N/A Your next 2 mana checks are free, until you do damage or attempt to use mana. (Whichever comes first)
Mana Regeneration 1 – 2(I)1-4(R)(L) Armor (I)(R)(L) Shields(R)(L) No Increases the rate at which you regain mana, subject to diminishing returns.
Can be crafted on Spellbooks, maximum intensity of 1.
1-9 Weapons (R)(L)
1-4 Jewelry(L)
Massive N/A Armor(L) weapons(L) shields (L) N/A Increases the strength requirement of the item to 125. The word ‘massive’ does not appear in the item’s description
Night Sight N/A Armor (I)(R)(L) Jewelry (I)(L) N/A Negates dark nights
Prized N/A Armor(L), Jewelry(L), Weapons(L) Shields(L) No Item insurance cost is increased, cannot be blessed
Random Protection 1 – 60 Talismans (L) N/A Reduces the damage taken from a randomly named creature by a percentage amount.
Random Killer 1 – 100 Talismans (L) N/A Increases the damage inflicted on a randomly named creature by a percentage amount.
Random Summoner N/A Talismans (L) N/A Summons a random creature.
Reactive Paralyze N/A Shields(R)(L) 2 handed weapons (R)(L) N/A A chance to paralyze an attacker if the player parries their blow.
Reflect Physical Damage 1 – 15(I) 1-20 (R)(L) Armor (I)(R)(L)
Shields (I)(R)(L)
250 Reflect Physical Damage will reflect a percentage of any kinetic physical damage that is inflicted on you back onto the one who inflicted it.
1-15 Weapons (R)(L)
Replenish Charges N/A Instruments (L) N/A Will recharge the uses of an instrument: 1 charge per 5 (in game) minutes.
Currently only exists on Flute of Renewal and Dreadhorn’s Flute.
Resist 1 – 15(I) 1-20 (R)(L) Weapons (I)(R)(L)
Jewelry(I)(L)
70* Resist types are: physical/fire/cold/poison/energy. Resist allows you to resist a percentage of all described damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range. * Elven characters have an energy resist cap of 75.
1-15(I)1-30(R)(L) Armor (I)(R)(L)
1-15 (R)(L) Shields (R)(L)
Resonance 1 – 20 Shield (L) weapons (L) N/A Chance to resist spell-casting interruption if the damage received is the same type as the resonance.
Self Repair 1 – 7 Armor (R)
Shields (R) Weapons (R)
N/A Has a chance of regaining durability each time it takes damage in the amount of the self repair.
Skill Bonus 1 – 15 (I) 1-20(L) Jewelry (I)(L) N/A Increases your skillpoints in a particular skill, up to, but not exceeding your cap in that skill.
Skill Bonus items exist for all skills affected by champ spawn powerscrolls.
1-12 Spellbooks
Slayer N/A Weapons (I)(R)(L)
Instruments (L)
Talismans(L) spellbooks
N/A Weapons/spellbooks will do increased damage against all creatures within a certain group.
An instrument with the Slayer property will increase your success chances when using bard skills against all creatures within a certain group. (Slayer Property Items)
Soul Charge 5 – 30 Shields (R)(L) 50 A chance to convert a percentage of damage dealt to the player into mana.
Sparks N/A Weapons (L) N/A A chance to activate devastating energy sparks on their targets, causing energy damage over time. Will not activate with special moves.
Any post-resist damage done to a target is given back to the attacker as mana.
The effect is doubled on monsters.
Spell Channeling N/A Weapons(I)(R)(L), Shields(I)(R)(L), 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.  Makes a weapon immune to slime acid damage.
Spell Damage Increase 1 – 12 (I) 1-18(L) Jewelry (I)(L) 20(PvP) Increases the amount of damage spells inflict.
Crafted Spellbooks have a maximum range of 1 – 9.
This property is capped at 20% for Player vs. Player combat only. The cap further increases from 20% to 25% for ‘pure’ templates having no more than 30 modified skill points in another main skill like Magery, Necromancy, Mysticism, Focus, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivalry and Spellweaving. Example: magery/eval/inscrip/wrestle is a ‘pure’ mage and will have 25% sdi, adding another of the skills listed here at above 30 skill points reduces the sdi cap back to 20%
1-9 Spellbooks
Spell Focusing N/A Sash N/A Enabled and disabled through a context menu on the item this property affects damage spells aimed at a single target. The first spell has a damage modifier of -30% subsequent spells increase in increments of 6% until 00% then in increments of 2%, until +20%; For PvP encounters it remains at this level for the next 5 spells, in PvM increases of 2% continue till +30%, The next spell, or any change of target during the sequence, will reset the damage modifier to -30%. (excludes field spells, poison & summons)
Splintering Weapon 5 – 30 Weapons (L) N/A A glass shard breaks off from the weapon, striking the victim to cause a bleed effect and forcing walking. Stacks with the regular bleed effect to cause additional damage and extend the duration of the special attack. Weapon durability is substantially compromised during a successful attack. Will not process with disarm special move.
Stamina Increase 1 – 8 (I) 1-10 (R)(L) Armor (I)(R)(L) N/A Increases your maximum stamina by the number of points on the item.
1-5 Shields(R)(L) Weapon (R)(L) Jewelry (L)
Stamina Regeneration 1 – 3 (I) 1-4 (R)(L) Armor (I)(R)(L), Shields(R)(L) 24 Increases the rate at which you regain stamina. (0.1 point per second per point of SR.)
1-9 Weapons (R)(L)
Strength Bonus 1 – 8 (I)1-10 (L) Jewelry (I)(L) 150 Increases your Strength Stat by the number of points on the item.
1-5(R)(L)  armor (R)(L) Weapons (R)(L) shields (R)(L)
Swarm N/A Weapons (L) N/A A chance to activate a swarm of insects on their targets, causing physical damage over time until target takes fire damage or equips a torch.  Will not activate with special moves.
Swing Speed Increase 5 – 30 (I) 5-40 (R)(L) Weapons(I)(R)(L) 60 Increases the base speed at which you swing your weapon.
(Maximum swing speed = 1 swing per 1.25 seconds) Affects hit leech properties  (see footnote)
5-10 Jewelry(L) Shields (R)(L)
Unwieldy N/A Armor (L) Weapons (L) shields (L) N/A Increased item weight to 50 stones. The word ‘unwieldy’ does not appear in the item’s description.
Use Best Weapon Skill N/A Weapons (I)(R)(L) N/A Substitutes the character’s trained weapon skill for that normally required for the weapon type. (melee weapons only)
Velocity 2 – 50 Ranged Weapons (I)(R)(L) N/A Velocity is a damage modifier found only on archery and throwing weapons.
physical damage is added for each tile between the attacker and the target when the arrow strikes (#tiles x3 – max 30 points), if the property is triggered.
Ward Removal N/A Talismans (L) N/A Removes any protective spells in effect on a target.
Weight Reduction 30 – 50 Quivers (L) N/A Reduces the weight of the ammunition contained within it.
Wildfire Removal N/A Talismans (L) N/A Believed to quench the fire created by casting wildfire.

Leech Properties

The actual intensity range is from 2% to 50%; this is modified to a number between 1% and 100%, by a factor that is based on the modified weapon speed of the weapon (after factoring in Swing Speed Increase, if present). For the fastest weapons, with Swing Speed Increase, maximum item property intensity (50%) is modified to 37%. For the slowest weapons, the modified cap of 100% might be reached well before reaching maximum item property intensity.

On Hit Spells

The Evaluate Intelligence used for calculating the damage of on-hit spells is 80. The base damage is determined by the spell’s circle – so Magic Arrow has a base damage of 1-4 + 10. These properties are also subject to spell damage increase