Magical Item Properties Since the Compendium doesn't have much information about Magical Item Properties and any generic source of UO knowledge will not contain information about the UO:R Magical Item Properties any more, this post might be helpful. Most of the information is taken from old Stratics pages like http://web.archive.org/web/20010306162501/http://uo.stratics.com/enchant.shtml Armor Enchantments Prefix Durable +5 to item HP Substantial +10 to item HP Massive +15 to item HP Fortified +20 to item HP Indestructible +25 to item HP Suffix Defense +5 (Full Set) / +0.4(Neck, Hands), +0.7(Arms, Head, Legs/Feet), +2.2(Body) to AR Guarding +10 (Full Set) / +0.7(Neck, Hands), +1.4(Arms, Head, Legs/Feet), +4.4(Body) to AR Hardening +15 (Full Set) / +1.1(Neck, Hands), +2.1(Arms, Head, Legs/Feet), +6.6(Body) to AR Fortification +20 (Full Set) / +1.4(Neck, Hands), +2.8(Arms, Head, Legs/Feet), +8.8(Body) to AR Invulnerability +25 (Full Set) / +1.8(Neck, Hands), +3.5(Arms, Head, Legs/Feet), +11.0(Body) to AR BOLD Suffixes can be considered valuable Weapon Enchantments Prefix Accurate +5.0 to Tactics or +4.6 to Archery* Accurate, Surpassingly +10.0 to Tactics or +9.3 to Archery* Accurate, Eminently +15.0 to Tactics or +14.0 to Archery* Accurate, Exceedingly +20.0 to Tactics or +18.7 to Archery* Accurate, Supremely +25.0 to Tactics or +23.3 to Archery* * The bonus is applied to the Archery Skill level (not to Tactics) if the enchanted weapon is a bow or crossbow. Durability Durable +10 to item HP Substantial +20 to item HP Massive +30 to item HP Fortified +40 to item HP Indestructible +50 to item HP Suffix Ruin +1 damage Might +3 damage Force +5 damage Power +7 damage Vanquishing +9 damage BOLD Suffixes can be considered valuable Magic Item Properties vs GM Smith Exceptional Items GM Smith Exceptional weapon have a +4 damage modifier and sit right between Might and Force Magical Items and have +10 item HP. GM Smith Exceptional armor has increased AR but comes with +10 item HP. Remark from Dalavar : A plate tunic has 18 AR, an Exceptional plat tunic has 21 AR. Crafting weapon with colored ingots does not provide ANY benefit apart from the fancy color. Remark from Ezekiel : Only weapons crafted with a runic hammer will retain the ingot color. Crafting armor with colored ingots does provide an AR bonus though. I'm happy about any additional input I can get. If you want to help with the value of certain properties, please let me know. I'm not very experienced with that ...
For the archery section, this shard uses +5, +10... +25 for the "accuracy" bonuses. And GM-crafted leather armors give additonal AR, so I'd assume GM-crafted metal armors would as well (happy to test tonight, but can't log in at the moment).
This is only true if the item crafted is done so with a runic hammer, otherwise regardless of the metal used to craft the weapon, it will always default its color to Iron.
I don't know about the HP, but they definitely do have increased AR. A plate tunic has 18 AR, an Exceptional plat tunic has 21 AR. Also note that there's no difference between GM Exceptional and plain old Exceptional, in terms of AR and HP.
Thanks very much for all the input !!! Worked some of the stuff into the opening post. Seems I can't rely purely on T2A/Renaissance era sources I gotta get my GM smith going !
Old thread I know but, looking at UO Guide, shouldn't accuracy modifiers increase weapon skill not tactics (i.e. damage)?
that is a really big debate that has spawned quite a few threads in the past. UOR's motto is "History Perfected", so you will not see everything era for era here. The problem with it being set to melee skill here is that it disrupts the hit chance formula, which is 50-to-50 percent when you have two gms fighting. Due to how hit chance is calculated, it will actually lower the opposite party's hit chance if they don't have an equal melee skill. This raises the issue when you have a wrestler trying to land a stun or evade an attacker in general. While it is known that mages have a power creep, one must note that if you increase hit chance for dexxers through magical weapon properties you would also lower the mage's ability to evade, cast, or land stuns. I think they decided to stick with tactics and damage increase as the property because mage's are already a challenging class to play and it would be bad to nerf them is such an all encompassing manner. *HOWEVER* there is way to get around this and it would require reworking the hit chance formula so that hit chance could increase on the dexxers side while not messing with the wrestler's side. For example, instead of it coming out to 55-to-45, force it to come out as 55-to-50. It would just take some math tinkering.
There's not a guide specifically for that afaik, but @Dalavar posted this some time back I believe. Runics Runic weapons allow for both magical and exceptional boosts to be combined for even stronger weapon damage. Their boosts are the following: Dull Copper: Durable Accurate Shadow: Durable of Ruin Copper: Fortified Surpassingly Accurate of Ruin Bronze: Fortified Surpassingly Accurate of Might Gold: Indestructible Eminently Accurate of Force Agapite: Indestructible Eminently Accurate of Power Verite: Indestructible Exceedingly Accurate of Power Valorite: Indestructible Supremely Accurate of Vanquishing
Thanks for all the info @Duz-luk - really helpful! Not anything that'll be addressed soon then I imagine... does that mean it was unbalanced this way on OSI back in the day?
Unbalanced isn't really the way to look at it though. There are no magical pugilism gloves to allow wrestlers an equal advantage. In other words, catering to one will nerf the other no matter what. That is where the imbalance lies and why weapon skill isn't used here and tactics is. As for OSI, I don't remember how it was done back then. I will say it can be fixed here though, by either two ways or a combination of both. First being the aforementioned pugilism gloves, which could share an equal drop rate as magic weapons. AND/OR doing what I said with forcing the hit chance formula by modifying it. Something akin to FORMULA: Hit Chance = ( Attacker's Weapon Ability + 50 ) ÷ ( ( ( Defender's Weapon Ability - Defender's Weapon Bonus ) + 50 ) x 2 ) if that's possible
Please the guys of the shard could give a extra bonus for crafted arms with special ore... they are not easy to collect in good quantity.. a katana, halberd and axes could be at least the color and a special bonus even if is not made with runic hammer.. Lets incentive the blacksmith market, that has not so much value in renaissense(and for me is the only bad thing about this shad that i could point).
How useful are orcish bows (dropped from orcish scouts) compared to GM marked bows? Are there any other unusual weapons that exist outside the usual crafted/magic bonus systems? Thanks for all the hard work for this great sever.
I have tried making gm weapons with runic hammers and other ores no colour change to any.... and no magic properties
Just a heads up seems the ore has to be in line with the hammer. Copper runic hammer using copper ingots to have effect