Play Now
Alpha Things change and break. Press F8 in the game to tell us; every note is read and weighed for what comes next.

Items and Magic

What the names on your gear mean, and what each kind of magic does.

What weak creatures drop is mostly plain: a longsword is a longsword. Tougher creatures drop magic more often. It arrives unnamed ("a magic longsword") until you name it with Item Identification, or pay a mage to; its magic works either way.

There are two kinds of weapon magic, and a weapon can have both: a tier that makes every blow harder, and a property that does something extra when a blow lands.

Weapon tiers

TierDamage on every blow
Ruin+10%
Might+20%
Force+30%
Power+40%
Vanquishing+50%

The tier multiplies the weapon's damage on every blow, and it shows in the name: "a longsword of Vanquishing". The higher tiers come from tougher creatures, and each tier adds ten points of durability.

Weapon properties

Flaming
Every blow that lands also burns for a third again (35% of the blow, at least 2) as fire.
Venomed
Every blow that lands on a creature poisons it: 3 to 5 damage every 2 seconds for 10 seconds. A fresh blow restarts the clock.
Frost
Every blow that lands on a creature slows it to half pace for two and a half seconds.
Shocking
Every blow that lands arcs lightning to the nearest other foe within four tiles, for half the blow.
Vampiric
Every blow that lands heals you a quarter of the damage it dealt.

Slayers

SlayerHalf again against
Silverthe undead: zombies, skeletons, liches
Orc Slayerorcs, orc shamans, warchiefs
Repondtrolls, ettins, ratmen
Exorcismdaemons, gazers, imps
Dragon Slayingdragons
Vermin Slayerrats, ratmen, mongbats

A property fires on every blow that lands, melee or arrow; once a weapon has one there is no chance roll. A slayer adds half the blow again against its kind and nothing against anything else. Most magic weapons carry no property. Flaming, Venomed and Vermin Slayer turn up from the start; Frost, Silver and Orc Slayer from tougher creatures; Shocking, Repond and Exorcism tougher still; Vampiric and Dragon Slaying only from the hardest. Slayers are the rarer half of the table.

Armour

MaterialFull suit soak
Leather8%
Studded leather12%
Bone, ringmail, chainmail18%
Plate25%

The figure is a full suit's soak against physical blows. Each piece carries its share: the tunic 30%, legs 25%, arms 15%, helm 12%, gloves 10% and gorget 8% of it, so a plate tunic alone is worth 7.5%. Heavier sets need more strength to wear.

Armour magic (since v0.4)

QualityOff every physical blow, per piece
Defense or Fortification1%
Durability2%
Guarding3%
Hardening4%
Invulnerability5%

Magic armour takes that share off every physical blow, on top of the piece's soak, per piece worn, up to 15% in all. Spells, fire, poison and lightning are not physical and pass it by. The tooltip shows the figure.

How rare magic is

CreatureLoot tierWhat drops
Weak creatures: rats, zombies, skeletonstier 1about 2 kills in 100 carry magic
Orcs, trollstier 2about 20 in 100
Liches, daemons and the liketier 3about 70 in 100
Mini-bossestier 41 or 2 pieces of gear, at least one magic
Bossestier 52 or 3 pieces of gear, mostly magic

Since v0.7, closer to old UO. The top tiers, Power and Vanquishing, stay rare whatever drops. Gold, reagents and potions drop as before; boss uniques, first kills and the campaign's own rewards roll separately.

A plain piece sells for its base price, as does magic you have not named: the keeper does not know what you are selling either. Named magic fetches more: a weapon of Vanquishing about four times the plain price, five with a property; magic armour half again per tier.

Wear and repair

Weapons lose a point of durability about one blow in 25. Armour wears only where you are struck, one blow in eight on the piece that was hit, so a suit lasts weeks of hunting. A worn piece warns you at half and at a quarter.

At zero a piece keeps working but loses a point of its maximum each time instead, "severely damaged", and breaks only when that is gone. A broken piece is replaced from your pack by the next best you can wear.

A smith repairs it for a gold a missing point, half again per tier of magic. Or mend it yourself at a forge with tongs and an iron ingot, at the cost of a point of maximum.

A worked example

A Warrior at 50 Swordsmanship, 50 Tactics and 50 Strength, against a troll in the open world (about 64 hit points). Damage per blow is the weapon's roll × its tier × your strength (+4% per 10 points over 20) × your skill (+0.15% per Swordsmanship point, +0.1% per Tactics point): here × 1.26 before the tier.

WeaponDamage per blowBlows to kill
Plain longsword10 to 16, about 135
Longsword of Vanquishing15 to 25, about 204
Flaming longsword of Vanquishingabout 27 (20 + 7 fire)3

Roughly, counting only blows that land; misses, a lucky roll or a critical change it.

Uniques and caches

Some things are on no loot table at all: named pieces from bosses, and what waits in the hidden caches and the secrets under Minoc. Those you have to go and find.

Secrets of the Deeps › · Item Identification ›