Resist Modifiers:
Resistance modifiers apply their bonus directly to your character’s different resistances. Resistances reduce damage done by attacks. For example, at 40% Physical Resistance, all Physical damage dealt to the player will be reduced by 40%.
Physical Resist – Previously considered as AR, this effect is now a resistance to physical damage. AR used to block a set amount of damage per hit – but Physical Resistance blocks a percentage of damage from each hit. This property adds directly to your Physical Resistance.
Fire Resist – This item property adds to your Fire Resistance.
Energy Resist – This item property adds to your Energy Resistance.
Cold Resist – This item property adds to your Cold Resistance.
Poison Resist – This item property adds to your Poison Resistance.
Durability Effects:
Durability – Durability bonuses are applied to an object once. A more durable object takes longer to wear down and break.
Regeneration Effects:
Hit Point Regeneration – Increases the wearer’s natural Hit Point regeneration rate.
Mana Regeneration – Increases the wearer’s natural Mana regeneration rate.
Stamina Regeneration – Increases the wearer’s natural Stamina regeneration rate.
Defense Increasers:
Defense Chance Increase – Increases the wearer’s chance that his opponents’ swings (or arrows/bolts) will miss.
Stat Bonuses:
Strength Bonus – Increases a player’s strength while the object is equipped.
Intelligence Bonus – Increases a player’s intelligence while the object is equipped.
Dexterity Bonus – Increases a player’s dexterity while the object is equipped.
Skill Bonuses:
Skill Bonus – Grants a bonus to a specific skill while the object is equipped.
Derived Stat Bonuses:
HP Increase – Increases a player’s maximum Hit Points while the object is equipped.
Mana Increase – Increases a player’s maximum Mana while the object is equipped.
Stamina Increase – Increases a player’s maximum Stamina while the object is equipped.
Damage Converters:
Normally, weapons do 100% of their damage as Physical Damage. Damage Converters convert part (or all) of a weapon’s damage to one of the four Elemental Damage Types. The total of the weapon’s Physical, Fire, Cold, Energy, and Poison damage will always be 100%.
Physical Damage – % of the damage that will be dealt as Physical damage.
Fire Damage – % of the damage that will be dealt as Fire damage.
Cold Damage – % of the damage that will be dealt as Cold damage.
Energy Damage – % of the damage that will be dealt as Energy damage.
Poison Damage – % of the damage that will be dealt as Poison damage.
Damage Increasers:
Damage Increase – Increases the maximum and minimum damage the wielder deals with wrestling, melee and ranged weapons.
Speed Effects:
Swing Speed Increase – This property increases the weapon’s swing rate by a percentage, allowing the wielder to swing more frequently in combat.
Hit Increasers:
Hit Chance Increase – Increases the player's chance to hit a target with wrestling, melee and ranged weapons.
Caster Modifiers:
Spell Damage Increase – Increases the damage of the item wearer’s spells.
Faster Cast Recovery – Lowers the amount of time to recover after casting a spell.
Mage Armor – Mage Armor items eliminate an item’s Meditation penalty. For example, a plate tunic with the Mage Armor property will no longer reduce the effectiveness of the wearer’s use of the Meditation skill to regain mana.
Faster Casting – Lowers the amount of time required to cast a spell.
Lower Mana Cost – Lowers the amount of Mana required to cast a spell by a percentage. This includes Necromancer spells and Paladin abilities.
Lower Reagent Cost – % chance that any spell or Paladin Ability cast by the wearer will not consume reagents or Tithing Points.
Spell Channeling – Allows a mage to wield a weapon while casting a spell, but increases the wielder’s spell casting time.
Mage Weapon – Uses the player’s Magery skill as a combat skill for the weapon (i.e.: Magery used in lieu of Swordsmanship for a sword). However, the wielder’s Magery skill is lowered while wielding such a weapon. Note that using Special Moves associated with the weapon will still require the wielder to have the required amount of skill points in the actual weapon skill.
Hit Effects:
Hit Slayer – This property corresponds to the classic Slayer Weapons. The weapon with this property will do double damage versus a specific monster or grouping of monsters.
Hit Stamina Leech – Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target’s Stamina, transferring the leeched Stamina to the weapon’s wielder.
Hit Mana Leech – Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target’s Mana, transferring the leeched Mana to the weapon’s wielder.
Hit Life Leech – Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target’s Hit Points, transferring the leeched Hit Points to the weapon’s wielder.
Hit Lower Attack – A successful hit with this weapon temporarily lowers the attack rating of the target by a certain percentage.
Hit Lower Defense – A successful hit with this weapon temporarily lowers the defense rating of the target by a certain percentage.
Hit Spell Effects:
Each time a weapon with one of the following properties hits a target, it has a chance (given as a percentage) of firing the listed spell effect on that target. Hit Spell Effect items have unlimited uses.
Hit Magic Arrow – Percentage rate of cast for Magic Arrow.
Hit Harm – Percentage rate of cast for Harm.
Hit Fireball – Percentage rate of cast for Fireball.
Hit Lightning – Percentage rate of cast for Lightning.
Hit Dispel – Percentage rate of cast for Dispel (if the target is a summoned creature).
Area Damage Effects:
Like Hit Spell Effects, these properties give weapons a chance to cause damage in an area of effect around the wielder. The damage done by these effects only harms targets the wielder can legally attack, so there is no worry of accidentally harming an innocent.
Hit Cold Area – Percentage chance to do an area-effect Cold attack on a successful strike.
Hit Fire Area – Percentage chance to do an area-effect Fire attack on a successful strike.
Hit Poison Area – Percentage chance to do an area-effect Poison attack on a successful strike.
Hit Energy Area – Percentage chance to do an area-effect Energy attack on a successful strike.
Hit Physical Area – Percentage chance to do an area-effect Physical attack on a successful strike.
Use-based Targetable Effects:
These effects contain charges of different spells. Unlike Hit Spell Effects, these can be activated at will by the item wearer.
Heal – Cast Lesser Heal on a target.
Greater Heal – Cast Greater Heal on a target.
Magic Arrow – Cast Magic Arrow on a target.
Harm – Cast Harm on a target.
Fireball – Cast Fireball on a target.
Lightning – Cast Lightning on a target.
Additional Effects:
Night Sight – A permanent, non-charged, light source that raises the ambient light level for the wearer.
Luck – Raises the wearer’s Luck statistic, which increases the potency and number of magical properties associated with loot on monsters the player kills.
Lower Requirements – Lowers the strength, dexterity, and intelligence requirements to wear an object.
Reflect Physical Damage – Reflects a portion of Physical Damage the player receives back at the source of the damage.
Self Repair – The item repairs its durability over time. This time is only calculated while you are logged in with the item equipped.
Enhance Potions – This property increases the effectiveness of potions used by the wearer by a percentage.
Best Weapon Skill – Uses the player’s highest weapon skill to attack with the weapon, instead of the specific skill needed for the weapon.
<font size=-1>[ Ta wiadomość została zmieniona przez: Scorpio dnia 2003-03-09 15:41 ]</font>
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