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ABCUO Guides

Introduction to ABCUO
Overview
New Player Benefits
Player vs Player
Player vs Monster
Shard Commerce
Other Features
Mondain's Legacy Release
Stygian Abyss Status

ABCUO Features
Combat Information
Enhanced Factions
PVP Rankings
Double Domination
Capture The Flag
Toolbars
Shard Staff

New Player Guide
Setting Up
Getting Around
Combat
New Player Quests
Death
Training
Macros
Reputation
Gathering Wealth
Building a Home
Forming Associations
Logging Out
External Links

ABCUO Lore
Commands
Quests
Player Races
NPC Guilds
Peerless Bosses and Dungeons
Unique Monsters
Animal Taming Contracts
Bulk Orders
Blacksmithy Bulk Order Rewards
Tailor Bulk Order Rewards
Veteran Rewards

Equipment
Overview
Item Properties
Materials [link]
Runic Tools
Weapons
Weapon Abilities
Neon Weapons
Armor
Jewelry
Shields
Quivers
Talismans
Spellbooks
Slayers
Hunting and Luck
Recipes
Magical Ingredients
Altering for Gargoyles

Artifacts and Rares
Doom Stealable Artifacts
Doom Equipment Artifacts
Paragon Minor Artifacts
Tokuno Stealable Artifacts
Lesser Treasures of Tokuno
Greater Treasures of Tokuno
ML Minor Artifacts
Peerless Artifacts
Equipment Sets
Craftable Artifacts
Craftable Magic Weapons
Craftable Magic Jewelry
Anniversary Artifacts
Virtue Artifacts
Champion Artifacts
Ter Mur Artifacts
Ter Mur Stealable Artifacts
Custom Artifacts

Skill Overview
Skill Training Guide
Power Scrolls and Champion Spawns
Training Stats

Combat Skills
Weapon Proficiencies
Parrying
Healing
Bard Skills
Anatomy and Tactics
Meditation and Focus
Resisting Spells

Spellcasting
Magery
Necromancy
Spirit Speak
Chivalry
Bushido
Ninjitsu
Spellweaving
Mysticism

Crafting Skills
Inscription
Alchemy
Blacksmithy
Tailoring
Tinkering
Carpentry
Bowcraft
Cooking
Imbuing
Item Identification

Harvest Skills
Fishing
Lumberjacking
Mining

Rogue's Skills
Hiding
Stealth
Snooping
Stealing
Poisoning
Tracking
Detecting Hidden

Animal Skills
Animal Taming
Veterinary
Animal Lore
Herding

Treasure Hunting
Cartography
Lockpicking
Remove Trap

Other Skills
Forensic Evaluation
Camping
Begging
Equipment Properties
The difference between a common piece of equipment and a prized high quality piece is almost always in the magical item properties contained within. In order to properly outfit your character, you must learn the effect of every property.


Magical Property Effects

Resistances - Damage resistance is always welcome, with different resistances having different importance depending on what you're fighting. Your maximum resistance is 70% in each type. Extra resistance is considered most valuable on armor, somewhat valuable on jewelry, and not quite as valuable on weapons.

Hit/Defence Chance Increase - Hit chance and defense chance modify your ability to fight with weapons, and are highly valued properties on any piece of equipment.

Stat Bonuses - Strength, dexterity, and intelligence bonuses are very helpful, with the value of each stat bonus varying depending on the type of character you are.

Derived Stat Bonuses - Hit point, stamina, and mana bonuses are not quite as valued as regular stat bonuses, as they have a slightly reduced benefit. However they are critical for those players who are trying to maximize a particular derived stat.

Damage Increase - Increased damage on weapons is valuable to players dedicated to weapon damage.

Swing Speed Increase - This property increases the swing rate for weapons by a percentage, and is thus more valuable for faster weapons than it is for slower weapons. Even for slower weapons, this property is highly valued.

Spell Damage Increase - SDI is highly valued by those players who do the majority of their damage using magery.

Faster Casting - Probably the most important property for spellcasters, faster casting (FC) increases the time spent casting spells. Any serious mage wears jewelry with 4 FC, as do players who use a lot of chivalry.

Faster Cast Recovery - Almost as important as faster casting for spellcasters, faster cast recovery (FCR) reduces the "cool down" delay between casting one spell and the next. Almost all serious mages wear 8 FCR.

Spell Channeling - This property allows you to cast magery spells while continuing to equip your weapon and/or shield. Note that when a piece of equipment has this property, it is normally accompanied with faster casting -1: a casting penalty. In rarer occasions the equipment will not have the casting penalty (no faster casting -1) because it has both the spell channeling and faster casting properties, resulting in what is called "SC no pen(alty)". In addition, you can meditate while holding SC equipment. Most mages consider this to be a required property.

Lower Mana Cost - LMC is a very useful property, particularly for those who cast spells, but also when using weapon abilities. Dedicated mages usually try to wear 40% LMC.

Lower Reagent Cost - LRC allows you to save reagents, as well as tithing. When wearing LRC, for each spell cast there is a chance that you will not consume reagents or tithing. It is possible to wear 100% LRC, allowing you to cast spells without carrying any reagents. While this is useful when training skills, LRC doesn't actually help you do anything more effectively, and most players disregard LRC when evaluating equipment.

Regeneration - Increases your natural regeneration rate of hit points, stamina, or mana. Hit point and stamina regeneration are generally considered minor properties, as you can raise hit points by healing, and stamina by drinking a refreshment potion or casting divine fury. In comparison, mana regeneration is valued by many players.

Hit Spell - Hit spell (magic arrow, harm, fireball, or lightning) is one of the most valued properties, as it is basically bonus damage that cannot be parried. In addition to the damage, hit magic arrow and fireball also do delayed damage, providing an extra spell disrupt on the target that is especially useful against mages.

Hit Spell Area - Hit area (physical, fire, cold, poison, or energy) is generally regarded as a negative property. While at first it may seem nice to do damage to all creatures in range, it's not so nice when everything gets hit and starts attacking you. For red (murderer) players in town, holding a weapon with hit spell can mean instant death as you accidentally damage an innocent blue and get killed by the town guards. Some players do find hit area to be useful, particularly in champion spawns.

Hit Leech - Weapons with a hit leech property (hit point, stamina, or mana) convert the damage done by the weapon and give you hit points, stamina, or mana. They do not reduce the target's hit points, stamina, or mana. While all hit leech properties are useful, hit mana leech is particularly valuable because it's much easier to recover hit points and stamina than mana.

Hit Lower Attack/Defense - Hit lower will reduce the target's attack or defense capability for a short period of time.

Slayer - Wielding a weapon that has a slayer property (such as snake slayer) performs bonus damage on the monster of the specified type.

Luck - Wearing luck equipment increases your chance of finding powerful equipment as monster loot, as well as increasing your chance of receiving artifacts.

Reflect Physical Damage - Physical damage done to you will be reflected to the source, though you will still take damage. Some players find it helpful to have some reflect physical damage in PVP situations.

Mage Armor - Armor with this property allows you to meditate (both actively and passively) without removing your armor. Note that some types of equipment (leather armor, and all clothing) already allows you to meditate, so those items will never have this property. In general, players choose to use leather armor as there is little drawback compared to other "non-medable" armor, and a piece of armor with the mage armor property is seen as having a wasted property.

Mage Weapon - When a weapon with the mage weapon property is used to fight, your magery skill is used to determine your combat ability. The intensity of the mage weapon property is a negative modifier, so wielding that weapon reduces your magery skill and also your combat ability. As a result, the mage weapon property is considered a liability. The only positive of this property is when training the magery skill, as it allows you to train magery with an artificially reduced skill.

Enhance Potions - The effects of potions are increased by the percentage worn.

Elemental Damage Conversion - This property on weapons is not precisely a property, but rather a modification of the weapon. Weapons normally do 100% physical damage, but weapons with this property can do up to 100% elemental damage.

Chaos Damage - Chaos Damage is not a particular type of damage, but rather means that your weapon will inflict a random one of the five damage types with each hit.

Skill Bonuses - Jewelry with skill bonuses do not raise skills beyond the skill cap, and thus have very little value. Possible exceptions are jewels with bonuses in skills that you choose not to train, such as animal taming.

Self Repair - A bit of a misnomer, this property reduces the amount of damage that your equipment takes, effectively giving it longer life. You will not see the durability simply increase in time.

Durability Bonus - Gives your equipment higher maximum durability. A minor property.

Hit Dispel - Instantly dispels a summoned creature.

Best Weapon Skill - When a weapon with this property is equipped, your highest weapon skill is used regardless of the weapon type. Note that wrestling is not considered a weapon skill.

Night Sight - Using equipment with the night sight property makes the world look like daytime regardless of how bright it actually is. This is not a very valuable property.

Lower Requirements - Reduces the strength requirements for using this piece of equipment. This property has almost no value.

Balanced - Appearing only on bows, this property allows the wielder to drink potions without having to unwield their weapon.

Velocity - Appearing only on bows, this property is the chance of doing bonus physical damage based on distance. The further the distance to the target, the higher the damage.

Battle Lust - No effect at this time.

Hit Curse - Curses the target like the curse spell. 30 second cooldown.

Hit Fatigue - Inflicts additional fatigue loss on the target proportional to the amount of damage done.

Hit Mana Drain - Reduces the target's mana proportional to the amount of damage done.

Splintering Weapon - A shard of your weapon may splinter, causing the victim to bleed and forcing them to walk. Stacks with bleed attack.

Reactive Paralyze - The attacker has a chance of being paralyzed when you parry their melee attack.

Casting Focus - A chance of resisting spell disruption.

Resonance - If the resonance type of your equipment matches damage type of an attack that you are hit with, you have a chance of resisting spell disruption.

Soul Charge - Damage you receive has a chance of increasing your mana.

Blood Drinker - Damage done by your weapon's bleed attack heals you.

Damage Eater - Damage you receive of a given type (physical, fire, etc.) can be eaten and turned back into health.

Brittle - Any item with this property cannot be enhanced with powder of fortification.

Magical Properties
This chart lists the magical properties, the potential intensity of each property, and which equipment types can have the property on typical loot and crafted equipment. Note that the intensity ranges and types listed here are for runic crafted and looted items only; artifacts may have property intensities that do not follow this table.
PropertyRangeWeaponShieldArmorJewelry
Balancedyes/no bows only
Best Weapon Skillyes/no X
Cold Resist1-15 XXX
Damage Increase1-25 X
Damage Increase1-50 X
Defence Chance Increase1-15 XXX
Durability Bonus10-100 XXX
Energy Resist1-15 XXX
Elemental Damage10-100 X
Enhance Potions5-25 X
Faster Cast Recovery1-3 X
Faster Casting1 XXX
Fire Resist1-15 XXX
Hit Spell Area2-50 X
Hit Chance Increase1-15 XXX
Hit Dispel2-50 X
Hit Spell2-50 X
Hit Life Leech2-50 X
Hit Lower Attack2-50 X
Hit Lower Defense2-50 X
Hit Mana Leech2-50 X
Hit Point Regeneration1-2 X
Slayeryes/no X
Hit Stamina Leech2-50 X
Hit Point Increase1-5 X
Intelligence Bonus1-8 X
Lower Mana Cost1-8 XX
Lower Reagent Cost1-20 XX
Lower Requirements10-100 XXX
Luck1-100 XXX
Mage Armoryes/no X
Mage Weapon19-28 X
Mana Increase1-8 X
Mana Regeneration1-2 X
Night Sight XX
Physical Resist1-15 XXX
Reflect Physical Damage1-15 XX
Self Repair1-5 XX
Skill Bonus1-15 X
Spell Channelingyes/no XX
Spell Damage Increase1-12 X
Stamina Increase1-8 X
Stamina Regeneration1-3 X
Strength Bonus1-8 X
Swing Speed Increase5-30 X
Velocity2-50 bows/thrown


 

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