Magic Item Properties

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Item Properties
This page details the different properties you can find on magic items.The numbers listed as the maximum attainable is for normally spawning/crafted items, except where a hard cap exists.
Property Intensity Range Found on Capped Description
 Antique  N/A  Weapons, armor, jewelry N/A  Increased durability loss, can be powdered 3 times. Each powder will reduce max durability to 250, 200 and 150 respectively. Can be repaired
Balanced N/A Weapons N/A Allows potions to be drunk while holding a 2 handed weapon. The Balanced Property currently only spawns on Bows but can be imbued on other 2 handed weapons.  Weapons thus imbued will be unable to parry or evade.
Bane N/A Weapons 350 This on hit property will only trigger when the targets health is below 50%. As the targets health decreases the chance for the property to fire will increase along with the damage inflicted. Bane has the potential to damage the target for up to 30% of the targets max hit points in physical damage. This damage cannot exceed 350 physical damage.
Battle Lust N/A Weapons 45 pvp90 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.
Blood Drinker N/A Weapons 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
Brittle N/A Armor, Talismans, Weapons N/A Brittle items cannot have powder of fortification applied to the item
Casting Focus N/A Armor N/A A percentage chance to resist interruptions while casting spells (capped at 12% from items), GM Inscription gives a 5% bonus. Cannot be imbued
Chaos Damage N/A Weapons
Quivers
N/A A random chance for one of the elemental damages: Physical; Fire; Cold; Poison; or Energy Damage
Cold Damage 10 – 100 Weapons N/A The weapon inflicts some or all of its damage as cold damage, which is compared directly to the targets cold resist.
Cold Resist 1 – 15 Weapons,
Armor, Jewelry
70 Cold Resist allows you to resist a percentage of all cold damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Craft Bonus 1 – 30 Talismans 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 N/A Increases the percentage chance to craft an item of exceptional quality.
 Cursed  N/A  Weapons, Armor, Jewelry  N/A  Cannot be insured or blessed
Curse Removal N/A Talismans N/A Removes a curse from a target, has a recharge delay. May have a limited number of charges.
Damage Eater 1 – 20 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
1 – 25
Weapons,
Jewelry
100 Increases the base damage you inflict with your weapon
Damage Modifier N/A Quivers No Increases the final damage  dealt by the bow it’s used with.
Defense Chance Increase 1 – 15 Weapons,
Shields,
Jewelry
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.
Dexterity Bonus 1 – 8 Jewelry 150 Increases your Dexterity Stat by the number of points on the item.
Direct Damage N/A Quivers N/A Applies direct damage before calculations of armor resists.
Energy Damage 10 – 100 Weapons N/A The weapon inflicts some or all of its damage as energy damage, which is compared directly to the targets energy resist.
Energy Resist 1 – 15 Weapons,
Armor,
Jewelry
70* Allows you to resist a percentage of all energy damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
* Elven characters have a cap of 75.
Enhance Potions 5 – 25 Jewelry 50 Increases the effects of potions when they are used. Poison and nightsight potions are excluded.
Ephemeral N/A All Item Types N/A Deducts maximum durability at a rate of one point per six minutes, while the item is equipped AND the wearer is actively fighting. Being in war mode does not count, nor does simply being the target of aggression. You have to actually be fighting. Also, it deducts from the 25-hour “lifetime” in 10-second increments; if you spend 10 minutes in a fight but only spend half that time in actual combat, your ephemerals will only lose 5 minutes of lifetime.The current durability is repaired to max durability frequently. The intent is for ephemerals to last for 25 hours of actual fighting time without having to worry about keeping them repaired. (Mike Moore, Systems Designer)
Faster Cast Recovery 1 – 3 Jewelry,
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,
Shields,
Jewelry,
Spellbooks,
Wands
2(4) Decreases the time required to cast Magery and Chivalry spells by 0.25 seconds per point. Capped at 2 for magery and 4 for chivalry.
Fire Damage 10 – 100 Weapons N/A This weapon inflicts some or all of its damage as fire damage, which is compared directly to the targets fire resist.
Fire Resist 1 – 15 Weapons,
Armor,
Jewelry
70 Allows you to resist a percentage of all fire damage .
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Hit Chance Increase 1 – 15 Weapons,
Shields,
Jewelry
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.
Hit Cold Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict cold damage on all hostile creatures within a 5 tile range.
Hit Curse 2 – 50 Weapons N/A Functions similarly to the spell ‘curse’ but has a 30 second cooldown.
Hit Dispel 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell dispel on any summoned creature.
Hit Energy Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict energy damage on all hostile creatures within a 5 tile range.
Hit Fatigue 2 – 50 Weapons N/A Reduces the target’s stamina by a percentage of the damage dealt by the attack that triggers the effect.
Hit Fire Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict fire damage on all hostile creatures within a 5 tile range.
Hit Fireball 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell fireball on the target.
Hit Harm 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell harm on the target.
Hit Life Leech 2 – 50* Weapons 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 Weapons N/A Has a percentage chance on each hit to cast the magery spell lightning on the target.
Hit Lower Attack 2 – 50 Weapons N/A Has a percentage chance on each hit to lower the hit chance of the target (HCI -25). Approximate duration, 5-10 seconds, not cumulative.
Hit Lower Defense 2 – 50 Weapons N/A Has a percentage chance on each hit to lower the defensive capabilities of the target (DCI -25 for non-player, 35% of the players Defense Chance Increase in pvp). Approximate duration, 5-10 seconds, not cumulative.
Hit Magic Arrow 2 – 50 Weapons N/A Has a percentage chance on each hit to cast the magery spell magic arrow on the target.
Hit Mana Drain 2 – 50 Weapons 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 – 50* Weapons 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 Physical Area 2 – 50 Weapons N/A Had a percentage chance on each hit to inflict physical damage on all hostile creatures within a 5 tile range.
Hit Point Increase 1 – 5 Armor 25 Increases your maximum hit points by the number of points on the item.
Hit Point Regeneration 1 – 2 Armor N/A Increases the rate at which you regain hit points. (0.1 hit point per second per hpr point).
Hit Poison Area 2 – 50 Weapons N/A Has a percentage chance on each hit to inflict poison damage on all hostile creatures within a 5 tile range.
Hit Stamina Leech 2 – 50 Weapons N/A Has a percentage chance on each hit to convert some of the damage inflicted on the target into stamina for the wielder. Initially 100% but subject to diminishing returns based on max player stamina.
Intelligence Bonus 1 – 8 Jewelry,
Spellbooks
150 Increases your Intelligence Stat by the number of points on the item.
Crafted Spellbooks have a maximum range of 1 – 6.
Lower Ammo Cost 20 Quivers 20 Reduces the number of arrows/bolts used by a percentage.(only currently on Quiver of Infinity)
Lower Mana Cost 1 – 8 Armor,
Jewelry,
Spellbooks
40 Lowers the amount of mana needed to cast a spell or use a special move.
Crafted Spellbooks have a maximum range of 1 – 6.
Lower Reagent Cost 1 – 20 Armor,
Jewelry,
Spellbooks
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. Crafted Spellbooks have a maximum range of 1 – 16.
Lower Requirements 10 – 100 Weapons,
Armor,
Shields
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 Weapons,
Armor,
Shields,
Jewelry
N/A Potentially increases monster loot in 3 ways;  a)number of items; b)number of properties;  ic)ntensty of properties.
Maximum on normal loot 100 on shields 0, Maximum enhanced 140, on shields 40. More information can be found here.
Mage Armor N/A Armor N/A Negates impediments to both active and passive meditation from armor types that would normally block it.
Also negates impediment to stealth skill.
Mage Weapon -29 – -20 Weapons N/A Allows magery skill to substute for the normal combat skill of the weapon. Special moves cannot be used via this substitution.  Magery skill is reduced by up to 30 points while a mage weapon is equiped.
Mana Increase 1 – 8 Armor, Spellbooks N/A Increases your maximum mana by the number of points on the item Crafted Spellbooks have a maximum range of 1 – 6.
Mana Phase N/A Talisman 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 Armor, Spellbooks No Increases the rate at which you regain mana, subject to diminishing returns.
Crafted Spellbooks have a maximum intensity of 1.
 Massive  N/A  Weapons, Armor N/A  Increased strength requirement, indicated in the strength requirement property.
Night Sight N/A Armor, Jewelry N/A Negates dark nights
Physical Damage 10 – 100 Weapons N/A This weapon inflicts some or all of its damage as physical damage, which is compared directly to the targets physical resist.
Physical Resist 1 – 15 Weapons,
Armor,
Jewelry
70 Allows you to resist a percentage of all physical damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Poison Damage 10 – 100 Weapons N/A This weapon inflicts some or all of its damage as poison damage, which is compared directly to the targets poison resist.
Poison Resist 1 – 15 Weapons,
Armor,
Jewelry
70 Poison Resist allows you to resist a percentage of all poison damage.
Base armor resists, runic bonus and exceptional bonus are cumulative, allowing items to exceed the itensity range.
Prized  N/A  Weapons, Armor, Jewelry  N/A  Item insurance cost is increased, cannot be blessed
Random Protection 1 – 60 Talismans N/A Reduces the damage taken from a randomly named creature by a percentage amount.
Random Killer 1 – 100 Talismans N/A Increases the damage inflicted on a randomly named creature by a percentage amount.
Random Summoner N/A Talismans N/A Summons a random creature.
Reactive Paralyse N/A Shields N/A A chance to paralyse an attacker if the player parries their blow.
Reflect Physical Damage 1 – 15 Armor,
Shields
105 Reflect Physical Damage will reflect a percentage of any physical damage that is inflicted on you back onto the one who inflicted it.
Replenish Charges N/A Instruments 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.
Resonance 1 – ? Weapons N/A Chance to resist spell-casting interruption if the damage received is the same type as the resonance.
Self Repair 1 – 5 Armor,
Shields
N/A Has a chance of regaining durability each time it takes damage in the amount of the self repair.
Skill Bonus 1 – 15 Jewelry,
Spellbooks,
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.
Crafted Spellbooks have a maximum range of 1 – 12 in  Magery, Evaluate Intelligence, Meditation or Resisting Spells.
Slayer N/A Weapons,
Instruments,
Talismans
N/A Weapons will do double 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.
For a list of the different Slayer groups, go here.
Soul Charge 1 – ? Shields N/A A chance to convert a percentage of damage dealt to the player into mana.
Spell Channeling N/A Weapons,
Shields,
Wands
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
Spell Damage Increase 1 – 12 Jewelry,
Spellbooks
15(PvP) Increases the amount of damage spells inflict.
Crafted Spellbooks have a maximum range of 1 – 9.
This property is capped at 15% for Player vs. Player combat only.
Splintering Weapon 1 – ? Weapons 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.
Stamina Increase 1 – 8 Armor N/A Increases your maximum stamina by the number of points on the item.
Stamina Regeneration 1 – 3 Armor 24 Increases the rate at which you regain stamina. (0.1 point per second per point of SR.)
Strength Bonus 1 – 8 Jewelry 150 Increases your Strength Stat by the number of points on the item.
Swing Speed Increase 5 – 30 Weapons 60 Increases the base speed at which you swing your weapon.
(Maximum swing speed = 1 swing per 1.25 seconds)
Unwieldy N/A Weapons N/A Increased item wieght indicated in the items weight property
Use Best Weapon Skill N/A Weapons N/A Substitutes the character’s trained weapon skill for that normally required for the weapon type. (melee weapons only)
Velocity 2 – 50 Weapons N/A Velocity is a damage modifier found on some bows.
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 N/A Removes any protective spells in effect on a target.
Weight Reduction N/A Quivers N/A Reduces the weight of the ammunition contained within it.
Wildfire Removal N/A Talismans N/A Believed to quench the fire created by casting wildfire.

* 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.

Last modified: September 24, 2014

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