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Ultima Online Item Properties Guide:


elow you will find a complete listing of the attributes items in Ultima Online can have. You also have the ability to sort and show them in selected categories, or by individual properties, for your viewing pleasure.

View Properties By Catagory:


Show Specific Property:



Property Name Description of Modifier Catagory Applies To Intensity Stackable
Best Weapon Skill This attribute uses your characters highest weapon skill (swordsmanship, fencing, wrestling, macing) as your attack skill, rather than the weapons natural skill. Misc Effects Weapon
1 No
Cold Damage The percent that damage delt by the weapon is cold based. The combination of the damages always equals 100% Damage Converters Weapon
0 - 100 No
Cold Resist Cold Resist reduces cold based damage done to you by the amount of the resistance. i.e. if your weapon has 13% cold resistance it will reduce the damage done by energy based attacks by 13%. So an attack on you for 57 cold based damage would only hit your for about 55 points of damage. Resist Modifiers Weapon
Armour
Jewelery
1 - 15 Yes
Damage Increase Increases the minimum and maximum damage delt by weapons, bows, wrestling, etc. For example if a cutlas had a damage range of 13 to 16, and had a Damage Increase of 4, the new damage range would be 17 to 20. Damage Increasers Weapon
1 - 50 Yes
Defense Chance Increase This property increases the chance that your opponent will miss you during combat. (i.e. their sword/bold/arrow misses you). Defense Increasers Weapon
Shield
Jewelery
1 - 15 Yes
Dexterity Bonus Increases your characters dexterity stat when the item is worn. Your dexterity will go up by the amount of the modifier, furthermore, this is stackable, so if you wore 2 items that gave +3 and +6 your dexterity would go up by 9. Stat Bonuses Jewelery
1 - 8 Yes
Durability A durability bonus is added when the item is created. Such as when it is created by the game and placed in a treasure chest or it is enhanced. What it does is increase the items base durability by a percent. So for example, a katana with a base of 50 durability, would have 75 durability after it was enhanced (or created). This bonus is only applied once and is listed when you mousever the item so that you know that durability was added to it. Durability Effects Weapon
Armour
Shield
10 - 100 No
Energy Damage The percent that damage delt by the weapon is energy based. The combination of the damages always equals 100% Damage Converters Weapon
0 - 100 No
Energy Resist Energy Resist reduces energy based damage done to you by the amount of the resistance. i.e. if your weapon has 25% energy resistance it will reduce the damage done by energy based attacks by 25%. So an attack on you for 24 energy based damage would only hit your for about 18 points of damage. Resist Modifiers Weapon
Armour
Jewelery
1 - 15 Yes
Enhance Potions This attribute enhances the effects of a potion. For explosion potions it will make them stronger, for healing potions they will heal more HP. Misc Effects Jewelery
5 - 25 Yes
Faster Cast Recovery Lowers the recovery time between casting spells. Caster Modifiers Jewelery
1 - 3 Yes
Faster Casting Decreases the amount of time it takes to cast a spell. Caster Modifiers Weapon
Shield
Jewelery
1 Yes
Fire Damage The percent that damage delt by the weapon is fire based. The combination of the damages always equals 100% Damage Converters Weapon
0 - 100 No
Fire Resist Fire Resist reduces fire based damage done to you by the amount of the resistance. i.e. if your weapon has 10% fire resistance it will reduce the damage done by fire based attacks by 10%. So an attack on you for 65 fire based damage would only hit your for about 59 points of damage. Resist Modifiers Weapon
Armour
Jewelery
1 - 15 Yes
Fireball Charges Using the equipped wand lets you cast fireball on the specified target. Use-Based Targeted Effect Wand
? No
Greater Heal Charges Using the equipped wand lets you cast greater heal on the specified target. Use-Based Targeted Effect Wand
? No
Harm Charges Using the equipped wand lets you cast harm on the specified target. Use-Based Targeted Effect Wand
? No
Heal Charges Using the equipped wand lets you cast heal on the specified target. Use-Based Targeted Effect Wand
2 - 50 No
Hit Chance Increase Increases your chance of hitting your enemy with your weapon, bow, wrestling, etc. Hit Increasers Weapon
1 - 15 Yes
Hit Cold Area Cast a cold based area effect spell a percentage of your successful hits. The area effect will hit only valid targets, so there is no worry about hitting a blue. Area Damage Effects Weapon
2 - 50 No
Hit Dispel The weapon will cast Dispel a percentage of your successful hits, if the targeted enemy is a summoned creature. For example, if you were attacking a summoned creature with a Hit Dispel 20% weapon, 1 out of 5 hits would cast Dispel. Hit Spell Effects Weapon
2 - 50 No
Hit Energy Area Cast a energy based area effect spell a percentage of your successful hits. The area effect will hit only valid targets, so there is no worry about hitting a blue. Area Damage Effects Weapon
2 - 50 No
Hit Fire Area Cast a fire based area effect spell a percentage of your successful hits. The area effect will hit only valid targets, so there is no worry about hitting a blue. Area Damage Effects Weapon
2 - 50 No
Hit Fireball The weapon will hit your enemy with a Fireball a percentage of your successful hits. For example, a Hit Fireball 20% weapon would hit your enemy with a Fireball 1 out of 5 times. Hit Spell Effects Weapon
2 - 50 No
Hit Harm The weapon will cast Harm upon your enemy a percentage of the time. For example, a Hit Harm 20% weapon would cast Harm 1 out of 5 hits. Hit Spell Effects Weapon
2 - 50 No
Hit Life Leech Takes a percent of the damage delt to a monster and transfers it to your hit points. So with a Hit Life Leech 10% weapon equiped and your HP at 34/100, when you hit your enemy for say 33 damage your HP will increase by 3 points (aprox 10% of 33). Hit Effects Weapon
2 - 50 No
Hit Lightning The weapon will hit your enemy with a Lightning Bolt a percentage of your successful hits. For example, a Hit Lightning 20% weapon would hit your enemy with a Lightning Bolg 1 out of 5 times. Hit Spell Effects Weapon
2 - 50 No
Hit Lower Attack When you hit your opponent with a Hit Lower Attack weapon, you temporarily lower their attack rating by a certain percentage. Hit Effects Weapon
2 - 50 No
Hit Lower Defense When you hit your opponent with a Hit Lower Defense weapon, you temporarily lower their defensive rating by a certain percentage. Hit Effects Weapon
2 - 50 No
Hit Magic Arrow The weapon will hit your enemy with a Magic Arrow a percentage of your successful hits. For example, a Hit Magic Arrow 20% weapon would hit your enemy with a Magic Arrow 1 out of 5 times. Hit Spell Effects Weapon
2 - 50 No
Hit Mana Leech Takes a percent of the damage delt to a monster and transfers it to your mana. So with a Hit Mana Leech 10% weapon equiped and your mana at 34/100, when you hit your enemy for say 33 damage your mana will increase by 3 points (aprox 10% of 33). Hit Effects Weapon
2 - 50 No
Hit Physical Area Cast a physical based area effect spell a percentage of your successful hits. The area effect will hit only valid targets, so there is no worry about hitting a blue. Area Damage Effects Weapon
2 - 50 No
Hit Point Increase Increases your characters HP while the item is worn. Your HP will go up by the amount of the modifier, furthermore, this is stackable, if you wore two items that gave +3 and +4, your HP would go up by 7. Derived Stat Bonuses Armour
1 - 5 Yes
Hit Point Regeneration Hit Point Regeneration increases the natural rate your character regenerates hit points. Regeneration Effects Armour
1 - 2 Yes
Hit Poison Area Cast a poison based area effect spell a percentage of your successful hits. The area effect will hit only valid targets, so there is no worry about hitting a blue. Area Damage Effects Weapon
2 - 50 No
Hit Slayer Hit Slayer weapon, or more commonly known "Slayer Weapons" are weapons that give attack bonuses to a certain type or group of monsters. Hit Effects Weapon
1 No
Hit Stanima Leech Takes a percent of the damage delt to a monster and transfers it to your stanima. So with a Hit Stanima Leech 10% weapon equiped and your stanima at 34/100, when you hit your enemy for say 33 damage your stanima will increase by 3 points (aprox 10% of 33). Hit Effects Weapon
2 - 50 No
Intelligence Bonus Increases your characters intelligence stat when the item is equiped. Your intelligence will go up by the amount of the modifier, furthermore, this is stackable, so if you wore 2 items that gave +3 and +6 your intelligence would go up by 9. Stat Bonuses Jewelery
1 - 8 Yes
Lightning Charges Using the equipped wand lets you cast lightning on the specified target. Use-Based Targeted Effect Wand
? No
Lower Mana Cost Lowers the mana cost to cast a mage spell, necromancer spell, or paladin ability. This effect can be stacked, so if a paladin wearing 2 items that reduced mana cost by 5% and 15%, a 20 mana paladin ability would only need 16 mana. Caster Modifiers Armour
Jewelery
1 - 8 Yes
Lower Requirements The Lower Requirements attribute can lower the required strength, dexterity, or intelligence to wear an item. Misc Effects Weapon
Armour
Shield
10 - 100 No
Luck The more luck the merrier! The Luck attribute raises your chance at getting better item drops from monsters. Click here to use the luck calculator to determine how much your luck will increase your chances. Misc Effects Weapon
Armour
Shield
Jewelery
1 - 100 Yes
Mage Armour Eliminates the meditation penalty the item may have. In otherwords, if you found a plate tunic that had the Mage Armour attribute, you could meditate fully with the tunic on, even though normally a plate tunic stops you from meditating. Caster Modifiers Armour
1 No
Mage Weapon Uses your magery skill instead of a combat skill to use a weapon. i.e. Using a longsword usually means you need swordsmanship to be effective with it, but with a Mage Weapon you don't need swordsmanship, you use your magery instead. Your magery skill is lowered while wearing the Mage Weapon. Caster Modifiers Weapon
Wand
1 - 10 No
Magic Arrow Charges Using the equipped wand lets you cast magic arrow on the specified target. Use-Based Targeted Effect Wand
? No
Mana Increase Increases your characters Mana while the item is worn. Your Mana will go up by the amount of the modifier, furthermore, this is stackable, if you wore two items that gave +3 and +4, your Mana would go up by 7. Derived Stat Bonuses Armour
1 - 8 Yes
Mana Regeneration Mana Regeneration increases the natural rate your character regenerates mana. Regeneration Effects Armour
1 - 2 Yes
Night Sight Raises the light level for the wearer. Night sight items are nice, in that they don't have charges or spell requirements. However, the spell Night Sight cast by a high skilled mage is brighter than the item effect. Misc Effects Weapon
Armour
Jewelery
1 Yes
Physical Damage The percent that damage delt by the weapon is physical based. The combination of the damages always equals 100% Damage Converters Weapon
0 - 100 No
Physical Resist Physical Resist reduces physical based damage done to you by the amount of the resistance. i.e. if your weapon has 15% physical resistance it will reduce the damage done by physical attacks by 15%. So an attack on you for 40 physical based damage would only hit you for 34 point (if you had a total of 15% physical resist). Resist Modifiers Weapon
Armour
Jewelery
1 - 15 Yes
Poison Damage The percent that damage delt by the weapon is poison based. The combination of the damages always equals 100% Damage Converters Weapon
0 - 100 No
Poison Resist Poison Resist reduces poison based damage done to you by the amount of the resistance. i.e. if your weapon has 20% poison resistance it will reduce the damage done by poison based attacks by 20%. So an attack on you for 10 poison based damage would only hit your for about 8 points of damage. Resist Modifiers Weapon
Armour
Jewelery
1 - 15 Yes
Reflect Physical Damage Reflects some of the physical damage dealt to your character back at the source of the damage Misc Effects Armour
1 - 15 Yes
Self Repair The item with this attribute will repair it's durability by itself over time. This is especially helpful in shields, which generally take the brunt of damage dealt against your character. Misc Effects Weapon
Armour
Shield
1 - 5 No
Skill Bonus Gives a bonus to the specified skill for the character. The bonus cannot be higher than the characters current stat cap. The only exception is with Ancient Smith Hammers. Skill Bonuses Jewelery
1 - 15 Yes
Spell Channeling Allows mage type characters to have a weapon equiped while casting a spell. Casting a spell while having a Spell Channeling equiped weapon increases the amount of time it takes to cast the spell. Caster Modifiers Weapon
Shield
Wand
1 No
Spell Damage Increase Increases the damage your spell inflicts on your opponent when the item is worn. Caster Modifiers Jewelery
1 - 12 Yes
Stanima Increase Increases your characters Stanima while the item is worn. Your Stanima will go up by the amount of the modifier, furthermore, this is stackable, if you wore two items that gave +3 and +4, your Stanima would go up by 7. Derived Stat Bonuses Armour
1 - 8 Yes
Stanima Regeneration Stanima Regeneration increases the natural rate your character regenerates stanima. Regeneration Effects Armour
1 - 3 Yes
Strength Bonus Increases your characters strength stat when the item is equiped. Your strength will go up by the amount of the modifier, furthermore, this is stackable, so if you wore 2 items that gave +3 and +6 your strength would go up by 9. Stat Bonuses Jewelery
1 - 8 Yes
Swing Speed Increase Increases the weapons swing rate by a percentage, making you swing your weapon faster. So if your weapon normally had a weapon speed of 40, a 10% Swing Speed Increase would make the new weapon speed be 44. Speed Effects Weapon
5 - 30 Yes


Updated: December 23rd, 2003
- Added the intensity column, this column show's the max and min values for a property.
- Added the stackable column, this column show's whether an item property is stackable.

Updated: August 26th, 2003

- Created the list.



Reporting UO News since June 13th, 2001.

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