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PandraLore / WeaponProperties

Introduction

Properties on Weapons

This Guide will describe all possible Properties a Weapon can have. It will cover the
Attributes and Stats of Weapons and also the ones you can craft, imbue, loot or obtain by doing
the Void Pool.

This also includes all the informations you can get from checking the Display.

Useful Links

This is a Guide for Weapon Abilities (Special Moves): WeaponAbilities

You find the Imbuing Guide here: ImbuingGuide

You find infos on Stats and Caps here: StatAndOtherCaps

You find a Void Pool Guide here: VoidPool

You find infos on Artifacts and their locations here: ArtifactLocations



Weapon Attributes

General Info

By hovering your mouse icon on a weapon you will find different Attributes that are on almost every weapon.

These are the Properties you cannot imbue or unravel (with a few exceptions). They are basically the overall
Statistics of a Weapon.

Attributes / Statistics

Type/Name

The Type/Name of a Weapon just tells you what it is and the material it's made of if the Weapon has been crafted.

For example:
"Valorite Executioner's Axe" is an Executioner's Axe made of Valorite.

Artifacts have a specific name, for example:
"Breath of the Dead [Pandora Doom]"

Exceptional

If a Weapon is exceptionally crafted or if an Exceptional Deed (Donation) has been used on it, the Weapon will show this
on its Display by saying "Exceptional", potentially with the crafter's mark (name) applied.
An Exceptional Weapon receives a damage bonus, compared to non exceptionally crafted weapons.

One Handed or Two Handed Weapon

This tells you if a Weapon is for one or two handed use.
A One Handed Weapon is faster than a Two Handed Weapon and you can use a Shield. While a Two Handed Weapon
is slower it deals more damage than a One Handed Weapon and gives you advantages using Bushido abilities, including
parrying via Bushido.
If you want to use a potion and are holding a Two Handed Weapon you have to disarm first.

Weapon Damage

This is the Base Damage of the Weapon. It will be modified if the Weapon is Exceptional and also by different Skills, your
Strength (Melee) and other factors. So while the Base Damage never changes, it will be raised by other aspects.

Weapon Speed

This determines how fast you can swing your Weapon. Your overall Swing Speed is determined by your Stamina and also the Property
Swing Speed Increase (see there).
The faster the Weapon Speed, the lower the Base Damage of a Weapon!

Strength Requirement

This shows the minimum Strength you must have to be able to use the Weapon.

Use Best Weapon Skill

If this Property is applied, you will use your best Weapon Skill instead of the required Skill. This does not count
towards the ability to use Special Moves (Weapon Abilities)!
You can remove this Property via Unraveling (Imbuing).

Lower Requirements

This lowers the weight of a Weapon and therefore the Strength Requirement.

Mage Weapon

If this is applied, you will convert your Magery Skill into the normally required Skill to use the Weapon. Usually comes with
a Malus. You can remove this Property via Unraveling (Imbuing).
For more Infos check here (external link): http://www.uoguide.com/Mage_Weapon

Durability

If you check the Durability you will find two numbers, for example "255/255". The first number shows the current Durability,
the second number the maximum Durability. Once the first number drops to 0, the Weapon will drop into your pack.
You lose Durability by using a Weapon.
You can repair your Weapon and maximize the current Durability up to the maximum. You can raise the maximum Durability by
applying "Powder of Fortifying" up to a maximum of 255.
Note that some Artifacts have a lower maximum Durability and/or can't be "powdered" and/or repaired!

Melee or Ranged Weapon

Tells you if a Weapon is for Melee or Ranged Combat.

Self Repair

If a Weapon has Self Repair (obtainable via Crafting or Donation as a Deed) Durability will be returned based on the intensity
of the applied Self Repair once it's been damaged. This works with a timer.

Poison Charges

You can apply Poison on specific Weapons. This tells you the type of Poison and how many charges are left. Each Hit that applies
Poison reduces the charges by one.
You can only use Poison with Weapons that have the Weapon Ability "Infectious Strike" at their disposal!

Damagetype

If you check a Weapon you find the Damagetype at the bottom, for example:
"50% Cold 50% Poison"
This means this specific Weapon deals Cold and Poison damage when you hit a target.
The overall Damage will be applied to the target and goes against its Cold and Poison resists.


Hit Effects

General Info

Hit Effects on Weapons apply additional Damage on a target. You can imbue most of the Hit Effects, others
you can only find on Artifacts.

Crafted Weapons have a chance of overcapped Hit Effects. The Imbuing cap is 50%.

The % Chance added to a Hit Effect tells you the chance a specific Hit Effect will trigger and hit your target.
You don't have to do anything to trigger a Hit Effect, just hit your target.

Hit Effects

Hit Harm

Effects like the Magery Spell Harm. Works better on Melee Weapons than Ranged Weapons. Imbuable.

Hit Fireball

Effects like the Magery Spell Fireball. Imbuable. Damage is delayed.

Hit Lightning

Effects like the Magery Spell Lightning. Imbuable.

Hit Magic Arrow

Effects like the Magery Spell Magic Arrow. Imbuable.

Hit Lower Attack

Lowers the Hit Chance Increace (HCI) of your target for a few seconds. Imbuable.

Hit Lower Defense

Lowers the Defense Chance Increase (DCI) of your target for a few seconds. Imbuable.

Hit Life Leech, Hit Mana Leech, Hit Stamina Leech

Leeches Life, Mana or Stamina based on your damage. Leeches with EACH hit. The % Chance doesn't
show the chance to trigger. It is part of the calculation determining how many points you leech.
You do not leech directly from your target!
Life, Mana and Stamina will be added to your current pool, not higher than your maximum. Imbuable.

Hit Life Drain, Hit Mana Drain

Reduces the target's Life or Mana by 20% of the damage received. Not Imbuable.

Hit Fatigue

If triggered, reduces the target's Stamina by 20% of the damage received. Not Imbuable.

Hit Curse

If triggered, applies the Spell Curse on the target with the usual effects, like the spell. Not Imbuable.

Velocity

On Ranged Weapons. If triggered, applies a damage bonus. The higher your distance from your target, the better is the damage bonus.
Works like a "reverse Harm". Imbuable.

Hit Area Effects

These are Hit Effects that have a chance to trigger and apply area damage of a specific element on your target, including physical damage.
There are:
Hit Physical Area, Hit Fire Area, Hit Cold Area, Hit Poison Area, Hit Energy Area
They work best in addition to a Weapon with the Whirlwind Ability (for Spawns). Imbuable.


Other Properties

General Info

The following properties are also imbuable and some can be found on crafted Weapons or looted Artifacts.

Most of these are passive or "just work" all the time or are only triggered (automatically) in certain situations.

Other Properties

These are all imbuable with one exception.

Damage Increase

Increases your damage. Is subject to the 100% Item Cap for Damage Increase, which itself is subject to the overall Damage Increase Cap of 300%.
This means you can remove it from any Weapon. You reach the Cap of 100 via Jewels.

Spell Channeling

Enables you to cast Spells without disarming your Weapon.

Swing Speed Increase

Increases your Swing Speed. More effective on slower Weapons.

Critical Hit

A chance to apply bonus damage on a target.

Slayer

A Slayer enables you to deal higher damage on a target that fits into the category.
Example:
A "Reptile Slayer" deals double damage against Reptiles, including Drakes, Dragons and so on.
See here: SlayerGuide

Balanced

Enables you to use potions without disarming your Weapon. Only on Ranged Weapons (and Spellbooks).

Luck

Increases your chances of better and more loot.

Tier XP Increase

Gives you more XP when tiering.

Defense Chance Increase and Hit Chance Increase

Adds a bonus to your DCI and HCI.

Damage Eater

A Damage Eater converts a percentage of the Damage taken back to your Health, after
taking the full Damage.
Damage Eaters are either triggered by the specific Element, such as "Fire Eater" or
"Poison Eater" or work as a general Damage Eater which works against any type of Damage.
While Eaters of the same Element stack, the general Damage Eater does not stack with those. If it
is unclear which Eater will work, the one with the highest percentage will trigger.
Not imbuable!


Unique Properties

General Info

Unique Properties are Properties on a Weapon that trigger automatically under specific cirumstances.

They are not imbuable and obtainable by getting specific Artifacts, buying them as a Void Pool Reward or
applying specific items on your Weapon.

Properties

Bane

A Weapon or Spellbook with the Property Bane enables you to apply bonus physical damage on a target once the target's Health
is at 50% or lower. The damage will raise with each successful hit.
This works only in PvM for Melee Weapons and Spellbooks (one exception is a Void Pool Artifact that is a Ranged Weapon, PvM only).
To add "Bane" to a Weapon you have to collect 5 Essences of Bane and then combine them to a full Essence of Bane. Then
double-click the Essence and target your Weapon, click. For Spellbooks follow the same process, but you have to combine two full Essences of Bane.
The Essence of Bane is a guaranteed drop of the Peerless Boss "Virtue Bane". He spawns on one of the following locations:
Dungeon Wind (Fel)
Fire Temple on Fire Island (Fel)
Bucaneer's Den (Fel)
Terot Skitas in Ilshenar
There is an announcement in the game if Virtue Bane is about to spawn in 60 minutes, then another message after 30 minutes.
Once he spawns there is an announcement telling you the location.

Bone Breaker

A successful hit with the Weapon (without using a Weapon Ability!) will apply bonus damage and lower your target's Stamina for
a few seconds.
You can buy a Weapon with Bone Breaker as a Void Pool Reward.

Splintering Weapon

A successful hit with the Weapon will apply an effect similar to Bleed Attack. You can also activate Bleed Attack: Splintering Weapon
works together with this ability and the effect is increased. Your target will also be under a "Forced Walking" effect (it can only move with
walking speed) for a few seconds.
Keep in mind that any successful hit with Splintering Weapon will lower the Weapon's Durability dramatically. Therefore "Self Repair" is
recommended!

Sparks

A successful hit with the Weapon applies energy damage over time on your target. Does not work together with weapon abilities.
Obtainable on an Artifact from Void Pool Rewards.

Swarm

A successful hit with the Weapon will summon a swarm of insects around the target, dealing physical damage over time. The effect is
permanent, until the target receives fire damage or lights a torch!
Does not work together with weapon abilities. Obtainable on an Artifact from Void Pool Rewards.

Assassin Honed

Applies bonus damage on a target if you are facing the same direction (looking the samne direction). Does not work with weapon abilities.
Obtainable on an Artifact from Void Pool Rewards.
The faster the Weapon is, the higher the bonus damage will be. Works better on Melee Weapons.

Blood Drinker

Gets triggered by a successful hit using Bleed Attack. The damage dealt is transfered to your health.
Found on "Fields of Blood" (Infested Peerless or Named Bosses), "Blood Leecher" (Infested Doom) and on
a Void Pool Artifact.

Battle Lust

A successful hit with the Weapon triggers a damage bonus that is determined by several factors:
Damage received will be added to your damage bonus and unload in massive damage with the next hit. Also the number of
targets raises this bonus damage.
The damage bonus is 15% per opponent (cap is 45% in PvP, 90% in PvM).
You gain Battle Lust every two seconds. It decays by one point every six seconds.
YOu find Battle Lust on several Artifacts such as "Fields of Blood" (see above) or Claws of the Berserker.

Might

This property can only be applied to Melee Weapons and Spellbooks. The wielder of the specific weapon inflicts bonus damage. This
damage will be applied after all other Damage Calculations in percentages:
The bonus applies to every single damage source. This means that every single hit (Basic Hit, Hit Effects, Critical Hits, Bane,
Weapon Ability and so on) receives the bonus damage per successful hit and trigger.
On a Spellbook that grants "Spell Penetration" (Pure Mages) Might will add the bonus to the Spell's damage and the Spell Penetration bonus!
"Might" is an imbuable Property. In order to create the Imbuing Rune you need "Essences of Shame" from the Felucca Shame Dungeon Boss.


More Information

For more infos on Weapons check here (external link): http://www.uoguide.com/Weapons
This will also lead you to Weapon Abilities (Special Moves).



by Tys (Will be updated if necessary.)


Page last modified on January 25, 2023, at 07:30 AM