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Monster loot (taken from the official guide)

Nynaeve

Wanderer
Monster loot and other stuff taken from the official guide (edited daily)

Woot, the official guide shipped this morning, so here I am with the relevant information.

As you probably already know, OSI has 7 kinds of item "packs", and each monster has one (or more) of them (or none at all).

The following data is the loot "base", i.e. there is no luck factor involved. The luck bonus comes in later.

PACK NAME
  • Gold: <minimum>-<maximum>
  • Slayer Instrument: <probability>
  • Item <number>: <probability> [<minimum intensity> -> <maximum intensity>] (<maximum number of properties>)


Note: all items have at least one property. The number is then increased up to 6 (if possible).

Here are the 7 packs:

POOR
  • Gold: 11-20
  • Slayer Instrument: 0.02%
  • Item #1: 0.02% [0% -> 90%] (5)

MEAGER
  • Gold: 23-50
  • Slayer Instrument: 0.1%
  • Item #1: 1% [0% -> 10%] (2)
  • Item #2: 0.2% [0% -> 90%] (5)

AVERAGE
  • Gold: 55-100
  • Slayer Instrument: 0.4%
  • Item #1: 5% [0% -> 20%] (4)
  • Item #2: 2% [0% -> 50%] (3)
  • Item #3: 0.5% [0% -> 90%] (5)

RICH
  • Gold: 160-250
  • Slayer Instrument: 1%
  • Item #1: 20% [0% -> 40%] (4)
  • Item #2: 10% [0% -> 60%] (5)
  • Item #3: 1% [0% -> 90%] (5)

FILTHY_RICH
  • Gold: 202-400
  • Slayer Instrument: 2%
  • Item #1: 33% [0% -> 50%] (4)
  • Item #2: 33% [0% -> 60%] (4)
  • Item #3: 20% [0% -> 75%] (5)
  • Item #4: 5% [0% -> 100%] (5)

ULTRA_RICH
  • Gold: 505-1000
  • Slayer Instrument: 2%
  • Item #1: 100% [25% -> 100%] (5)
  • Item #2: 100% [25% -> 100%] (5)
  • Item #3: 100% [25% -> 100%] (5)
  • Item #4: 100% [25% -> 100%] (5)
  • Item #5: 100% [25% -> 100%] (5)
  • ITem #6: 100% [35% -> 100%] (5)

SUPER_BOSS
  • Gold: 505-1000
  • Slayer Instrument: 2%
  • Item #1: 100% [25% -> 100%] (5)
  • Item #2: 100% [25% -> 100%] (5)
  • Item #3: 100% [25% -> 100%] (5)
  • Item #4: 100% [25% -> 100%] (5)
  • Item #5: 100% [35% -> 100%] (5)
  • Item #6: 100% [35% -> 100%] (5)
  • Item #7: 100% [35% -> 100%] (5)
  • Item #8: 100% [35% -> 100%] (5)
  • Item #9: 100% [50% -> 100%] (5)
  • Item #10: 100% [50% -> 100%] (5)


The number of properties is calculated according to the following table ("effettivo" means "actual value", I'll up another image later):



Unfortunately there is no mention of the exact formula that enhances loot according to the player's Luck. The only formula regarding Luck is the one mentioned on stratics:

Code:
Bump chance = Luck ^ (5/9)

The guide only mentions three different checks on the Luck value in the following order:

  1. Number of items
  2. Intensity
  3. Number of properties

A list of monsters and relative loot will follow.
 

Nynaeve

Wanderer
Legenda:

<number>CS = Magery Scroll, from Circle <number>
LNS = Low Necromancy Scroll
MNS = Medium Necromancy Scroll

Low Necromancy Scrolls include:
Curse Weapon, Pain Spike, Blood Oath, Evil Omen, Corpse Skin, Wraith Form, Mind Rot, Horrific Beast, Animate Dead and Summon Familiar.

Middle Necromancy Scroll include:
Poison Strike, Wither, Strangle, Lich Form and Vengeful Spirit.


Balron Daemon
FILTHY_RICH * 2, MNS, 1-7CS
Special: Level 4 Poison Immunity, Flying

Daemon
RICH + AVERAGE, Jewel, 1-7CS, MNS, Level 4 Map
Cut: Rib
Special: Level 2 Poison Immunity, Flying

Enslaved Gargoyle
AVERAGE, Jewel, Gargoyle Pickaxe, Level 1 Map
Cut: Rib
Special: Flying

Flame Gargoyle
RICH, Jewel, Level 1 Map
Cut: Rib
Special: Flying, Fire Breath, Breath (20% of current HP, capped at 48)

Gargoyle
AVERAGE, Jewel, 1-7CS, MNS, Gargoyle Pickaxe, Level 1 Map
Cut: Rib
Special: Flying

Gargoyle Destroyer
RICH, 1-7CS, MNS, Gargoyle Pickaxe
Cut: Rib
Special: Concussion Blow, Flying, Casts Greater Heal on other Gargoyles, Unprovokable, Unpeaceable

Gargoyle Enforcer
RICH, Jewel, 1-7CS, MNS, Gargoyle Pickaxe
Cut: Rib
Special: Flying, Concussion Blow

Horde Minion
Cut: Body parts

Ice Fiend
FILTHY_RICH + AVERAGE, Jewel, 1-7CS, MNS, Level 4 Map
Cut: Rib
Special: Flying, Ice Breath

Imp
MEAGER, 1-7CS, LNS, Reagents
Cut: Rib, 6 Spined Leather
Special: Flying

Moloch
RICH
Special: Level 2 Poison Immunity, Crushing Blow

Mongbat (Strong)
POOR
Cut: Rib, 6 Leather
Special: Flying

Mongbat (Lesser)
POOR
Cut: Rib
Special: Flying

Stone Gargoyle
AVERAGE x 2, Jewel, Iron Ore, Gargoyle Pickaxe, Level 2 Map
Special: Flying

Succubus
FILTHY_RICH x 2, Jewel, 1-7CS, MNS, Level 5 Map
Cut: Rib
Special: Life Drain


Devourer of Souls
FILTHY_RICH x 2, Necromancy Reagents
Cut: 3 rib
Special: Level 5 Poison Immunity

Flesh Golem
AVERAGE
Special: Bleed Attack

Gibberling
MEAGER

Gore Fiend
AVERAGE

Patchwork Skeleton
MEAGER
Level 5 Poison Immunity, Dismount Attack

Ravager
AVERAGE
Special: Dismount Attack, Crushing Blow

Wailing Banshee
MEAGER
Special: Mortal Strike

Wanderer of the Void
FILTHY_RICH
Special: Level 5 Poison Immunity


Ancient Wyrm
FILTHY_RICH x 3, Jewel, Level 5 Map
Cut: 40 Barbed Leather, 19 rib, 12 Dragon Scales (Red/Yellow/Green/White/Black)
Special: Flying, Level 2 Poison Immunity, Breath (20% of current HP, capped at 142)

Armored Swamp Dragon
Nothing

Dragon
FILTHY_RICH x 2, Jewel, Level 4 Map
Cut: 20 Barbed Leather, 19 rib, 7 Dragon Scales (Red/Yellow)
Special: Flying, Auto Dispel, Breath (20% of current HP, capped at 99)

Drake
RICH, 1-7CS, MNS, Potions, Reagents, Level 3 Map
Cut: 20 Horned Leather, 10 rib, 2 Dragon Scales (Red/Yellow)
Special: Flying, Breath (20% of current HP, capped at 51)

Serpentine Dragon
FILTHY_RICH x 2 + RICH, Jewel, Level 4 Map
Cut: 20 Barbed Leather, 19 Rib, 6 Dragon Scales (Black/White)
Special: Auto Dispel, Breath (20% of current HP, capped at 96), Dragon Team (controls players' dragons)

Shadow Wyrm
FILTHY_RICH x 3, Jewel, Level 5 Map
Cut: 20 Barbed Leather, 19 rib, 10 Dragon Scales (Black)
Special: Flying, Level 4 Poison Immunity, Level 4 Poison, Breath (20% of current HP, capped at 119)

Skeletal Dragon
FILTHY_RICH x 4, Jewel, Level 5 Map
Cut: 20 Barbed Leather, 19 Rib
Special: Flying, Level 5 Poison Immunity, Breath (20% current HP, capped at 119), Untames pets, Unprovokable

Swamp Dragon
Cut: 20 Leather, 19 Rib, 5 Dragon Scales (Green)
Special: Auto Dispel, Ridable

White Wyrm
FILTHY_RICH x 3 + AVERAGE, Jewel, Level 4 Map
Cut: 20 Barbed Leather, 19 Rib, 9 Dragon Scales (White)
Special: Flying

Wyvern
AVERAGE + MEAGER, 1-7CS, MNS, Lesser Poison Potion, Level 2 Map
Cut: 20 Horned Leather, 10 Rib
Special: Flying, Level 4 Poison Immunity, Level 4 Poison


Acid Elemental
RICH + AVERAGE, Jewel, Potions, Arrows, Level 3 Map
Special: Corrosion (lowers weapons' durability)

Agapite Elemental
AVERAGE, Jewel, 25 Agapite Ore, Level 1 Map
Special: Level 4 Poison Immunity, Auto Dispel

Air Elemental
AVERAGE x 2, Jewel, 1-7CS, MNS, Potion, Level 2 Map

Blood Elemental
FILTHY_RICH x 2, Reagents, Level 5 Map

Bronze Elemental
AVERAGE, Jewel, 25 Bronze Ore, Level 1 Map
Special: Level 4 Poison Immunity, Auto Dispel, Vapor (100% Fire 4 tiles area attack, 20-50 damage over 5-10 seconds)

Copper Elemental
AVERAGE, Jewel, 25 Copper Ore, Level 1 Map
Special: Level 4 Poison Immunity, 50% Damage Reflection (cannot be resisted)

Dull Copper
AVERAGE, Jewel, 25 Dull Copper Ore
Special: Level 4 Poison Immunity, Auto Dispel

Earth Elemental
AVERAGE x 2, Jewel, 5 Iron Ore, Mandrake Root, Fertile Dirt, Level 1 Map

Efreet
RICH + AVERAGE, Jewel, Daemon Bone Armor, Level 5 Map

Fire Elemental
AVERAGE x 2, Jewel, 3 Sulfurous Ash, Level 2 Map

Gold Elemental
AVERAGE, Jewel, 25 greyen Ore, Level 1 Map
Special: Level 4 Poison Immunity, Auto Dispel

Ice Elemental
AVERAGE x 2, 1-7CS, Potion, Reagent
Special: Ice Breath

Poison Elemental
FILTHY_RICH + RICH, Jewel, 1-7CS, MNS, Lesser Poison Potion, 4 Nightshade, Level 5 Map
Special: Level 5 Poison Immunity, Level 5 Poison

Shadow Iron Elemental
AVERAGE, Jewel, 25 Shadow Ore, Level 1 Map
Special: Level 4 Poison Immunity, Immune to Magic, Immune to Pets, Unprovokable

Snow Elemental
RICH, Iron Ore, Reagent, Level 2 Map
Special: Ice Breath

Valorite Elemental
FILTHY_RICH, Jewel, 25 Valorite Ore, Level 1 Map
Special: Level 4 Poison Immunity, Auto Dispel, Vapor (100% Fire 4 tiles area 20-50 damage over 5-10 seconds), 50% Damage Reflect (cannot be resisted), Magic Damage Reflect (reflected damage = damage inflicted on the monster by the spell, cannot be resisted, monster takes no damage), Immune to Pets, Unprovokable

Verite Elemental
RICH, Jewel, 25 Verite Ore, Level 1 Map
Special: Level 4 Poison Immunity, Auto Dispel, attacks lower defender's armor durability

Water Elemental
AVERAGE x 2, Potion, 3 Black Pearl, Level 2 Map


Giant Ice Worm
Cut: 15 Leather, 4 Rib
Special: Level 3 Poison Immunity, Level 3 Poison, spawns only when a green thorn is planted in a snow field

Vorpal Bunny
FILTHY_RICH + RICH x 3, 6-10 Carrot, Statue, Brightly Colored Eggs
Cut: 1 Leather, Rib
Special: Unprovokable, Unpeaceable, spawns only when a green thorn is planted in a green field

Whipping Wine
Reagent, 1-10 Fertile Dirt, Vines, Executioner's Cap
Special: Level 5 Poison Immunity, spawns only when a green thorn is planted in a swamp field


Arctic Ogre Lord
FILTHY_RICH, Potion, Club, Level 3 Map
Cut: 2 Rib
Special: Level 2 Poison Immunity

Cyclopean Warrior
RICH x 2, Potion, Level 3 Map

Ettin
AVERAGE + MEAGER, Potion, Food

Frost Troll
AVERAGE, Jewel, Weapon, Level 1 Map
Cut: 2 Rib

Ogre
AVERAGE, Potion, Club
Cut: 2 Rib

Ogre Lord
RICH x 2, Potion, Club, Level 3 Map
Cut: 2 Rib
Special: Level 2 Poison Immunity

Titan
FILTHY_RICH, Jewel, 1-7CS, Food
Cut: 4 Rib
Special: Level 2 Poison Immunity

Troll
AVERAGE, Level 1 Map
Cut: 2 Rib


Brigand
AVERAGE, Weapon

Brigand Leader
AVERAGE, Weapon

Chaos Dragoon
AVERAGE + MEAGER x 2, Jewel, Shirt
Special: Breath (20% of current HP, capped at 45), Area Attack, the Swamp Dragon remains if dismounted

Chaos Dragoon Lord
RICH + AVERAGE, Jewel, Shirt
Special: Unprovokable, Unpeaceable, Breath (20% of current HP, capped at 70), Area Attack, the Swamp Dragon disappears if dismounted

Controller
RICH, Arcane Gem

Evil Mage
AVERAGE, 1-7CS, MNS, Reagent, Robe, Sandals
Cut: Rib

Evil Mage Lord
AVERAGE, 1-7CS, MNS, Reagent, Robe, Shoes or Sandals
Cut: Rib

Executioner
FILTHY_RICH + MEAGER, Executioner's Axe
Special: 50% Damage Reflect (cannot be resisted), Axe bonus damage, Parrying


Betrayer
RICH, Jewel, Power Crystal, Book
Cut: Rib
Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Paralyzing Blow, Gas Cloud (area attack)

Blackthorn Juggernaut
RICH x 2, Jewel, Clockwork Assembly, Power Crystal
Cut: Rib
Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Paralyzing Blow

Juka Lord
RICH, Jewel, Bow, Arrow, Clean Bandage, Arcane Gem
Cut: Rib
Special: Unprovokable, Unpeaceable, Bandages Self

Juka Mage
AVERAGE x 2, Jewel, 1-7CS, MNS, Reagent, Arcane Gem
Cut: Rib
Special: Cures Juka Lords

Juka Warrior
AVERAGE x 2, Jewel, Weapon, Arcane Gem
Cut: rib
Special: Concussion Blow


Elder Lich
FILTHY_RICH x 3, Reagent, Bone Armor, Level 5 Map
Special: Level 5 Poison Immunity, Unprovokable, cannot use Hiding while in range

Grimmoch Drummel
RICH x 2, 50 Arrow, Journal
Special: Bow attack

Lysander Gathenwale
1-7CS, Reagent, Journal

Morg Bergen
RICH, Weapon, Armor

Revenant
Nothing
Special: Level 5 Poison Immunity, Auto Dispel, Unprovokable, Leaves no corpse upon death

Shadow Fiend
Nothing
Special: Detect Hidden

Spectral Armor
RICH
Special: Level 2 Poison Immunity

Tavara Sewel
RICH, Journal

Tentacles of the Harrower
FILTHY_RICH x 3, Jewel, 1-8CS
Special: Level 5 Poison Immunity, Unprovokable, Life Drain, Magic Reflection

Undead Brigand
MEAGER, Weapon

Zealot of Khaldun Knight
FILTHY_RICH x 2, Platemail
Special: Level 4 Poison Immunity, Unprovokable, turns into a Skeletal Knight when killed

Zealot of Khaldun Summoner
FILTHY_RICH x 2, Jewel, Reagent
Special: Unprovokable, turns into a Skeletal Knight when killed


Crystal Elemental
AVERAGE
Special: Level 5 Poison Immunity, Bleed Attack

Sphynx
FILTHY_RICH x 2, 1-7CS, MNS
Special: Level 2 Poison Immunity, tells fortune in return for 5000gp

Treefellow
AVERAGE x 2, 23-34 Log

Vampire Bat
POOR
Special: Life Drain

Meer Captain
MEAGER, Sword, Crossbow, Crossbow Bolt, Reagent
Special: Unprovokable, Unpeaceable, Magic Reflection, Bow Attack

Meer Eternal
FILTHY_RICH x 2, 1-8CS, LNS or Vampiric Embrace, Level 4 Map
Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Life Drain, Resurrects Meer Mages, Purification (ranged life drain attack, absorbs 80-100% of damage HPs from one target)

Meer Mage
FILTHY_RICH, 1-7CS, MNS, Daemon Bone Armor, Level 3 Map
Special: Level 5 Poison Immunity, Auto Dispel, Untames Pets, Summons Creatures, Insect Swarm

Meer Warrior
MEAGER
Special: Unprovokable, Unpeaceable, Dagger Throw (counterattack upon usage of magic, poison, or Bleed Attack)


Arcane Daemon
AVERAGE
Special: Level 4 Poison Immunity, Concussion Blow

Bog Thing
AVERAGE, Reagent, 2 Plain Seed, 10 Board or Log
Special: Level 5 Poison Immunity, Creates Boglings, Absorbs Boglings

Bogling
MEAGER, Plain Seed, 4 Log
Cut: 6 Leather, Rib
Special: Level 5 Poison Immunity

Centaur
RICH + AVERAGE, Jewel, 60 Arrow
Cut: 8 Spined Leather, Rib
Special: Bow Attack

Chaos Daemon
AVERAGE

Corpser
MEAGER, 3 Mandrake Root, 10 Board
Special: Level 1 Poison Immunity

Dire Wolf
Cut: 7 Spined Leather, rib

Doppleganger
AVERAGE

Elder Gazer
FILTHY_RICH + RICH, Jewel
Cut: Rib

Ethereal Warrior
RICH x 3, Jewel
Cut: 100 Feather
Special: Flying, Life Drain, Mana Drain, Stamina Drain

Exodus Minion
RICH + AVERAGE, Arcane Gem, Clockwork Assembly, 2 Power Crystal
Special: more...

Exodus Overseer
RICH, Arcane Gem, CLockwork Assembly, Power Crystal
Special: more...

Fire Steed
Jewel, Sulfurous Ash
Special: Breath (20% of current HP, capped at 48), Ridable

Frenzied Ostard
Cut: 3 Rib
Special: Ridable

Frost Ooze
Jewel
Special: Corrosion (lowers weapons' durability)

Gazer
AVERAGE, Potion, 4 Nightshade, Level 1 Map
Cut: Rib

Gazer Larva
MEAGER (gold only: 23-50), 3 Nightshade
Cut: Rib

Giant Scorpion
MEAGER, Lesser Poison Potion
Cut: Rib
Special: Level 3 Poison Immunity, Level 3 or 4 Poison

Giant Toad
POOR
Cut: 12 Spined Leather, Rib

Golem
13-21 Iron Ingot, Arcane Gem, Clockwork Assembly, Power Crystal
Special: more...

Harpy
MEAGER x 2
Cut: 50 Feather, 4 Raw Bird
Special: Flying

Headless One
POOR, Body Parts
Cut: Rib

Hell Hound
AVERAGE + MEAGER, 5 Sulfurous Ash, Rib
Special: Breath (20% of current HP, capped at 25)

Hellcat
MEAGER
Cut: 10 Spined Leather, Rib
Special: Breath (20% of current HP, capped at 13)

Hellcat (Predator)
AVERAGE
Cut: 10 Spined Leather, Rib
Special: Breath (20% of current HP, capped at 26)

Ki-rin
RICH, 1-7CS, LNS, Potion
Cut: 10 Horned Leather, 3 Rib
Special: Ridable (males only), casts Thunder on enemy when rider's HPs go below 30%

Kraken
RICH, Rope, Level 4 Map, MIB (only via a special fishing net)
Special: Breath (20% of current HP, capped at 93, only when fished with a special fishing net)

Lava Lizard
MEAGER, 4-14 Sulfurous Ash
Cut: 12 Spined Leather, Rib
Special: Breath (20% of current HP, capped at 18)

Lizardman
MEAGER, Weapon
Cut: 12 Spined Leather, Rib

Nightmare
RICH, 1-7CS, LNS, Potion, 3 Sulfurous ASh
Cut: 10 Barbed Leather, 5 Rib
Special: Breath (20% of current HP, capped at 63)

Phoenix
FILTHY_RICH + RICH, Accessory
Cut: Raw Bird, 36 Feather
Special: Flying, Fire Aura

Pixie/Sprite
Jewel, 1-7CS, Statue
Cut: 5 Spined Leather, Rib
Special: more...

Plague Beast
FILTHY_RICH, Jewel, Platemail, Healthy Gland
Special: Level 5 Poison Immunity, Auto Dispel, Poison Breath, creates Plague Spawns, absorbs corpses

Plague Spawn
POOR, Jewel
Special: Level 5 Poison Immunity, diseappears after 5 minutes

Quagmire
AVERAGE
Special: Level 5 Poison Immunity, Level 5 Poison

Reaper
AVERAGE, 10 Log, 5 Mandrake Root
Special: Level 2 Poison Immunity

Sand Vortex
RICH (grey only: 160-250), Bone, Level 4 Map
Special: more...

Shadow Wisp
Bone or Body Parts

Slime
POOR
Special: Level 1 Poison Immunity, Level 1 Poison, Corrosion (lowers weapons' durability)

Stone Harpy
AVERAGE x 2, Jewel
Cut: 50 Leather, Rib
Special: Flying

Swamp Tentacle
AVERAGE, Reagent
Special: Level 2 Poison Immunity

Unicorn
RICH, 1-7CS, LNS, Potion
Cut: 10 Horned Leather, 3 Rib
Special: Ridable (females only), casts Cure on rider if poisoned and HP below 30%

Wisp
RICH + AVERAGE


Ophidian Apprentice Mage/Shaman
AVERAGE, 1-7CS, LNS, Reagent, Potion, Level 2 Map

Ophidian Justicar/Zealot
RICH, 1-7CS, MNS, Reagent

Ophidian Knight-Errant/Avenger
RICH x 2, Jewel, Potion, Weapon, Level 3 Map
Special: Level 5 Poison Immunity, Level 5 Poison

Ophidian Matriarch
RICH + AVERAGE, 1-7CS, MNS, Reagent, Level 4 Map
Special: Level 3 Poison Immunity

Ophidian Warrior/Enforcer
AVERAGE + MEAGER, Jewel, Level 1 Map

Orc
MEAGER, Bola Ball, Misc
Cut: Rib

Orc Bomber
AVERAGE x 2, Lesser Explotion Potion, Bola Ball, Reagent
Cut: Rib
Special: Unprovokable, Bomb Attack

Orc Brute
FILTHY_RICH, Bola Ball, Mask of Orcish Kin, 10 Ingot, 25 Shadow Ore
Cut: 2 Rib
Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable, Auto Dispel, throws Orcs (!), Mace Attack

Orc Captain
MEATER x 2, Orc Helm
Cut: Rib

Orc Chopper
AVERAGE, Log or Board
Cut: Rib
Special: Area Attack

Orc Scout
AVERAGE, Orcish Bow, Arrow, Clean Bandage, Food
Cut: Rib
Special: Teleport, Hiding, Bandage Self, Bow Attack

Orcish Lord
AVERAGE + MEAGER, Bola Ball, Evil Orc Helm
Cut: Rib

Orcish Mage
AVERAGE, 1-7CS, LNS, Reagent, Mask of Orcish Kin, Level 1 Map
Cut: Rib


Giant Rat
POOR
Cut: 6 Leather, Rib

Ratman
MEAGER, Weapon, Misc
Cut: 8 Spined Leather, Rib

Ratman Archer
RICH, Bow, 50 Arrow
Cut: 8 Spined Leather, Rib
Special: Bow Attack

Ratman Shaman
RICH, 1-7CS, LNS, Reagent, Statue
Cut: 8 Spined Leather, Rib

Sewer Rat
POOR
Cut: Rib

Savage Shaman
AVERAGE, Deer Mask, Tribal Berry, Bone Armor, Reagent
Cut: Rib

Savage (Female)
MEAGER, Tribal Mask, Mask of Orcish Kin, Tribal Berry, Bone Armor, Clean Bandage
Cut: Rib
Special: Bandage Self, Dismount with bola ball

Savage (Male)
MEAGER, Tribal Mask, Mask of Orcish Kin, Bola Ball, Bone Armor, Clean Bandage
Special: Bandage Self

Savage (Mounted)
AVERAGE, Bear Mask, Tribal Spear, Bola Ball, Bone Armor
Cut: Rib
Special: Area Attack, Bandage Self

Deep Sea Serpent
MEAGER, Reagent, Level 1 Map (Fishing only), Special Fishing Net (Fishing only), MIB (Fishing only)
Cut: 10 Horned Leather, 10 Rib, 8 Sea Serpent Scales
Special: Breath (20% of current HP, capped at 51)

Giant Ice Serpent
MEAGER, Body Parts, Armor, Glacial Staff
Cut: 15 Spined Leather, 4 Rib

Giant Serpent
AVERAGE, Body Parts
Cut: 15 Spined Leather, 4 Rib
Special: Level 3 Poison Immunity, Level 3 or 4 Poison

Ice Snake
MEAGER
Cut: Rib

Lava Serpent
AVERAGE, 3 Sulfurous Ash, Bone
Cut: 15 Spined Leather, Rib
Special: Breath (20% of current HP, capped at 49), Fire Aura

Lava Snake
POOR, Sulfurous Ash
Cut: Rib
Special: Breath (20% of current HP, capped at 6)

Sea Serpent
MEAGER, Reagent, Level 2 Map, Level 1 Map (Fishing only), Special Fishing Net (Fishing only), MIB (Fishing only)
Cut: 10 Horned Leather, Raw Fish Steak, 8 Sea Serpent Scales

Silver Serpent
AVERAGE, Jewel
Cut: Rib
Special: Level 5 Poison Immunity, Level 5 Poison

Snake
Cut: Rib
Special: Level 1 Poison Immunity, Level 1 Poison


Ant Lion
AVERAGE (gold only: 55-100), Jewel, Fertile Dirt, 3 Bone, Dull Copper or Shadow or Copper or Bronze Ore
Special: Moves and recovers HP underground

Solen Infiltrator (Queen/Warrior)
RICH (gold only: 160-250), Jewel, Zoogi Fungus, Picnic Basket, Bracelet of Binding

Solen Queen
FILTHY_RICH (gold only: 202-400gp), Jewel, 5 or 25 Zoogi fungus, Picnic Basket, Crystal Ball of Pet Summoning
Special: see stratics

Solen Warrior
RICH (gold only: 160-250), Jewel, 3 or 13 Zoogi Fungus, Picnic Basket, Bracelet of Binding
Special: Spits acid, drops acid on the ground when near death

Solen Worker
AVERAGE (gold only: 55-100), Jewel, Zoogi Fungus, Picnic Basket, Bracelet of Binding

Giant Beetle
Nothing
Special: Ridable, must be beaten into submission before taming, speed burst when hit with magic


Dread Spider
FILTHY_RICH, 8 Spider Silk
Special: Level 5 Poison Immunity, Level 5 Poison

Frost Spider
MEAGER + POOR, 7 Spider Silk

Giant Black Widow
AVERAGE, 5 Spider Silk, Lesser Poison Potion
Special: Level 4 Poison Immunity, Level 4 Poison

Giant Spider
POOR, 5 Spider Silk
Special: Level 2 Poison Immunity, Level 2 Poison


Terathan Avenger
RICH x 2, Armor, Level 3 Map
Cut: 2 Rib
Special: Level 4 Poison Immunity, Level 4 Poison

Terathan Drone
MEAGER, Weapon, 2 Spider Silk
Cut: 4 Rib

Terathan Matriarch
RICH + AVERAGE, Jewel, 1-7CS, MNS, 5 Spider Silk, Necromancy Reagent, Level 4 Map
Cut: 4 Rib

Terathan Warrior
AVERAGE + MEAGER, Level 1 Map
Cut: 4 Rib

Ghoul/Bogle
MEAGER, Weapon
Special: Level 2 Poison Immunity

Lich
RICH + Average, 1-7CS, MNS, Necromancy Reagent, Level 3 Map
Special: Level 5 Poison Immunity

Lich Lord
FILTHY_RICH, 1-7CS, MNS, Necromancy Reagent, Level 4 Map
Special: Level 5 Poison Immunity

Mummy
RICH, Jewel, Reagent, Potion, Clean Bandage, Level 1 Map
Special: Level 1 Poison Immunity

Restless Soul
POOR

Rotting Corpse
FILTHY_RICH
Special: Level 5 Poison Immunity, Level 5 Poison

Shade/Spectre/Wraith
MEAGER, Reagent
Special: Level 5 Poison Immunity

Skeletal Knight/Bone Knight
AVERAGE + MEAGER, Weapon, Armor

Skeletal Mage/Bone Magi
AVERAGE, 1-7CS, LNS, Reagent, Potion, Bone
Special: Level 2 Poison Immunity

Skeleton
POOR, Bone Armor
Special: Level 1 Poison Immunity

Zombie
MEAGER, Body Parts, Bone
Special: Level 2 Poison Immunity


Barracoon the Piper
ULTRA_RICH x 4 + FILTHY_RICH, Jewel, Skull of Greed
Special: Level 4 Poison Immunity, Unprovokable, Summons Rats, turns players into rats, turns into a rat when fleeing

Lord Oaks
ULTRA_RICH x 3, Jewel, Skull of Enlightenment
Special: Level 4 Poison Immunity, Unprovokable, Flying, Summons Silvani, Summons Pixies (as long as Silvani is alive)

Mephitis the Spider
ULTRA_RICH x 3, Skull of Venom
Special: Level 5 Poison Immunity, Level 5 Poison, Spider Web (stuns players and pulls them in)

Neira the Necromancer
ULTRA_RICH x 4 + FILTHY_RICH + MEAGER, Skull of Death
Special: Level 4 Poison Immunity, Unprovokable, throws Bones upon hit, drops Unholy Bones

Rikktor the Dragon
ULTRA_RICH x 3, Jewel, Skull of Power
Cut: 120 Dragon Scale (20 for each color)
Special: Level 5 Poison Immunity, Unprovokable, Earthquake (area attack)

Semidar the Succubus Queen
ULTRA_RICH x 4 + FILTHY_RICH, Jewel, Skull of Pain
Special: Level 5 Poison Immunity, Life Drain, can be the second target of Provocation but not the first, Magic Reflection (males only)

Silvani the Sprite Queen
ULTRA_RICH x 2, Level 5 Map
Special: Level 2 Poison Immunity, Flying, can be the second target of Provocation but not the first, spawns Pixies

The Harrower
Nothing
Special: Level 5 Poison Immunity, Auto Dispel, Unprovokable

The True Harrower
SUPER_BOSS x 2 + MEAGER
Special: Level 5 Poison Immunity, Life Drain, Unprovokable, Auto Dispel, pulls in players, removes players' corpses

Abyssmal Horror
ULTRA_RICH
Special: Level 5 Poison Immunity, Unprovokable

Bone Daemon
ULTRA_RICH
Special: Level 5 Poison Immunity, Unprovokable, Unpeaceable

Daemon Knight (the Dark Father)
SUPER_BOSS x 2
Special: Level 5 Poison Immunity, Unprovokable, drops Unholy Bones

Darknight Creeper
ULTRA_RICH
Special: Level 5 Poison Immunity, Level 5 Poison, Unprovokable

Fleshrenderer
ULTRA_RICH x 2
Special: Level 5 Poison Immunity, Unpeaceable, can be the second target of Provocation (but not the first)

Impaler
ULTRA_RICH x 2
Special: Level 3 Poison Immunity, Level 3 or 4 Poison, Unprovokable

The Shadow Knight
ULTRA_RICH x 2
Special: Level 5 Poison Immunity, Unprovokable, uses Paladin spells
 

Nynaeve

Wanderer
Dalius said:
BTW, WoT kicks ass! :D (well, the ones until "Path of Daggers" do anyway)
Actually WH is not too bad, well the last 100 or so pages anyway... but boy, did CoT suck... I didn't think anybody could do worse than Terry Brooks... Jordan proved me wrong.
 

Dracarys

Wanderer
Noone will do anythng for you.

Jeez, post count 1 and not even hi or something. Only WANT WANT WANT YOU MAKE FOR ME...

drowninariverirlkthnxbye
 

Spiffy_Z

Wanderer
Wow, nice work on finding all that out. I am sure that the Devs will be quite happy and angry with you ;) A lot of work for them i assume, lets help em out.
 

Nynaeve

Wanderer
Some data on skills...

Alchemy Done
When throwing an explosion potion, a bonus damage of (Alchemy / 5) is added to the standard damage.
Standard damage is as follows:

  • Purple potions (bought from NPCs or found in loot): 12-25 damage
  • Lesser Explosion Potion: 5-10
  • Explosion Potion: 10-20
  • Greater Explosion Potion: 20-40

In case of multiple targets, the damage to each target is (Damage / (number of targets - 1))


Anatomy Done already
1) Direct usage, shows target's STR and DEX values, and at 65 and up the stamina as well (in 10% units, rounded down)

2) At 65.1 when using Healing there is a chance to cure poison, at 80.1 to resurrect the target

3) A damage bonus is applied to the following combat skills: Anatomy, Swordmanship, Mace Fighting, Fencing, Archery and Wrestling. The bonus is calculated as follows:

Anatomy < 100: Bonus % = (Anatomy x 10) / 20
Anatomy >= 100: Bonus % = ((Anatomy x 10) + 100) / 20

4) It is required for Wrestling's special move Paralyzing Blow


Animal Lore
Done already
Animal Lore < 100: usable only on owned tamed pets
100 <= Animal Lore < 110: usable on any tamed pets
Animal Lore >= 110: usable on any creature

Loyalty ratings: TODO
1-9: Confused
10-19: Extremely Unhappy
20-29: Rather Unhappy
30-39: Unhappy
40-49: Content, I suppose
50-59: Content
60-69: Happy
70-79: Rather Happy
80-89: Very Happy
90-99: Extremely Happy
100: Wonderfully Happy

Done already
Giving food to a pet raises its loyalty rating by 1, and it also raises the pet's stamina by ((number of food items in the stack x 15) - 50).

Done already?
When giving orders to pets:
Order Skill (OS) = (Taming x 0.8) + (Animal Lore x 0.2)

Order Bonus (OB) is:
OS > min. req. Taming: OB = (OS - min. req. Taming) x 6
OS <= min. req. Taming: OB = (min. req. Taming - OS) x 14

Order Chance % (OC) is [see Animal Taming for TD]:
TD <= 540: 100%
TD > 540: (70 + OB) %

If TD > 540 then:
OC < 0: OC = 0%
OC < 20: OC = 20%
OC > 99: OC = 99%

OC% = OC% - (100 - Loyalty)
If command = guard then OC% += 30

If everything went right, the minimum required OS should be 0 for TD <= 540 and (min. req. Taming - 5) for TD > 540.


Animal Taming Done already?
Taming Difficulty (TD) = (Animal's min. required skill x 10) + 249
Taming % = (Taming - (TD / 10)) x 2 + 50
If Taming == TD then Taming % = 0.2%

When transfering a pet, the new owner must have the minimum required Animal Taming to tame the pet.


Archery Done already
Hit chance % = 50 x ((attacker weapon skill / 20) / (defender weapon skill / 20))

I'm not sure why it says "defender WEAPON skill", I'd guess you'd check your hit % against equipment/defense skills or something.


Chivalry
Done already
Spell success % = 2.0 x (Chivalry - Spell min. required skill)

Done
Cleanse by Fire (Min. required skill: 5, Mana: 10, Tithing points: 10, Cast time: 1s)
Damage = 50 - (sqrt(karma + 20000 + (Chivalry x 100)) / 4)

Done
Close Wounds (0 / 10 / 10 / 1.5s)
HP cured = (sqrt(karma + 20000 + (Chivalry x 100)) / 6) + (0-2)

Done
Consecrate Weapon (15 / 10 / 10 / 0.5s)
Duration = (sqrt(karma + 20000 + (Chivalry x 100)) / 20) seconds

TODO
Dispel Evil (35 / 10 / 10 / 0.25s)
Dispels all evil summons within a 8 tile radius, makes all evil creatures flee for 2 seconds, and lowers any transformed necromancer's mana and stamina if within range.

Dispel Will (DW) = (sqrt(karma + 20000 + (Chivalry x 100)) / 2)
Dispel Difficulty (DD) and Dispel Focus (DF) vary according to the creature. Here is a list: Revenant (800 DD, 40 DF), Energy Vortex (800/40), Air/Earth/Fire/Water Elemental (1175/90), Summon Daemon (1250/90), Blade Spirits (0/40), Summon Creature (0/40)

Dispel % = (500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / (10 x DW) / 100

Flee % = (100 - sqrt(target fame / 2)) / (100 x ((Chivalry x 10) / 2 x DW)) / 100

Drain % = (50 x (Chivalry - target's necromancy))
Note: if target's necromancy is 0 then treat it as 1

If the drain is successful:
Drained mana/stamina = (5 x DW) / 100

Done
Divine Fury (25 / 15 / 10 / 1s)
Duration = (sqrt(karma + 20000 + (Chivalry x 100)) / 10) seconds
Effect: +10% Hit, +10% Swing Speed, +10% Damage, -20% Evade (defense?)
Note: if cast again while active, the timer will reset.

Done
Enemy of One (45 / 20 / 10 / 0.25s)
Duration: (sqrt(karma + 20000 + (Chivalry x 100))) seconds
Effect: +50% Damage to that kind of monster, +100% Damage from that kind of monster

Done
Holy Light (55 / 10 / 10 / 0.75s)
Damage = ((sqrt(karma + 20000 + (Chivalry x 100))) / 10) + (0-2)
Note: affects all enemies within 3 tiles from the caster

Done
Noble Sacrifice (65 / 20 / 30 / 1.5s)
HP cured = ((sqrt(karma + 20000 + (Chivalry x 100))) / 10) + (0-2)
Effect: all friend players within 5 tiles from the caster are resurrected (if dead), cured of (HP cured) HPs, cured from poison, and uncursed (same effect as the Remove Curse spell). The caster's HP, mana and stamina are all set to 1.

Done
Remove Curse (5 / 20 / 10 / 1.5s)
Success rate:
karma < -5000: 0%
-5000 <= karma < 0: (sqrt(20000 - mod(karma)) - 122) %
0 <= karma < 5625: (sqrt(karma) + 25) %
karma >= 5625: 100%

Done already
Sacred Journey (15 / 10 / 15 / 1.5s)
Not much to say.


Evaluating Intelligence
Damage bonus is applied after Inscription bonus (see below).

Spell new damage = (Spell base damage x (30 + (9 x (Eva Int / 10)))) / 100 (rounded down)

Note: as of Publish 19 a (INT / 10) % Spell damage bonus has been added for spells cast by PCs versus PCs/NPCs. It doesn't say if it is to be applied before or after this one though. Also as of Publish 19 all middle to upper circle spells' damage has been raised by 1-3 (random) points (no clue as to which circles are considered "middle to upper", I'd guess 5-8?).


Focus/Meditation Done already?
Meditation Bonus (MB) = (150 x Meditation) + (50 x INT)
If Meditation >= 100.0 then MB = MB + MB/10 (rounded down)

Active meditation: MB = (MB x 2) / 2000 (rounded down)
Passive meditation: MB = MB / 2000 (rounded down)

Mana regen rate (over 10 seconds) = 2 + MB + (Focus / 20) + Equipment Bonus (rounded down)

Note: if this is 0, you gain no mana. If this is negative (say, -1), you lose 1 mana point every 10 seconds.

Mana regen rate (per second) = 10 / Mana regen rate over 10 seconds


Hiding
Is this right? 33 tiles away at 50 hiding?
Yes it is right (I didn't typo it, that is).
When attempting to hide during combat, the number of tiles you need to put between you and your attacker is:
tiles = ((100 - Hiding) / 2) + 8


Inscription
Spell bonus is as follows:
Inscription < 100: Spell bonus % = (Inscription / 20)
Inscription >= 100: Spell bonus % = ((Inscription + 100) / 20) (How do you get > 100 Inscription anyway?)

Spell new damage = Spell base damage + (100 + Spell Bonus) / 100

Note: Inscription damage bonus is applied before applying Evaluating Intelligence's bonus


Lockpicking
Lock Level 1: 25.0 (or 50.0 Magery)
Lock Level 2: 76.0 (or 100.0 Magery)
Lock Level 3: 84.0 (or 120.0 Magery)
Lock Level 4: 92.0
Lock Level 5: 100.0


Lumberjacking Done already
Damage bonus (axes only) is as follows:

Lumberjacking < 100: (Lumberjacking x 10) / 50
Lumberjacking >= 100: ((Lumberjacking x 10) + 500) / 50


Magery
Done already
Casting Time = ((Circle + 2) - Faster Casting Bonus) / 4 seconds (minimum 0) (duh)
For Blade Spirits and Summon Creature, Casting Time *= 5

Recovery Time = (6 - Faster Cast Recovery Bonus) / 4


Cast Difficulty (CD) = (Circle - 1) x 1000 / 7

Cast Success % (CS) = 50 + 2.5 x (Magery - CD / 10)

Minimum Magery required to cast = (CD / 10) - 19.9 (Success chance = 0.25%)
50% Success minimum Magery: CD / 10
100% Success minimum Magery: (CD / 10) + 20


FIRST CIRCLE Done

Clumsy/Feeblemind/Weaken
Duration: 6 x (Eva / 5 + 1) seconds
Effect: Reduces target's DEX/INT/STR by (8 + (Eva / 10) - (Res Spells / 10)) %

Heal
Cured HPs: 1d4 + (Magery / 12) HPs (rounded down)

Magic Arrow
Damage: 1d4 + 10 (Fire)

Night Sight
Duration: until next morning
Effect: light is raised proportionally to target's magery. If target has no magery it will not do anything.


SECOND CIRCLE Done

Agility/Cunning/Strength
Duration: 6 x (Eva / 5 + 1) seconds (rounded down)
Effect: Raises DEX/INT/STR by (Eva / 10 + 1) %

Cure
Found the formula, it was hidden. ;)
Cure chance = (((Magery x 75) - (Poison Level x 1750) + 10000) / 100) - 1

Harm
Damage: 1d5 + 17 (Cold)
Note: damage is halved at 2 tiles, reduced at 1/4 at 3+ tiles.

Magic Trap
Damage = 10-50 (not resistable)


THIRD CIRCLE Done

Bless
Duration: Same as Agility/Cunning/Strength
Effect: Agility + Cunning + Strength

Fireball
Damage: 1d5 + 19 (Fire)

Poison
Poison Strength (PS) = Magery + Poisoning
0 < PS <= 130.1: Poison Level (PL) = 1
130.1 < PS <= 170.1: Poison Level = 2
170.1 < PS <= 199.9: Poison Level = 3
PS >= 200: Poison Level = 4

If the target is not within 2 tiles from the caster, PL = 1

Wall of Stone
Duration: 10 seconds


FOURTH CIRCLE Done

Curse
Duration: See Clumsy/Feeblemind/Weaken
Effect: Clumsy + Feeblemind + Weaken
Note: When cast from a player on a player lowers all elemental resistances to 60 (if higher).

Fire Field
Damage: 2 hp/second (Fire)
Duration: (15 + Magery x 2) / 4 seconds

Lightning
Damage: 1d4 + 22 (Energy)


FIFTH CIRCLE Done

Blade Spirits
Duration: 120 seconds
Note: targets the creature with the highest ((STR + Tactics) / Distance) value, Dispel Difficulty 0, Dispel Focus 40

Incognito
Duration: 6 x (Eva / 5 + 1) seconds
Effect: Changes player's name, appearance, and removes guild tag if any


Mind Blast
Damage = (Magery + INT) / 5 + (0-4) (Cold)

Paralyze
Duration on PCs: 2 + (Eva / 10) - (Res / 10) seconds
Duration on NPCs: above x 3

Poison Field
Duration: (15 + Magery x 2) / 5 seconds
Poison Level: see Poison (with tiles = 0)

Summon Creature
Duration: 20 x (Magery / 5) seconds
Note: 2 control slots, Dispel Difficulty 0, Dispel Focus 40


SIXTH CIRCLE Done

Dispel
Dispel Chance % = (500 + ((100 x (Magery x 10) - Dispel Difficulty)) / Dispel Focus) / 10
Note: on Trammel you can't dispel other people's evocations, but you CAN dispel yours. It doesn't mention Ilshenar/Malas, you may want to check that out.

Energy Bolt
Damage: 1d5 + 38 (Energy)

Explosion
Damage: 1d5 + 38 (Fire)
Note: delayed (2 seconds)

Invisibility
Duration: 6 x (Eva / 5 + 1) seconds

TODO: Range?
Reveal
Reveals hidden players/monsters within 2 tiles from the target tile it was cast.


SEVENTH CIRCLE Done

Chain Lightning
Damage: 1d5 + 48 (Energy)
Note: affects all targets within 2 tiles from the targeted tile. If there are more than two targets, damage is distributed as follows: (spell damage x 2) / (number of targets)

Energy Field
Duration: (15 + Magery x 2) / 7 seconds

Flame Strike
Damage: 1d5 + 48 (Fire)

Mana Vampire
Targeted on PCs: drained mana = (Eva - Res Spells)
Targeted on NPCs: drained mana = above / 2

TODO: Range?
Mass Dispel
Effect: Dispels all creatures within 2 tiles from the targeted tile (same rules as Dispel)

Meteor Swarm
Damage: see Chain Lightning

Polymorph
Duration: (Magery) seconds


EIGHTH CIRCLE Done

TODO: Range?
Earthquake
Targets all living things in sight.
Damage to PCs: (current HP / 2) + (0-15)
Damage to NPCs: (current HP / 2)
Minimum damage: 15
Maximum damage: 100

Energy Vortex
Duration: 90 seconds
Note: chooses target based on highest ((INT + Magery) / Distance) value. Dispel Difficulty 800, Dispel Focus 40

Summon Daemon/Air/Earth/Fire/Water Elemental
Duration: 20 x (Magery / 5) seconds
Slots: 5 / 2 / 2 / 4 / 3
Dispel Difficulty: 1240 / 1175 / 1175 / 1175 / 1175
Dispel Focus: 90 / 90 / 90 / 90 / 90


Necromancy
Done already
SD = Spell Difficulty (see spells)
Spell success chance % = 2.5 x (Necromancy - SD / 10) + 50

Minimum Necromancy required to cast = (SD / 10) - 19.9 (Success chance = 0.25%)
50% Success minimum Necromancy: SD / 10
100% Success minimum Necromancy: (SD / 10) + 20

TODO: Testing showed otherwise, repeat test on osi
Karma Loss = (- (SD x 20) - (current Karma)) / 100 (if positive, loss = 0)

Already done
Animate Dead (SD: 599, min. skill: 40, mana cost: 23, cast time: 1.5s)
Raise Skill (RS) = (Necromancy x 3 + Spirit Speak x 7) / 10
Maximum Fame = RS x 18 (if greater than 18000 everything can be animated)

Notes: White (channeled) corpses and corpses with fame <= 100 cannot be animated. Animated creatures take 0 slots unless they're ridable (1 slot). Only 3 creatures can be animated at a time, if a fourth is animated, the first one will disappear. If the necromancer is riding an animated creature, it will not disappear even if the limit is reached. The animated creature(s) will attack the first target they see (with the exception of players, other animated creatures, and pets). When they attack a target, they won't switch targets until the first one is dead. If there are no valid targets, the animated creatures will follow the necromancer. All animated creatures will always walk. When they die, they leave no corpse. All animated creatures are unprovokable, and lose 1 hp every 2 seconds. Their Fame and karma values are 0 and -1500 respectively, and they have no equipment/loot.

Blood Oath (399, 20, 13, 1.5)
Duration: 8 + ((Spirit Speak - Resisting Spells) / 8) seconds (minimum 2)
Effect: +20% Damage towards target, 5/6 of received damage becomes direct (not resistable)
Note: you cannot have Blood Oath cast on more than one target at the same time

TODO: check -15 or -10 ?
Corpse Skin (399, 20, 11, 2s)
Duration: 40 + ((Spirit Speak - Res Spells) x 10 / 25) seconds (if cast on self, Res Spells = 0)
Effect: Physical and Cold Resistance +10, Fire and Poison Resistance -15.
Note: if cast again, the timer will reset.

TODO: Check duration
Curse Weapon (199, 0, 7, 1s)
Duration: ((Spirit Speak / 30) x 10) + 1 seconds
Effect: Weapon gains a 50% Life Drain attribute

Evil Omen (399, 20, 11, 1s)
Duration: until the target is hit
Effect: target sustains 25% more damage, Resisting Spells is reduced by 50% (applies to Clumsy, Curse, Feeblemind, Mana Drain, Mana Vampire, Mass Curse, Paralyze, Paralyze Field, Poison, Poison Field, Weaken, Blood Oath, Corpse Skin, Mind Rot, Pain Spike), and Poison Level is increased by 1 (applies to poison received from monsters, Infectious Strike, Poison/Poison Field, Poison Potions and Poison Gas Cloud traps).

Done
Horrific Beast (599, 40, 11, 4s)
Effects: +25% Damage (Weapons/Wrestling), HP Regen +2 (+20 HP over 10 seconds), cannot ride any creatures, cannot cast any spells except for Horrific Beast, Lich Form, Vampiric Embrace and Wraith Form.

Check fire resist, hp regen
Lich Form (899, 70, 23, 4s)
Effects: Cold and Poison Resistance +10, Fire Resistance -10, HP Regen -0.5 (-5 HP over 10 seconds), Mana Regen +1.3 (13 mana over 10 seconds), +25% Damage taken from Undead Slayer weapons, cannot ride any creatures.

Done
Mind Rot (499, 30, 17, 1.5s)
Duration: 20 + ((Spirit Speak - Res Spells) / 5) seconds (when cast on self Res Spells = 0)
Effect on PCs: Mana cost + 25%
Effect on NPCs: Mana cost +100%

Note: if cast again, the timer will reset.

What's that note about? Was this changed recently?
No, it's just the spell description in the table, which means that according to the guide, it used to work like that in Publish 18... can't say if it was changed recently.
Pain Spike (399, 20, 5, 1s)
Duration: 10 seconds
Damage: 30 + ((Spirit Speak - Resisting Spells) / 10) (Direct, not resistable)
Note: 3-7 damage is dealt upon cast, the rest is dealt in (3-7) batches over 2 seconds intervals. At the end of the 10 seconds duration all the damage left is dealt. As soon as the whole damage is dealt, the spell effect wears off.

Done
Poison Strike (699, 50, 17, 2)
Target Damage (TD): (34-38) x ((300 + (Spirit Speak x 9)) / 1000) (rounded down)
Area Damage = (TD / (distance + 1))
Note: the damage is dealt to all enemy creatures within 2 tiles from the target. Only the Target Damage is applied to the target, the rest is applied to targets in the area depending on their distance from the target.

Already done?
Strangle (849, 65, 29, 2.5s)
Strangle Power (SP) = (Spirit Speak / 10) (minimum 4)
Intervals Count (IC) = SP - 1
Random (R) = random value between -2 and 1

Damage to PCs = (IC + R) x (300 - ((target's current stamina / target's maximum stamina) x 200)) / 100
Damage to NPCs = (IC + (R x 1.75)) x (300 - ((target's current stamina / target's maximum stamina) x 200)) / 100

Note: First damage is dealt after 5 seconds, then with intervals of 4, 3, 2, then 1 second. If cast again, the timer will reset.

Summon Familiar (499, 30, 17, 4s)
  • Horde Minion (Necromancy: 30, Spirit Speak: 30): Pack animal (400 stones), scavenger
  • Shadow Wisp (50, 50): Negative energy flare
  • Dark Wolf (60, 60): Wolf Mastery, Stamina Regen
  • Death Adder (80, 80): Snake Charming
  • Vampire Bat (100, 100): Blood Puppy

Done
Scavenger: Every 5-10 seconds the creature grabs the nearest items (up to 3) at its feet and puts them in its backpack. Items must be within 3 tiles from the creature, visible, must fit in the backpack, and can be stacked or locked down (odd...).

Negative Energy Flare: the creature "flares" every 5-30 seconds. The caster, all friendly PCs/pets and negative karma creatures within 5 tiles regain 1 to (mod(target karma / 2000) + 5) mana (random value) each flare. All enemy PCs/pets/monsters and positive karma creatures cannot see the flares, and lose 1 to (mod(target karma / 1000) + 10) mana (random value) each flare.

Already done
Wolf Mastery: Reduces minimum required Taming skill for wolves to 0. Applies to Dark Wolf, Silver Wolf, Dire Wolf, Grey Wolf, Timber Wolf, White Wolf.

Snake Charming: allows controlling of snakes within 14 tiles without having to tame them first. To pick a target, doubleclick on the snake and then on the target. To stop the attack, doubleclick on the snake twice. Applies to Snakes, Ice Snakes, Lava Snakes, Giant Serpents, Ice Serpents, Lava Serpents, Silver Serpents.

Done
Blood Puppy: 100% Life Drain, transfers the drained HPs to its master if it's within 2 tiles, drains them itself otherwise.

TODO: 1/5 hps every 5 seconds
Notes: all creatures take 1 slot, there can only be one at a time, they automatically attack owner's enemies (but not other monsters), can be released from the context menu, they follow the owner unless ordered otherwise, if the owner hides (Invisibility/Hiding) they do too, they won't follow the master if he recalls, if the owner is not in sight for 3 minutes they start losing 1/5 hps every 5 seconds until they die, they are immune to all bard skills, their Resisting Spells value is the same as the owner's, but all resistances are the same as the creature's species.

Already done
Vampiric Embrace (1000, 99, 23, 4s)
Effects: Stamina Regen +1.5 (15 points over 10 seconds), Mana Regen +0.3 (3 points over 10 seconds), Fire Resistance -25, 20% Life Drain, +25% Damage from Undead Slayer weapons, 17-23 Damage taken for each spell that uses Garlic, cannot use cure potions, Level 4 Poison Immunity.

TODO: detect hidden
Vengeful Spirit (999, 80, 41, 8s)
Duration: 10 + (Spirit Speak x 80) / 120 seconds
Resistance Bonus (RB) = (Spirit Speak x 20) / 120

Note: takes 3 control slots, transparent, immune to all bard skills, can teleport near target, can use Detect Hidden within 3 tiles from target, STR: 200, HP: 200, DEX: 150, Stamina: 150, INT: 150, Mana: 150, +1 hp/sec, Tactics: 100, Sword: (Spirit Speak), Res Spells: (Spirit Speak), Detecting Hidden: (Spirit Speak x 3) / 4, Dispel Difficulty: 800, Dispel Focus: 40, Physical/Cold/Energy Resistance: (40-50) + RB, Fire Resistance: 0 + RB, Poison Resistance: 100 (Immune to Poison)

Done
Wither (799, 60, 23, 1.5s)
Damage = (30-35) x (300 + (Target's karma / 100) + (Spirit Speak x 10)) / 1000
Note: affects all monster within 5 tiles from the target

TODO: Stamina loss?
Wraith Form (399, 20, 17, 4s)
Mana Leech Bonus % = (damage x (5 + (15 x Spirit Speak / 100)) / 100
Effects: Physical Resistance +10, Fire Resistance -25, Cold/Poison/Energy Resistance -5, +25% Damage from Undead Slayer weapons, can walk through other characters with no stamina loss (players can also walk through the necromancer in wraith form without stamina loss though).


Parrying
Parry % = (Parrying / 4)
If Parrying >= 100 then Parry % = Parry % + 5
If no shield is worn then Parry % = Parry % / 2


Poisoning
Level 1 (Lesser Poison)
Usages: 18
Damage to PCs: 5-10% of target's HPs (minimum 4)
Damage to NPCs: 4-8
Damage delay: 3 seconds after poisoning, then 2 seconds intervals for 8-12 rounds
Cure chance: LCP: 75%, CP: 100%, GCP: 100%

Level 2 (Poison)
Usages: 16
Damage to PCs: 10-14.5% of target's HPs (minimum 8)
Damage to NPCs: 6-12
Damage delay: 3 seconds after poisoning, then 3 seconds intervals for 9-13 rounds
Cure chance: LCP: 50%, CP: 95%, GCP: 100%

Level 3 (Greater Poison)
Usages: 14
Damage to PCs: 12.5-20% of target's HPs (minimum 12)
Damage to NPCs: 16-32
Damage delay: 3 seconds after poisoning, then 4 seconds intervals for 10-14 rounds
Cure chance: LCP: 25%, CP: 75%, GCP: 100%

Level 4 (Deadly Poison)
Usages: 12
Damage to PCs: 25-33% of target's HPs (minimum 16)
Damage to NPCs: 24-48
Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 11-15 rounds
Cure chance: LCP: 0%, CP: 50%, GCP: 95%

Level 5 (Lethal Poison)
Usages: --
Damage to PCs: 33-50% of target's HPs (minimum 25)
Damage to NPCs: 30-50
Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 12-16 rounds
Cure chance: LCP: 0%, CP: 25%, GCP: 75%

Note: damages listed are with 0 Poison Resistance. When used on monsters the interval is always 5 seconds. Level 5 Poison is only available to monsters and tinker traps, or to players using Infectious Strike (chance of raising poison level by one = (Poisoning)). Chance of poisoning a weapon is (Poisoning / 4) %.


Resisting Spells
1) Spells that check Resisting Spells (Poison, Poison Field)
Resist % = highest of the following
  • Resisting Spells - ((Attacker's Magery - 20) / 2 + (Spell Circle x 5)) (if negative, treat it as 0)
  • Resisting Spells / 5

2) Attribute lowering spells
Resisted attribute lowering % is calculated as follows
Resisting Spells < 100: ((Resisting Spells - 40) x 10) / 15
Resisting Spells >= 100: 40 + (Resisting Spells - 100) / 5

In the following formula the attacker's spell damage includes Inscription, Eva Int and Int bonuses:

Actual spell damage = Spell Damage - (Spell Damage x (Resisted attribute lowering % / 100))


Spirit Speak
Success chance % = Spirit Speak

1) Using a corpse
The corpse used will be the nearest non-channeled within 3 tiles. When a body is channeled it'll turn white and it will not be usable for channeling again.

The number of HPs cured is a random value between minimum and maximum:

Minimum = (Corpse Fame / 500) + 1 (Note: player corpses have 0 Fame)
Maximum = (Spirit Speak x 10) / 20

If minimum > maximum then cured HPs = maximum

2) Channeling through oneself (mana cost: 10)
Cured HPs = (Spirit Speak / 4) + (0-3)

If used in a cemetery, Cured HPs += 2 (for both 1) and 2) )


Stealth Already done
Tiles = (Stealth / 5) (this is as of Publish 19)


Tactics Already done?
Tactics <= 100: Damage Bonus = (Tactics x 10) / 16
Tactics > 100: Damage Bonus = ((Tactics x 10) + 100) / 16


Veterinary
One use of bandage will either resurrect, cure poison, or cure HPs (in this order).
Resurrecting a pet always takes 8 seconds. Curing poison/HP takes ((16 - (DEX / 20)) / 3 - 2) seconds (minimum 2). This is as of Publish 19.

HP cure chance % = (100 x ((Veterinary x 10) - 400) / 100 + 500) / 10 (I'd say there's something wrong here)
Cured HPs minimum = (Animal Lore / 5 + Veterinary / 5 + 3)
Cured HPs maximum = (Animal Lore / 5 + Veterinary / 2 + 10)
Cured HPs = rand(minimum, maximum)

To cure poison, both Animal Lore and Veterinary must be >= 60.
Poison cure chance % = (100 x ((Veterinary x 10) - (550 + (Poison level - 1) x 50)) / 50 + 500) / 10

To resurrect, both Animal Lore and Veterinary must be >= 80.
Resurrect chance % = (100 x ((Veterinary x 10) - 930) / 50 + 500) / 10

All of the above is rounded down.

Skill Loss = 1% (this is as of Publish 19)



Wrestling Already done
Evasion Skill when empty handed is the highest of the following (capped at 120)
  • Wrestling
  • (Anatomy + Evaluating Intelligence + 20) / 2
 
Nynaeve said:
Archery
Hit chance % = 50 x ((attacker weapon skill / 20) / (defender weapon skill / 20))

I'm not sure why it says "defender WEAPON skill", I'd guess you'd check your hit % against equipment/defense skills or something.
That just means that you use the defender's Archery, Fencing, Macing, Swordsmanship, or Wrestling depending on what they're armed with.
 

krrios

Administrator
Code:
Drain % = (50 x (Chivalry - target's necromancy))

Are you sure it's this? I wonder if it's not:

Code:
Drain % = (50 + (Chivalry - target's necromancy))
 

Nynaeve

Wanderer
krrios said:
Code:
Drain % = (50 x (Chivalry - target's necromancy))

Are you sure it's this? I wonder if it's not:

Code:
Drain % = (50 + (Chivalry - target's necromancy))
The formula does say 50 x, it does make it easy to drain like that, but maybe that's the point... or maybe it's just a typo... I dunno. :/

Edit: Dispel Difficulty for Summon Daemon is 1250 not 1240.
 

Nynaeve

Wanderer
Virtue system

There is a screenshot of a player's Justice virtue info page which displays "You have achieved the highest path in this Virtue" and has 10 blue dots, so I guess this would have to be fixed (you can't get 40 points right now, only 39).


Sacrifice
Usable on: Lich, Enslaved Gargoyle, Gargoyle Enforcer, Daemon, Succubus, Evil Mage
Requirements: Fame must be Level 3 or higher (>= 2500), 24 hours must have passed since last sacrifice, monster must not have lost more than 15% of its HP, you must be close to the monster, you must be visible and alive.
Effect: Fame = 0 (but not Karma), Sacrifice gain is proportional to the number of Fame points sacrificed

When used to self-resurrect:
Effect: HP = 1, Mana = 1, Stamina = 0, all items will be in the backpack (unless the body disappeared)
Requirements: you cannot self-resurrect while in multi-object items (boats, houses), faction strongholds, or when flagged as criminal/aggressor.

Note: there is a screenshot of a Lich saying "I have seen the error of my ways!" on top of its head, so I guess there is a client message too that it's currently missing.


Justice
Requirements: Target player must be blue, not already protected by someone else, and you can only offer protection once every 15 minutes (note that it's not only for declined requests)
Effect: SOP stuff, protected players cannot call guards anywhere


Valor
No definite data on this one, it's just as vague as stratics (and says the same things at that).
The only definite thing is that you cannot use Valor if you're a Seeker/Follower/Knight and the red skulls count is >= 5/10/15

Compassion is already done, the other 4 virtues aren't mentioned at all.


Item Enhancing
Resistances success % = 100 - (10 + 25 x (current resistance / 25) + 10)
Damage Increase success % = 100 - (10 + 25 x (current damage increase / 100) + 10)
Durability Bonus success % = 100 - (10 + 25 x (current durability bonus/ 1000) + 10)
Lower Requirements succes % = 100 - (10 + 25 x (current lower req / 100) + 10)
Luck success % = 100 - (20 + 25 x (current luck / 50) + 10)

If a check fails, there is a (Failure chance - 10) % chance it will break.


Misc stuff
- Players' bodies disappear after 15 minutes
- You can see other people's fame/karma titles only if your own fame is >= 5000
- To lock karma you need to chant the right mantra at any of the 8 virtue shrines. To unlock it you need to chant the chaos mantra (bal) at the chaos shrine. Note: there is a screenshot of a player chanting "bal" at a chaos shrine with a message on top of its head saying "You control your destiny once again." and a lightning bolt.
- GGS table is identical to stratics', but there is an anti-GGS-exploit code that prevents people from logging out after a skill gain and logging back on just in time for the GGS (i.e. the GGS time lapse must be real game time)
 

spasmfrog

Wanderer
Nynaeve said:
Dispel Evil (35 / 10 / 10 / 0.25s)
Dispels all evil summons within a 8 tile radius, makes all evil creatures flee for 2 seconds, and lowers any transformed necromancer's mana and stamina if within range.

Dispel Will (DW) = (sqrt(karma + 20000 + (Chivalry x 100)) / 2)

Dispel % = (500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / (10 x DW) / 100

Flee % = (100 - sqrt(target fame / 2)) / (100 x ((Chivalry x 10) / 2 x DW)) / 100

Great posts, you rock! =)

.. but I've run into some trouble. I'm implementing Dispel Evil on my own just for laughs and a couple of things about these equations seem odd to me.

1) DW seems to be a measure of a paladin's overall potency. In that case, do you know why it says to divide by DW to determine success rates? It seems like that would make weak paladins better at Dispel Evil than strong ones, you'd be dividing the chance by a smaller number.

2) Assuming 100 chiv and 10k karma I get a DW of sqrt(40000) / 2, which comes to 100. Nice round number. Then I try to dispel the summoned nasties with it and get this:

Daemons' DD/DF is 1250/90:
(500 + ((100 * ((100 * 10) - 1250)) / 90)) / (10 * 100) / 100
(500 + ((100 * (1000 - 1250)) / 90)) / 1000 / 100
(500 + ((100 * -250) / 90)) / 1000 / 100
(500 + (-25000 / 90)) / 1000 / 100
(500 + -277.77777) / 1000 / 100
222.22222 / 1000 / 100
.22222 / 100
.0022222?

Ok, well, daemons are supposed to be frightening anyway. EVs have 800/40:
(500 + ((100 * (1000 - 800)) / 40)) / 1000 / 100
(500 + ((100 * 200) / 40)) / 1000 / 100
(500 + (20000 / 40)) / 1000 / 100
(500 + 500) / 1000 / 100
1000 / 1000 / 100
.01?

Let's try an easier one, a summoned chicken at 0/40:
(500 + ((100 * (1000 - 0)) / 40)) / 1000 / 100
(500 + (100000 / 40)) / 1000 / 100
(500 + 2500) / 1000 / 100
3000 / 1000 / 100
.03?

There's a 3% chance to dispel a chicken(?!?!) at GM chiv and 10k fame? That doesn't seem terribly useful. Please tell me my math is off or something, right now I hit unfriendly summons with my test version of DE and they just snicker at me and then gossip about my inadequacies with their friends over coffee and cake later that afternoon. =P

Maybe my order of operations is off, I'm assuming left-to-right for unparenthesized operations of the same order. Treating it as:

Dispel % = (500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / ((10 x DW) / 100)

Note the extra parens around ((10 x DW) / 100). That might make it a little better, then we could interpret the daemon number as 22.222%. That seems like a tough dispel, but still possible. Sure, it leaves a 300% chance to dispel a chicken, but unfriendly chickens aren't much of a threat anyway. =)

Is there perhaps a note in the book somewhere about the order of operations they used?
 

krrios

Administrator
I think the parenthesis should be taken with a grain of salt, so to speak. Perhaps whichever EA dev leaked it was unfamiliar with order of operations and when he tried to insert parenthesis to make the algorithm clearer, well, he failed. Just a thought. ;)

Anyway, if I remember right, the proper algorithm is:

Code:
(50 + ((100 * (chiv - dd)) / df)) * (dw / 100)

(note, dd here is 10 times less than what the guide says .. 1250 = 125.0, 800 = 80.0, etc)
 

Nynaeve

Wanderer
I'm reporting everything exactly as it is written, so I really cannot say.
What I *can* say is that there are a lot of typos on the english names of just about everything, so it's not unlikely that some of the formulas have typos as well. So while the concept is most likely correct (I haven't posted a lot of spells because they're exactly the same as stratics) some formulas do need a little bit of... interpretation.
 

spasmfrog

Wanderer
Nynaeve said:
I'm reporting everything exactly as it is written, so I really cannot say.
What I *can* say is that there are a lot of typos on the english names of just about everything, so it's not unlikely that some of the formulas have typos as well. So while the concept is most likely correct (I haven't posted a lot of spells because they're exactly the same as stratics) some formulas do need a little bit of... interpretation.

The version of that dispel formula that Krrios posted works beautifully, and I believe I'll be able to interpret the flee formula that you posted as well now using both versions of the dispel formula as guidelines.. WOOHOO! =)

Thanks a lot to the both of you, and I look forward to the "official" version of this with all the correct sound/visual effects.. hehe mine looks pretty lame as it is now but it's still a lot of fun to play with so far.
 

spasmfrog

Wanderer
Oh, I had a thought..

Nynaeve said:
Drain % = (50 x (Chivalry - target's necromancy))
Note: if target's necromancy is 0 then treat it as 1

It looks like they're trying to avoid a divide-by-zero error there, so how about:

Drain % = 50 * Caster'sChiv/Victim'sNecro;

Ok, I'm all done, I'll go away now. Thanks for the toys to play with, guys. =)
 

Nynaeve

Wanderer
spasmfrog said:
Oh, I had a thought..
It looks like they're trying to avoid a divide-by-zero error there, so how about:

Drain % = 50 * Caster'sChiv/Victim'sNecro;

Ok, I'm all done, I'll go away now. Thanks for the toys to play with, guys. =)
Yeah, you're probably right, I was wondering what the point of that note was myself (not really very useful if it wasn't a division).

Also, regarding this:

Dispel % = (500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / (10 x DW) / 100

I think it was supposed to be read like this:

Dispel % = ((500 + ((100 x ((Chivalry x 10) - DD)) / DF)) / 10) x (DW / 100)

With 100 chiv and 10000 karma, against a Daemon, you get:

((500 + ((100 x (1000 - 1250)) / 90)) / 10) x (100 / 100) = 77.8%

And it's the same as Krrios'.
 

Ghilteras

Wanderer
only two things i wanna quote to fix things :p


Nynaeve said:
Summon Daemon/Air/Earth/Fire/Water Elemental
Duration: 20 x (Magery / 5) seconds
Slots: 5 / 2 / 2 / 4 / 3
Dispel Difficulty: 1240 / 1175 / 1175 / 1175 / 1175
Dispel Focus: 90 / 90 / 90 / 90 / 90

[...................]

Poisoning
Level 1 (Lesser Poison)
Usages: 18
Damage to PCs: 5-10% of target's HPs (minimum 4)
Damage to NPCs: 4-8
Damage delay: 3 seconds after poisoning, then 2 seconds intervals for 8-12 rounds
Cure chance: LCP: 75%, CP: 100%, GCP: 100%

Level 2 (Poison)
Usages: 16
Damage to PCs: 10-14.5% of target's HPs (minimum 8)
Damage to NPCs: 6-12
Damage delay: 3 seconds after poisoning, then 3 seconds intervals for 9-13 rounds
Cure chance: LCP: 50%, CP: 95%, GCP: 100%

Level 3 (Greater Poison)
Usages: 14
Damage to PCs: 12.5-20% of target's HPs (minimum 12)
Damage to NPCs: 16-32
Damage delay: 3 seconds after poisoning, then 4 seconds intervals for 10-14 rounds
Cure chance: LCP: 25%, CP: 75%, GCP: 100%

Level 4 (Deadly Poison)
Usages: 12
Damage to PCs: 25-33% of target's HPs (minimum 16)
Damage to NPCs: 24-48
Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 11-15 rounds
Cure chance: LCP: 0%, CP: 50%, GCP: 95%

Level 5 (Lethal Poison)
Usages: --
Damage to PCs: 33-50% of target's HPs (minimum 25)
Damage to NPCs: 30-50
Damage delay: 3 seconds after poisoning, then 5 seconds intervals for 12-16 rounds
Cure chance: LCP: 0%, CP: 25%, GCP: 75%

Note: damages listed are with 0 Poison Resistance. When used on monsters the interval is always 5 seconds. Level 5 Poison is only available to monsters and tinker traps, or to players using Infectious Strike (chance of raising poison level by one = (Poisoning)). Chance of poisoning a weapon is (Poisoning / 4) %.

First, the dispel difficulty of the earth elemental should be GREATER (it was changed after the pub 18 for which this guide was written) in fact on osi earth elementals are now used to tank almost anything, from shadow wyrm, blood elementals to dark fathers.. and never get dispelled ;)

Second, the poison chances are different in our run uo, for example lethal poison is cured only at 25% with a greater cure instead of 75% (and now i know why fencer poisoner rocks on run uo while sucks on OSI ;))

hope you'll fix those things, see ya :cool:
 

Dracarys

Wanderer
Ghilteras said:
First, the dispel difficulty of the earth elemental should be GREATER (it was changed after the pub 18 for which this guide was written) in fact on osi earth elementals are now used to tank almost anything, from shadow wyrm, blood elementals to dark fathers.. and never get dispelled ;)

OSI has Pub23 now. Earth Eles now get auto dispelled by most creatures. Dragons, shadow wyrms,... They too have been nerfed.
 
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