Update 29 randomly generated loot

This randomly generated loot system was introduced in Update 29. Some prefixes (such as skills) only existed as suffixes before. Some (such as Speed and Spell Resistance) do not show up in the item's name. Many (such as Spell Lore on rings) can be found in new equipment slots. Many enchantments that were previously only on named items (such as light resistance) are now appearing.

Affixes

 * An item can have the following affixes: enhancement bonus, prefix, suffix, and an extra.
 * Augment slots still happen on items. These are generated independently of other enchantments.
 * Double augment slot items no longer happen.
 * Cursed items do not drop anymore. Also, race restriction items (discontinued as of Update 19) continue not to drop.
 * Masterful Craftsmanship and Wondrous Craftsmanship items continue to drop.
 * Extra effects on random loot will not appear below level 10 loot. (U29P2)

Loot level, chest level and item level

 * The loot level affects the item's minimum level. Loot level is broken down into the "base" chest level plus various buffs.
 * Chest level is determined by quest base level and quest difficulty (Hard +1, Elite +2).
 * For the buffs, Guild Airship buff (Bash the Breakables Cargo Bay, +1), Greater Dragonmark of Finding (+1), (+1), Jewel of Fortune (+1/+2), and loot bonus server switch (usually +2) should be taken into account.
 * You can tell the loot level by the amount of plat/gold contained in the chest.


 * developer = 's statement above is disputed for this regard. Chests get capped at 35 at the current level cap of 30.
 * This cap is not applied to quest reward list. This theoretically still caps at 40, and you cannot have Dragonmark and Treasure Map in this regard. Current highest reward lists are level 32 raids on LE (effective level 34) with guild buff +1, Jewel +2 and server bonus +2, which makes it 39.

Enhancements

 * Each enchantment is rolled separately, within a range given by the item level. For example, a Strength bonus on a level 20 item can be +7, +8, or +9.
 * (TBA) DDO Store item increases the chance to get better enchantment in this regard.
 * Insight bonus effects on items will not appear below level 10 loot. (U29P2)
 * Many of the enchantments have issues of some kind and are in a state of flux at the moment.
 * There is a chance for "Extra Lucky" loot (not to be confused with "Extra" affix slot), which increases the range of possible enchantment values beyond the usual limits. Exact mechanics unknown.


 * Since enchantments are rolled independently, the same quest can generate items with vastly differing power.
 * For example, an item with weak prefix, extra lucky suffix, and extra lucky extra enchantment.

Base abilities

 * Alluring - Charisma
 * Astute - Intelligence
 * Hardy - Constitution
 * Mighty - Strength
 * Nimble - Dexterity
 * Prudent - Wisdom

Resistance/Absorption

 * Alkalescent - Acid Resistance
 * Grounded - Electricity Resistance
 * Frigid - Fire Resistance
 * Favorable - Negative Resistance
 * Murky - Light Resistance
 * Muffled - Sonic Resistance


 * Alkaline - Acid Absorption
 * Blazing - Cold Absorption
 * Insulated - Electricity Absorption
 * Chilled - Fire Absorption
 * Damping - Sonic Absorption

Skills

 * Acrobat's - Tumble
 * Arcanum's - Use Magic Device
 * Bartered - Haggle
 * Burglar's - Open Lock
 * Covert - Hide
 * Daunting - Intimidate
 * Delightful - Perform
 * Feigned - Bluff
 * Focused - Concentration
 * Gracious - Diplomacy
 * Harkening - Listen
 * Inspected - Search
 * Refurbished - Repair
 * Sneaking - Move Silently
 * Soothing - Heal
 * Sturdy - Balance
 * Tactful - Disable Device
 * Visionary's - Spellcraft

Resistance bonus to saves

 * Agile - Reflex saves
 * Disciplined - Will saves
 * Disenchanted - Enchantment saves
 * Lucid - Illusion saves
 * Realistic - Spell saves
 * Resilient - Disease saves
 * Robust - Poison saves
 * Stalwart - Fortitude saves
 * Staunch - Resistance bonus to saves

Defensive

 * Evasive - Dodge Bonus
 * Ricocheting - Deflection bonus to AC
 * Defensive - Sheltering
 * Reinforced - Fortification (ML30: 136, 148)
 * Requiting - Riposte

Offensive

 * Deft - Seeker (ML30: +13)
 * Hasty - Doublestrike/Doubleshot
 * Deadly - Deadly
 * Murderous - Assassinate DC (ML30: +6)

Tactics

 * Dazed - Stunning
 * Destructive - Shatter
 * Dizzying - Vertigo
 * Warrior's - Combat Mastery

Threat

 * Enraging - Incite (Melee threat increase)
 * Serene - Diversion (Melee threat reduction)

Spell Power

 * Combustive - Combustion (Fire)
 * Corrosive - Corrosion (Acid)
 * Devoted - Devotion (Healing)
 * Glaciated - Glaciation (Cold)
 * Impulsive - Impulse (Force)
 * Magnetic - Magnetism (Electric)
 * Resonating - Sonic
 * Reconstructed - Repair/Rust
 * Nullified - Nullification
 * Radiant - Radiance

Spell Focus

 * Blasting - Evocation Focus
 * Charming - Enchantment Focus
 * Deceiving - Illusion Focus
 * Metamorphic - Transmutation Focus
 * Nullified - Abjuration Focus
 * Reanimating - Necromantic Focus
 * Summoning - Conjuration Focus

Spellcasting Misc

 * Dire *Spell Power name* - Spell Lore (Shows up as Dire Combustive, etc.)
 * Invasive - Spell penetration
 * Invigorating - Wizardry

Weapon Damage

 * Biting - Acid damage
 * Smoldering - Fire damage
 * Chilled - Cold damage
 * Orderly - True Law
 * Venomous - Poison damage
 * Shocking - Electrical damage

Hidden enchantments

 * Alignment damage (Xd6 Chaotic, Evil, Good, presumably Lawful)
 * Armor-Piercing
 * Fortification
 * Poison Resistance
 * Speed
 * Spell Resistance

Ability

 * of Strength
 * of Dexterity
 * of Constitution
 * of Wisdom
 * of Charisma

Defensive

 * of Magical Resistance
 * of Physical Resistance
 * of Physical and Magical Resistance - Sheltering

Offensive

 * of Assassinate
 * of Accuracy

Healing

 * Healing Amplification
 * Repair Amplification (ML30: +53)

Tactics

 * of Combat Mastery
 * of Vertigo

Weapon damage

 * of Slaying - Xd10 Bane damage
 * of Critical Piercing - xd6 piercing damage on critical hits (piercing weapons)