Update 29 randomly generated loot


 * Lamannia dev threads:, ,

These Affix names were 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. «*» indicates a pop-up note. Many effects that were previously only on named items (such as light resistance) are now appearing.

Note: Many abilities are currently bugged and showing up with a +0 bonus; this does not appear to negatively affect the item's ML

Random loot generation mechanic

 * An item can have the following affixes: Enhancement bonus, Prefix, Suffix, and Extra.
 * Augment slots still happen on items. It seems these are generated independently of other effects.
 * Cursed items do not drop anymore.
 * Masterful Craftsmanship items continue to drop.
 * What's the chance for Extra slot?


 * The level of the item (its minimum level) is determined by the chest level. Precise formula unknown. Quest base level, quest difficulty, Dragonmark of Finding, Store loot gems and loot bonus server switch should be taken into consideration altogether.
 * Each effect value 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.
 * Many of the effects and stats 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 effect values beyond the usual limits. Exact mechanics unknown:
 * Is the "Extra Lucky" rolled separately for each effect, or once for the whole item?
 * What's the chance for getting "Extra Lucky"?
 * Is the "Extra Lucky" effect range just slightly better than the normal range (normal: +7 to +9, extra lucky: +8 to +10)?
 * Or is "Extra Lucky" always better than the normal range (normal: +7 to +9, extra lucky: +10)?


 * Since effects 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 effect.

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
 * Tactful - Disable Device
 * Sturdy - Balance

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

Tactics

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

Combat Misc

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

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)
 * Resonance - 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 Effects

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

Combat Misc

 * of Assassinate
 * of Accuracy

Defensive

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

Healing

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

Tactics

 * of Combat Mastery

Weapon Damage

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