Weapon hit spells, area effects and lower defence
From UO:PvE Wiki
Hit properties trigger after positive weapon damage and use separate damage or debuff rules.
Development source reviewed on 29 October 2026. In-game availability is unverified.
Proc chances#
Each supported hit property is compared independently with a random integer 0–99 after the main hit deals positive damage. The ordinary chance is the property value in percent; an applicable special move can multiply that property chance before integer truncation. Multiple different properties can trigger on one hit.
Hit-spell damage#
Weapon Magic Arrow, Harm, Fireball and Lightning use the same basic dice rolls as those spell names, then add Inscription, floor(Intelligence÷10) and effective SDI for a player attacker. These weapon-proc calculations do not apply the normal Magery Evaluating Intelligence multiplier. Psychic Attack’s spell-damage malus is also read on this weapon-proc path.
| Hit spell | Base roll | Damage type / timing |
|---|---|---|
| Magic Arrow | 11–14 | Fire; 1 second |
| Harm | 18–22 | Cold; immediate, half at 2 tiles and quarter beyond 2 |
| Fireball | 20–24 | Fire; 1 second |
| Lightning | 24–27 | Energy; immediate |
Area effects#
A current-era hit-area proc checks valid harmful targets within five tiles of the attacker and requires line of sight. It excludes the attacker and the original defender. It rolls base weapon damage for each eligible secondary target and sends that amount through the selected elemental resistance path. It does not copy the full main-hit damage after all support and ability bonuses.
Hit Lower Attack and Hit Lower Defence#
| Effect | Modifier | Duration | Repeat application |
|---|---|---|---|
| Hit Lower Attack | −25 to net hit-chance bonus | 10 seconds | Does not stack or refresh while active |
| Hit Lower Defence | −25 to net defence-chance bonus | 8 seconds | Does not stack or refresh while active |
Names and meaning#
HLD reduces the defender’s chance-modifier term in the hit formula. It is not a direct 25-percentage-point increase to every opponent’s final hit probability. LCD is not a separate attribute in this code; if you meant Lower Defence, use the HLD entry.
Source notes
Show 9 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Items/Weapons/BaseWeapon.cs:1907
Positive-damage proc gateProjects/UOContent/Items/Weapons/BaseWeapon.cs:2011
Independent area and spell proc rollsProjects/UOContent/Items/Weapons/BaseWeapon.cs:2136
Weapon-proc damage formulaProjects/UOContent/Items/Weapons/BaseWeapon.cs:3265
Individual hit spells and timingsProjects/UOContent/Items/Weapons/BaseWeapon.cs:3401
Area range, target filters and base rollProjects/UOContent/Items/Weapons/HitLower.cs:8
10 / 8-second durationsProjects/UOContent/Items/Weapons/HitLower.cs:16
Nonstacking and nonrefresh applicationsProjects/UOContent/Items/Weapons/BaseWeapon.cs:1247
Lower Attack −25Projects/UOContent/Items/Weapons/BaseWeapon.cs:1288
Lower Defence −25
Category: Character & combat