Currently, the loot tables have two ways to give you an item that is lower level than expected. I made this list to work on them, and improve and expand their effects, while also bringing the return of an old friend ML reduction type.
Those reductions can stack with each other, but you can only have one of each tier. For effects of loot tables, those items are considered an enchantment equal to their reduction level. So if you are on a level 18 table you could loot a ML 18 weapon, or a ML 16 cursed weapon. You DO NOT get a ML 20 weapon that is actually ML 18.
An item ML can never be lower than 1 (if an heroic item) or 20 (if an epic item). If any item with one (or more) of those properties is disjunctioned in a cannith deconstruction station, it will be cleared of those effects as well.
EDIT: Epic Items only get half of the described level reducing effect, because epic gear advance at +1 ML per enchantment bonus, while heroic items advance at +2 ML per enchantment bonus.
Great Craftsmanship
An item specially crafted have more power than their level allow. This thing is just really good, and carries no drawback at all. For balance reasons, I propose that all chain reward lists have their non-named items with some level of great craftsmanship. Ideally, those would be tied with which difficulty you finished the chain, but I'll leave code problems with the devs and presume they will work like that.
- Masterful Craftsmanship will reduce the ML of the item by 2. Normal completion only award this tier.
- Wonderful Craftsmanship will reduce the ML of the item by 4. Low chance (~5%) on Hard completion. Average change (~20%) on Elite completion
- Legendary Craftsmanship will reduce the ML of the item by 6. Low chance (~5%) on Elite completion.
Special requirements
Those items were crafted specifically to serve some purpose. To wield more power, they have some restrictions on them, and you must fulfill those restrictions before you can equip the item. Those restrictions reduces the ML of the item by 2.
Old RR items could be bypassed with a UMD check, but it was a major source of lag in the game, so "bypassing" UMD checks should not return. If you do not match the item requirements, you simply can't wear it.
- An Alignment Required item requires you to be of a specific alignment. All six alignments (LG, NG, CG, LN, TN, CN) are possible choices. Partial fullfilment will allow you to wear the item while suffering a negative level (Eg, a Lawful Neutral Item can be worn like that by a Lawful Good, True Neutral, or Chaotic Neutral character).
- A Class Required item requires you to be of a specific class. The item will require a number of class levels equal the item enchantment level (So, a ML 15 ring will requires 8 levels of a specific class).
- A Race Required item requires you to be of a specific race. Human-required items can be worn by human, half-elves, half-orcs, shadar-kais and purple dragon knights. Elf-required items can be worn by elves, half-elves, drow elf, and sun elves. Warforged-required items can be worn by warforgeds and bladeforgeds.
Cursed Items
In real life, things are not fair. Sometimes you just get something from the bottom of the barrel, and sucks to be you. Fortunately, DDO is not real life. So, when you get an item with a major drawback, you will get a benefit from it. Cursed items are items with drawbacks. A cursed item reduces the ML of said item by 2. Every Cursed item is Bound to Character on Equip, and will only reveal their curse after you equip the item. The following curses are available:
- Feebleminded: This item will make your mind an open road for all types of enchantments. You have a -5 penalty to will saves and +10% SP cost in all spells.
- Infected: This item makes you sick. You have Filth Fever (variations for other diseases allowed) and can't be permanently cured until you remove the item.
- Lethargic: This item will make you sleepy and slow. You have a -5 penalty to Reflex saves and -3 Dodge.
- Magic Imperviouness: Your affinity with magic is lowered. You have a -30 penalty to Universal Spell Power, a -10 penalty to MRR, and a -3 penalty to Spell Resistance.
- Mummy Essence: This item was on the hands of a mummy for too long, and absorbed part of its curse. You have a -50 penalty to healing amplification (but not repair or negative energy).
- Open Guard: This cursed item will move your body in the direction of the enemy's blows. You have a -10 penalty to AC and PRR.
- Poisoned: This item was made to kill its owner. You are poisoned with Spider Poison (variations for other poisons allowed) and can't be permanently cured until you remove the item.
- Shattered: This item will drain the resilience of your own body. You have a -5 penalty to Fortitude saves and -5% HP.
- Time Curse: While wearing/wielding this item, every time you are hit, there is a 3% chance you will be affected by a Slow effect (no save)
- Weakened: The wielder of this item will have a -6 penalty to its Strength. (yes, it is higher than current -2. The intention is for it to be a problem)
- Clumsy, Frail, Dull, Fool, Repulsive: Like Weakened, but for Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Opinions?