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Imbuing question

ProZac

Seasoned Veteran
Stratics Veteran
Stratics Legend
I was reading up about imbuing and have a question.

The system appears to be very close to what they currently have in Warhammer Online (which makes sense considering Mythic is running both).


I get the whole item intensities thing - example a kryss with:
30% ssi, 50% fireball, 50% hit lower def, 50% damage increase, 15% hit chance
would be the max possible intensity and yield the relic or whatever. My question is, when you unravel these items does it ask what specific mod you'd want to unravel? In other words, I go to unravel this uber item above and what gump do I get? Do I get asked which of the 5 mods I want to unravel?

The way I'm kind of understanding it now and assuming it will work is that it will ask me which mod, say I choose fireball from that kryss, it would give me a relic that would be used to imbue 50% fireball to a weapon. If that kryss were to have lower overall intensities (even if it had 50% fireball, but lower overall) that unraveled item (for fireball) would give a fragment (or whatever) less than 50%.

Is this accurate? Or if we unravel a super-item and get the highest end fragment are we able to use that fragment for any possible mod for the selected item?

Hope someone understood that well enough to give me an accurate answer. :p
 

Arcades

Sage
Stratics Veteran
Stratics Legend
Well, to my limited knowledge and interpretation of the imbuing posts, first of all, I wouldnt unravel that kryss to begin with b/c it has all maxed intensity mods.

Instead that's the type of weapon I would like to make as a result of imbuing relic fragments onto.

So take for example a weapon with:

Elven Machete
25ssi
40 HLD
40 Stamina Leech
46 Hit Energy Area
FC 1

A rather useless weapon, and mods that arent your greatest, however, all the mods are above 80% intensity and there are all 5 mods, thus from what I gather, if you "unravel" this item, it will produce a RELIC fragment which can be used to imbue any item for any property at its maximum intensity. Sorta like a recycling system for rather useless but nice modded weapons/armor.

Thus, you will need 5 relic fragments to make an uber weapon/armor with the mods of your choice. That being said, imbuing will still be inferior to Val crafted armor/weapons b/c they have the 5 runic mods + the exceptional bonus thus a total of 6. DI/mage armor mods count towards the 5 mods for imbuing thus exceptional samurai armor is better.

As a result, I'm not sure if imbuing is even worth all its training, simpler to obtain val runics. Unless they reconsider the exceptional bonus mods (DI/mage armor) not counting towards the 5 mod limit.
 

WildWobble

Sage
Stratics Veteran
Stratics Legend
My view is same as above you will only get fragments from a success of unraveling and that the process will destroy the item completely sorta like you put it on the forge and bam gone and fragments drop in pack.

That said i also agree val hammers will be better for armor on the elite however imbued armor will be strong enough for the novice and modorate player's 5 mods can still turn out good stuff then enhance once imbued will give it that extra kick.
Also the imbueing i read takes gems and special things we need to collect to use to make the sweet stuff

read somthing about jewelry being able to imbue that would be so cool
i would use a iron tourquoise ring with 5 ssi di hc1 i have with low %'s and max them + add 2 more mods to make a jewel with 5ssi 15 hci 15 dci 25 di 8lmc or 8 dex...


Weapons for the pvm warriors will be made by imbueing i think alot!
examples of weapons i would use for pvm
demon slayer
50+ mana leech
50+stamina leech
50% hit lower attack
50 dmg increase
Radiant Scimitar

That would allow my sampire to stand on the dark father where it spawned and deal with more then one + the undead with a trinket tally.
the right tool for the job will make alot of things easier
another doom example is in the rooms can custom up some weapons with specific dmg types like fire for the flesh renders or energy for them dark knights.
 

ProZac

Seasoned Veteran
Stratics Veteran
Stratics Legend
Well, to my limited knowledge and interpretation of the imbuing posts, first of all, I wouldnt unravel that kryss to begin with b/c it has all maxed intensity mods.

Instead that's the type of weapon I would like to make as a result of imbuing relic fragments onto.

So take for example a weapon with:

Elven Machete
25ssi
40 HLD
40 Stamina Leech
46 Hit Energy Area
FC 1

A rather useless weapon, and mods that arent your greatest, however, all the mods are above 80% intensity and there are all 5 mods, thus from what I gather, if you "unravel" this item, it will produce a RELIC fragment which can be used to imbue any item for any property at its maximum intensity. Sorta like a recycling system for rather useless but nice modded weapons/armor.

Thus, you will need 5 relic fragments to make an uber weapon/armor with the mods of your choice. That being said, imbuing will still be inferior to Val crafted armor/weapons b/c they have the 5 runic mods + the exceptional bonus thus a total of 6. DI/mage armor mods count towards the 5 mods for imbuing thus exceptional samurai armor is better.

As a result, I'm not sure if imbuing is even worth all its training, simpler to obtain val runics. Unless they reconsider the exceptional bonus mods (DI/mage armor) not counting towards the 5 mod limit.
That's the answer if I was looking for. Hoping it's the correct one.

I wouldn't unravel that kryss, being as it is perfect, but I was just trying to use a max mod example and trying to find out mainly if those relics are for a single specific mod, or as you stated, any mod that you choose.

The way the system seems to now, runics will still trump for armor making by a good amount. By imbuing, you could get specific mods, but you would lack a bit in the resists that you only get from crafting with GM armslore/material bonuses. Jewelry and weapons on the other hand will be much much better and I'd expect to see barely any runics used on weapons (unless iron-made val weapons, for high intensity weapons to unravel)
 

Harlequin

Babbling Loonie
Stratics Veteran
Stratics Legend
Val runics will definitely trump imbue. Simply because with GM smithy and armslore, you get an extra 40% DI for weapons and 6 (?) resist for armour.

However, I have played for 11 years and have yet to get a val hammer. Plus, it's only giving 15 chances to get the right combination of properties at the max intensities.

With my horrible luck dealing with the normal RNG, statistically, the odds are against me getting that perfect 30% ssi, 50% fireball, 50% hit lower def, 50% damage increase, 15% hit chance weapon...

Realistically, I'd be extremely lucky if I get even 4 desired properties at 90% intensity - eg 20 SSI, 15 HCI, 40 life leech, 48 mana leech. Last property will likely be something I don't want on that particular weapon, like hit dispel 49, luck 99, damage conversion, lizardman slayer etc etc

So overall, being able to choose the properties I want makes imbueing much more appealing to me.
 

Harlequin

Babbling Loonie
Stratics Veteran
Stratics Legend
True true, esp with my luck lol

Btw, even aggy hammers (and possibly gold) will allow you to get relics since exceptional and armslore will get you the last property at 80% intensity.
 
R

RichDC

Guest
The way i see it is as above but i personally think tht imbuing will out do val hammers for a long time, simply because how GD hard they are to get.

Imbued items will eventually break as they cant be POF'd but for the majority of the time a tamer will be able to make him/herself a max luck suit, 100%lrc, 40%lmc 12mr...blahdy blah.

This will give more items of max intensity for said tamers crafter to unravel, then in turn the crafter can make Uber "throw away" weapons(say 100% energy area, 50% lighting up to 100%LL/SL/ML 30%SSI and 100%durability radiant scimmy) or armour to supply the PvPer/PvMer, while still keeping the odd heartwood/val hammer weapons.
 
N

Nematode

Guest
Like most majority of the player base, Im looking forward to this new thing we can do in UO.

However, imho, I think this may also finally herald the end of UO. I dont know, but Ive always love to loot stuff and make do with what I can find. If I can custom-make that perfect weapon, it will really put a damper to looting. Why loot anymore since Ive already gotten that perfect weapon? I can probably envisage a max of like 6 different perfectly imbued weapons I would ever need. So, for a while, Ill still loot. But once Ive stocked up on the necessary ingredients/relics needed to train and make more perfect weapons, then what? How long would that take anyone to do?

Sure, in the beginning, Id have some fun with my dream weapon. After that, once looting cease to be fun and sometimes rewarding with a great drop, what else is there?
 

Lord Bishop

Seasoned Veteran
Stratics Veteran
Stratics Legend
My understanding of imbueing is very different from the poster. There are 3 types of fragments those from 1-199 intensity form 200-399 intensity and 400+ intensity. None of the fragments have a property associated with them, simply thet are just a fragment. To make a max intensity object you choose the properties and imbueing skill rells you what you need to make the item. Example 100 diamonds 25 blue diamonds 20 low intensity relics, 8 mid intensity, 3 relic and special imtem from SA champ spawns as yet to be found out about. My listing may get you an item with 4 or so high skills. Just a guess but its going to be terribly hard and expensive to train.
 
F

Fink

Guest
Just a guess but its going to be terribly hard and expensive to train.
Not to mention tedious and time consuming! :D

Basically you'll need to imbue items to keep gaining skill after unravelling quits gaining for you (25 skill is the cutoff last I heard). So yeah, not only will you be looking at semi-modded items with a view to modding them further for gains, you'll end up with a pile of doubly-modded stuff that you then have to sift through for the ideal piece to make triple-mods all the while riding that 50/50 success threshold for maximum skill gain! Loads of sifting and appraising. Hopefully either the SA client or a client-modder's plugin will make sense of all that math so we don't have to keep tabbing out to input mods into external spreadsheets or flash/java widgets.

I just hope the skill's usable at lower levels and you don't have to be Legendary to make decent stuff. But of course, anyone looking for an artificer will demand they be 120 skill because nobody even bothers with GM anymore.
 
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