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Imbuing Change Decision

W

Wilki

Guest
After reading your feedback, it has been decided that the proposed cap on imbued intensity is not the direction that we're going to go in.

So, there will be no limit on the amount imbued on an item, other than what is already in place, which is 5 properties for a total of 450% weighted intensity for any item except for exceptionally crafted items which get 500%.

That means you can now imbue a "blank" item up to the full potential of the item.

Thank you for your feedback.
 

S.P.A

Journeyman
Stratics Veteran
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Thank you for reaching a decision quickly, and announcing it so promptly.

Even better, from what I've read of the discussions, it is the decision that best "levels the playing field"... something us 10+ year veteran crafters with 10 accounts yearn for *grins*
 

Hildebrand

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Wow, quick decision.
I guess a nice powerful skill is better than a nerfed one. You can always nerf it down to that 300 cap later if we see it being too powerful.
*starts hoarding magic items and gems*
 
J

Jhym

Guest
I'm curious to see what effect all this will have on my smith and tinker/carpenter.

I do like the idea of being able to target exactly what I'm looking for on items (we've only been asking for that for ten years or so), but I'm worried that imbuing will become the only way to really create exceptional pieces -- thus making it a required skill for any weapon and armor making.

I will try to log in this week to test things, but real life has kept me too busy with moving and work to be able to play much.
 
J

Jhym

Guest
By the way...
Can we eventually imbue tinker contraptions (ie golems, etc?)

It would be very very nice to be able to add "skills" or "damage/defense" modules into the golems to make them more useful to us.

puhpuhpuhpuhpuhleeeeeeeezzeeee?
 

Theo_GL

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UNLEASHED
After reading your feedback, it has been decided that the proposed cap on imbued intensity is not the direction that we're going to go in.

So, there will be no limit on the amount imbued on an item, other than what is already in place, which is 5 properties for a total of 450% weighted intensity for any item except for exceptionally crafted items which get 500%.

That means you can now imbue a "blank" item up to the full potential of the item.

Thank you for your feedback.
So....this means you can imbue an item over and over again until it hits 450% or 500%?

So basically runics are useless?

Or are you saying you can imbue it one time and up to that limit?

Imbuing from a blank item to max intensity doesn't seem like a good plan to me unless you are getting rid of runics and bods. Thats my .02.
 

Phaen Grey

Lore Master
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I honestly think Imbuing needs to be watched in actual use for a while to see what is happening and how its being used; decisions on how overpowered it will be can be made from there.

Right now unlimited resources and automatic 120 skill really skew what the skill's potential or problems will be.
 

Phaen Grey

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So....this means you can imbue an item over and over again until it hits 450% or 500%?

So basically runics are useless?

Or are you saying you can imbue it one time and up to that limit?

Imbuing from a blank item to max intensity doesn't seem like a good plan to me unless you are getting rid of runics and bods. Thats my .02.
As it stands you can't remove a mod, so once you put it on there the pieces is stuck with it. I haven't tried changing intensity after the original imbue, will check that tonight and see how it goes.
 

EnigmaMaitreya

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Hum, would some one mind doing a real world example of what this change means?

For example on Retribution, I created a Dagger Gargoyle version).

I imbued it with

Mage -20 (probably a dumb choice)
Mage Weapon
FC+1
DCI +15
Physical Resist +15

Now then given the decision change what can I do to that Weapon?

I recall the chance to imbue the last thing was like 3.3% chance so one might expect to burn a few things .....
 

Storm

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As it stands you can't remove a mod, so once you put it on there the pieces is stuck with it. I haven't tried changing intensity after the original imbue, will check that tonight and see how it goes.
while you can not remove a mode you can replace it! i went to add a new property to my ring last night (it has 4) and it told me the new mod would replace my taming mod ... so i did not click to do this but it did give me the option! so may want to check that out...
 
N

Nastia Cross

Guest
By the way...
Can we eventually imbue tinker contraptions (ie golems, etc?)

It would be very very nice to be able to add "skills" or "damage/defense" modules into the golems to make them more useful to us.

puhpuhpuhpuhpuhleeeeeeeezzeeee?
This is an AWESOME idea.
 

JC the Builder

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What if the more an item is tinkered with the more its durability drops? The reasoning being that it will become inherently more unstable the more work that is done to it. So for example if you imbue an item 450% it will have its durability cut by 75%. If you modify an already powerful item by 50% then it only drops 10%?
 

Hildebrand

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Questions:
1)I had noticed I couldn't add meditation skill and focus skill onto the earrings *at the same time* last weekend. I could do one or the other. One would then erase the other when trying to add. Was that on purpose?
2)But aren't they making necklace and earrings into armor, therefore we can't imbue skills onto them anymore? I'm still confused about what that means. I was putting FCR3 on my earrings since a garg can't wear Inq Resolutions, is that being stopped?
3)If that is not the case, and we can imbue skills and FC/FCR/DCI onto earrings and necklace.. would humans/elves be able to get those mods too? This is where i'm confused.
 

Storm

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Hum, would some one mind doing a real world example of what this change means?

For example on Retribution, I created a Dagger Gargoyle version).

I imbued it with

Mage -20 (probably a dumb choice)
Mage Weapon
FC+1
DCI +15
Physical Resist +15

Now then given the decision change what can I do to that Weapon?

I recall the chance to imbue the last thing was like 3.3% chance so one might expect to burn a few things .....
if I am not mistaken you could change any property but it has to come from the same catigory in other words you could replace taming with lore

in your example you could replace mage -20 with another from same catigory I would have to look but you could maybe replace with fcr if it was in same group
 
D

Deathy56

Guest
Are you insane??? Are you crazy??? What were you thinking???

By that I mean...awesome choice :) With this way:
- A player can still make awesome items without having to spend ridiculous sums on high end runics
- High end monster loot will still be sought after to unravel (and enhance without having to go through expensive imbuing reagents)

Thanks:danceb::thumbup1:
 

EnigmaMaitreya

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What if the more an item is tinkered with the more its durability drops? The reasoning being that it will become inherently more unstable the more work that is done to it. So for example if you imbue an item 450% it will have its durability cut by 75%. If you modify an already powerful item by 50% then it only drops 10%?
What is the nature of Imbuing? Is it mechanical or is it magical.

If it is mechanical then your dots connect.

If it is magical then why does a magical process need to weaken an item. I would think an equally or more compelling argument could be made for it increasing the durability.
 

JC the Builder

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What is the nature of Imbuing? Is it mechanical or is it magical.

If it is mechanical then your dots connect.

If it is magical then why does a magical process need to weaken an item. I would think an equally or more compelling argument could be made for it increasing the durability.
Imbuing is a physical process. You need to be at a forge and have proficiency in the correct skill (Blacksmithy, Tailoring, etc.) in order to work the item.
 

EnigmaMaitreya

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if I am not mistaken you could change any property but it has to come from the same catigory in other words you could replace taming with lore

in your example you could replace mage -20 with another from same catigory I would have to look but you could maybe replace with fcr if it was in same group
Ok, but this decision choice does not directly increase or decrease the ability to Imbue a specific Item?

By the way I had no clue you could imbue Skill Mods, can you imbue Stat mods as as well? Or I can just do a more indepth look tonight.
 

Maplestone

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So basically runics are useless?
Runics still allow you to reduce the cost if you create a good base item.
(relic fragments may grow on trees for powergamers, but they are going to be a major cost/grind for a lot of players)
 

EnigmaMaitreya

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Imbuing is a physical process. You need to be at a forge and have proficiency in the correct skill (Blacksmithy, Tailoring, etc.) in order to work the item.
So the Soul Forge as your representing it is a Mechanical Device ....

Hum I am tending to more see it as a magical device.

Is there some Lore to the SoulForge and what makes it up?

I defer to your knowledge on the needing the base skills ....

So your saying for Blacksmithed Items I must have both Imbue and Blacksmith (and arms lore?) skills to do the job. Same for Tailoring?

Kind of squirming here, certainly useing the base skills is connected to a mechanical process. Just curious how do you catagorize the Mods, Night Sight (a magic thing) etc. ? I would tend to see this as a mechanical skill using magic. I am way over my head here in terms of making that make sense given the current Lore of how things are made. I can assume I guess that Runic Tools are inherently Magic (the Runes on them)?
 

Storm

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Ok, but this decision choice does not directly increase or decrease the ability to Imbue a specific Item?

By the way I had no clue you could imbue Skill Mods, can you imbue Stat mods as as well? Or I can just do a more indepth look tonight.
you could imbu with dex and you could give say taming on the same peace

there are no changes at this time to increase or decrease everything is staying the same if I am reading it right
 

Storm

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So....this means you can imbue an item over and over again until it hits 450% or 500%?

So basically runics are useless?

Or are you saying you can imbue it one time and up to that limit?

Imbuing from a blank item to max intensity doesn't seem like a good plan to me unless you are getting rid of runics and bods. Thats my .02.
runics are far from useless it will actualy make them more use full
remember all the items you have made trying to get that one elusive piece and how you came so close with some of them but were just missing say ssi well now you can add it at the cost of the last mod with imbuing but not hae to pay for the other mods that came before

i hope that makes sence
 

EnigmaMaitreya

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runics are far from useless it will actualy make them more use full
remember all the items you have made trying to get that one elusive piece and how you came so close with some of them but were just missing say ssi well now you can add it at the cost of the last mod with imbuing but not hae to pay for the other mods that came before

i hope that makes sence
If I may butt in :)

I thought you could only Imbue Normal Items.

I assume your saying I can take that normal Item and enhance it with the Runic System then Fine Tune the Enhanced Item with the Imbueing system?
 

Storm

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let me go try it before i commit
ok well i cant log in with any client right now not sure whats going on here
 

Maplestone

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I thought you could only Imbue Normal Items.
Normal materials

You cannot imbue a barbed leather tunic, but you can imbue a plain leather tunic made with a barbed runic kit.

(and, if you're feeling like spitting in the face of RNG, you can attempt to enhance it with barbed leather when you're done, but a high end item's odds of a successful enhancement are, um, low)
 
S

Stupid Miner

Guest
After reading your feedback, it has been decided that the proposed cap on imbued intensity is not the direction that we're going to go in.

So, there will be no limit on the amount imbued on an item, other than what is already in place, which is 5 properties for a total of 450% weighted intensity for any item except for exceptionally crafted items which get 500%.

That means you can now imbue a "blank" item up to the full potential of the item.

Thank you for your feedback.
Well it certainly makes things less complicated, and that's always good. :thumbsup:

May want to look through the weights before they're set in stone. What about making the terrible properties weigh less than 1? Like hit dispel for example. Mage Armor, for example, is a great property, but having to have it is a huge crutch anyway, it's a waste of 100% intensity, almost no one will use it, perhaps it was weighted 0.5, a couple people could use it for RP purposes.
 

The Scandinavian

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BTW,

about the max intensity is that back to 100% or the 150% that was proposed
in the change before the latest one?


Regards
The Scandinavian
 

EnigmaMaitreya

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Normal materials

You cannot imbue a barbed leather tunic, but you can imbue a plain leather tunic made with a barbed runic kit.

(and, if you're feeling like spitting in the face of RNG, you can attempt to enhance it with barbed leather when you're done, but a high end item's odds of a successful enhancement are, um, low)
*Slaps Head* Nah, I just tried it on the Valorite stuff and it rejected it. So I just assumed you had to do the Classic Hammer and Iron Ore.

OoooooK, now the light bulb has been turned on and thanks.
 

Hildebrand

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I had to clarify
I couldn't imbu both meditation +15 and focus +15 on earrings, but I could put one or the other. When I tried adding focus to the already existing meditation... meditation would go away and get replaced by focus.
But I'm still not clear if skills on earrings is going away. Since there's no hat, I'd love to add it to my earrings.
 
S

Stupid Miner

Guest
I had to clarify
I couldn't imbu both meditation +15 and focus +15 on earrings, but I could put one or the other. When I tried adding focus to the already existing meditation... meditation would go away and get replaced by focus.
But I'm still not clear if skills on earrings is going away. Since there's no hat, I'd love to add it to my earrings.
Certain skills are incompatible on the same item... someone had a list, but i forget where it was. If I find it i'll post it.
 

Maplestone

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skills actually come in clusters that replace each other (it's a relic of how they are generated in loot ... something I never noticed until imbuing came along)

From the bottom of Ailish's guide:
http://vboards.stratics.com/showthread.php?t=152323

Magery, Swords, Macing, Fencing, Musicianship (loosely, primary skills)
Animal Taming, Tactics, Provocation, Spirit Speak, Wrestling (loosely, secondary skills)
Eval, Veternary, Bushido, Anatomy, Stealing, Necromancy (loosely, modifying skills)
Discordance, Meditation, Animal Lore, Stealth, Focus, Parry (loosely, supporting skills)
Resist, Chivalry, Peacemaking, Healing, Archery, Ninjitsu (leftovers)
(thus why you never find a ring with bonuses to both fencing and swords)

oops ... er ... there you go S.M. :)
 

Storm

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Muwhahahahahaha I knew you were wiser than me :)
you can do it if it is crafted with normal materials but if you craft it with say valorite then you can not

you can enhance with colored materials after you imbue though but then you have the chance to break the item
 

EnigmaMaitreya

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skills actually come in clusters that replace each other (it's a relic of how they are generated in loot ... something I never noticed until imbuing came along)

From the bottom of Ailish's guide:
http://vboards.stratics.com/showthread.php?t=152323

Magery, Swords, Macing, Fencing, Musicianship (loosely, primary skills)
Animal Taming, Tactics, Provocation, Spirit Speak, Wrestling (loosely, secondary skills)
Eval, Veternary, Bushido, Anatomy, Stealing, Necromancy (loosely, modifying skills)
Discordance, Meditation, Animal Lore, Stealth, Focus, Parry (loosely, supporting skills)
Resist, Chivalry, Peacemaking, Healing, Archery, Ninjitsu (leftovers)
(thus why you never find a ring with bonuses to both fencing and swords)

oops ... er ... there you go S.M. :)
So for my Peace Tamer, I could make a piece of jewelry with

Animal Taming +15
Animal Lore +15
Animal Veterinary +15
Musicianship +15
Peacemaking +15

I already have a ring like that with the exception of Veterinary and the inclusion of LRC 15 and one other mode.
 

Storm

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just wanted to add the cost to make this item would be huge on regualar shard
 

Bombastic Fail

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After reading your feedback, it has been decided that the proposed cap on imbued intensity is not the direction that we're going to go in.

So, there will be no limit on the amount imbued on an item, other than what is already in place, which is 5 properties for a total of 450% weighted intensity for any item except for exceptionally crafted items which get 500%.

That means you can now imbue a "blank" item up to the full potential of the item.

Thank you for your feedback.
Good decision in my opinion. While the rich will still get it first (like always) the poor will be able to get it soon after; instead of the 6 month - to - a year trickle down effect.
 

Demonous

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Imbuing is a physical process. You need to be at a forge and have proficiency in the correct skill (Blacksmithy, Tailoring, etc.) in order to work the item.
i dont think u need blacksmith or tailoring for imbuing, its its own skill and doesn't require a side skill to aid it
 

EnigmaMaitreya

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i have already made this item
Assuming I do Imbuing (and I will probably convert my Crafter and give her Imbueing) what would be the cost of adding Veterinary to that Ring, just the one thing or is going to be based on the total weight.

I dfo not mean this litteraly, I am looking to see if it is the same as adding that 5th Element or is it like adding a 1st Element.
 

Storm

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i dont think u need blacksmith or tailoring for imbuing, its its own skill and doesn't require a side skill to aid it
you do not need these skills other than the normal or exceptoinal piece you start with you do not need to be by a forge just the soul forge
 

Storm

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Assuming I do Imbuing (and I will probably convert my Crafter and give her Imbueing) what would be the cost of adding Veterinary to that Ring, just the one thing or is going to be based on the total weight.
you can not add more properties to that ring it has 5
 

Storm

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Assuming I do Imbuing (and I will probably convert my Crafter and give her Imbueing) what would be the cost of adding Veterinary to that Ring, just the one thing or is going to be based on the total weight.

I dfo not mean this litteraly, I am looking to see if it is the same as adding that 5th Element or is it like adding a 1st Element.
but if the ring did not have vet on it you could add it but it would go by the weight of the ring
so basicly you would have like a 5% chance to make it and have to pay for any material losses while attempting it and these can be huge especialy if the rng is against you
 

EnigmaMaitreya

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but if the ring did not have vet on it you could add it but it would go by the weight of the ring
Ok, my ring on production does not have Veterinary so I would be completing it with Vet.

So I would be doing so at the chance/cost setting of the 5th Element.

Thanks for the information.
 

Storm

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Ok, my ring on production does not have Veterinary so I would be completing it with Vet.

So I would be doing so at the chance/cost setting of the 5th Element.

Thanks for the information.
np and you will need 120 imbuing to do it and max the mod so it will be a while as imbuing will take a long time i think to get to 120 unless you have unlimited resources
 
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