you can find some 3/1 throw away rings at major magic that have a couple of other good mods, but generally speaking it is Major arti and upYou can get a rough idea from the "Random Magic Item Generation System" name at the bottom of the item, in the case of the Kryss "Major Magic Item"
Random Magic Item Generation System - UOGuide, the Ultima Online Encyclopedia
Names are from low to high
Minor Magic Item
Lesser Magic Item
Greater Magic Item
Major Magic Item
Lesser Artifact
Greater Artifact
Major Artifact
Legendary Artifact
Generally speaking greater artifacts and better are what players like to use. I believe the names are generated based on the intensity of the item (intensity being the item weight as it were for imbuing, where imbued items can have a weight of 500).
I believe Major Magic items start having the intensity or weight of 500 and up. Most of the items I find are junk and good for unraveling for relic fragments.
99% of all loot is basically garbage unravel fodder unless you have specific desires (like shields). The only thing you ever find worth siege blessing is legendary artifacts, and the very rare lower level imbuable item that has only one or two properties that are over capped, or unobtainable otherwise. Weapons especially. The only use loot weapons have is when they have splintering. Otherwise they will 99.99999% never be more functional than a weapon imbued for a specific task.Bleh, I was hoping it'd be worth a mil or two.
Thanks for the responses.
Looks like loot and crafting have had huge changes :/
I agree mage items are worthwhile, but generally, they are just throw away stuff, unless it's jewelry. If it's not worth blessing, then it's just fodder, and a mage needs a FC/FCR for their bless, more or less. Warriors are a little more free to bless anything, since weapons are all generally very replaceable, unless they were runic crafted with a specific template in mind (100% hll etc), but of course good warrior armor doesn't really exist in loot drops, and it's awful costly to burn high end runic hammers on a losable suit.I agree with everything you said about loot with the exception being caster suits (for those you can actually use loot pieces). Imbuing however I have different views on.
I think imbuing leveled the field a bit between people who can go after high end bosses and thus get high end items and those who can't. Imbuing enables you to get exactly what you are looking for without having to farm for hours and hope to get that lucky drop. All you need to do now is farm the ingredients needed which can be done within a reasonable ammount of time.
So in my opinion imbuing is great!
Just so hard to depend on. Though finding good mage armor IS fairly easy, and I think mages generally have fewer stat plateau requirements than warriors.So, in a nutshell: Major and Legendary armor is easy to get, easy to replace and very good for imbuing stuff "around" them and adding cheap arties. The problem is to find decent jewelry.
and this is exactly why I think that imbuing - powerful as it is - is great and helps Siege.Of course the root of the itemization issue on siege is that it was, as I mentioned, not designed with our ruleset in mind. It's always gonna be a bit dysfunctional without direct siege focused design.
It does and it doesn't. Yes anyone can gear up to fight high level spawn... but since imbued items are more functional a vast majority of the time, the loot drops are no incentive to fight monsters unless they have special drops like crafting ingredients. Especially if you are a warrior.and this is exactly why I think that imbuing - powerful as it is - is great and helps Siege.
Well, it makes farming materials the ONLY real worthwhile thing to do. Outside of shadowguard even artifacts are far less useful than imbued items.It really does, if you ask me. Before I came to Siege, it was my mantra to say that Stygian Abyss was the best add-on ever and Imbuing one of the best skills. Now that I am regularly playing on Siege I am even more convinced. It has also a positive ecomonic / playstyle effect as it makes farming / selling materials worthwile. It adds a whole production chain to economy.
I agree, and I think those should spawn by design not as just a random occurrence. They should also have some visual indication of being "special". The item GUMP is honestly pretty terrible at quickly and simply conveying item worth. If they just used appropriately colored text or background field hues or icons, or anything... so that when you mouse over an items you know right away -This is worth keeping- or at least examining.I agree in one certain respect: Before the revamp of the loot revamp, you could look plain 15 or 18 SDI jewelry without any other mods on low level critters. Or plain 20 DCI jewelry - nothing else. THOSE were the pieces to look for. Even in ordinary demons. I made TONS of gold with selling those naked one-mod pieces for PVPers who imbued them. UNFORTUNATELY, the devs took away those pieces. IF they would still spawn, it would be REALLY worthwile to check low Level corpses!