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A Tailoring Question

EnigmaMaitreya

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What do I need to do (be at/have) to start getting LRC etc on my Leather armor?

I am currently at 102.8 .

I have the Hides.

I do not have the Runic Kits. (do I need them?)

Any help here would be greatly appreciated.
 

Flutter

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Yes you need runic kits.
You need runic kits to get anything besides base resist.
 

EnigmaMaitreya

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Thanks for the reply that is not what I wanted to hear though. (Not your fault, I was just hopeing I could use a normal sewing kit).

When one gets a Runic from ... what the BoD things(?) how many uses will it have? I am kind of ... well not happy when I see them on Vendors for 200K to 500K for 10 / 15 uses.

I know from TC1 that I could probably go through 30 to 40 tries to get something close to what I want.
 

DarkWolf

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I have used the spined runic sewing kits. I have been able to craft 4 or 5 LRC pieces (pieces that are useful..). I believe they normally have 40 uses and I have been able to find them quite cheap on Cats. My tailoring is at 116. Not sure how much of a difference that makes...
 

spoonyd

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Spined ones are the cheapest because they don't give you as many different possible bonus chances on your armor so you might use a whole Spined Kit and only get like 10-15 pieces with LRC. Your level of tailoring only affects your chances of succeeding or making an exceptional piece. I also recommend having 100 Arms Lore to get the resist bonus for your armor.
 

Lady_Rachel

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GM armslore will give you an additional 5% resists spread across the piece.

Spined runic sewing kit will give you some lrc pieces. But you will not get the highest resists if that is what you are looking for. A spined kit has 45 uses new.

Horned Runic sewing kit. Now these days this guy is a good bet. The resists have been beefed up on it, you will have a chance of making some lrc pieces, and maybe some other mods on top of that. Horned runic new 30 uses.

Barbed runic sewing kit. Top of the line. More mods and higher resists in the pieces made. Though horned can come close at times now. Barbed kit new 15 uses.

Hope this helps some.
*waves at Fayled*
 

EnigmaMaitreya

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Tower of roses

Has charts and an explanation of WHICH bods to get, to get the kits

(unknown if still accurate)
If you do not mind ....

Reading the chart, I think I need / want the Large Bod's - Exceptional 5-Part Outfits - (20)

to get a Barbed Runic Kit.

A) Any hints/Ideas on were I would get this Bod?
B) Any idea of what it will take to fill it?
 
R

Righteous

Guest
What do I need to do (be at/have) to start getting LRC etc on my Leather armor?

I am currently at 102.8 .

I have the Hides.

I do not have the Runic Kits. (do I need them?)

Any help here would be greatly appreciated.
If you are just starting out, your best bet to get an LRC suit is kill swoops and then enhance the items with barbed leather or spined (for luck).
 

EnigmaMaitreya

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GM armslore will give you an additional 5% resists spread across the piece.

Spined runic sewing kit will give you some lrc pieces. But you will not get the highest resists if that is what you are looking for. A spined kit has 45 uses new.

Horned Runic sewing kit. Now these days this guy is a good bet. The resists have been beefed up on it, you will have a chance of making some lrc pieces, and maybe some other mods on top of that. Horned runic new 30 uses.

Barbed runic sewing kit. Top of the line. More mods and higher resists in the pieces made. Though horned can come close at times now. Barbed kit new 15 uses.

Hope this helps some.
*waves at Fayled*
It does and as it turns out I am looking to produce an Ideal suit of 100% LRC and 70 Resist in at least Phys, Fire, Poison.

I can probably reduce the LRC t0 80% as I do have a Boomstick

On most my characters I can probably add another 15% to 30% in Jewelry (but not the two tamers at this time, if ever).

I will crank up the Arms Lore on TC1 and see what that gives me as a model for making what I am looking for.

I don't know but that just seems really sad on the Barbed Runic Kit OR that had better be one easy BoD to fill.

The good news is I probably only need to use it to keep my two tamers clothed (they take damage the others dont really take any damage).
 
R

Righteous

Guest
If you do not mind ....

Reading the chart, I think I need / want the Large Bod's - Exceptional 5-Part Outfits - (20)

to get a Barbed Runic Kit.

A) Any hints/Ideas on were I would get this Bod?
B) Any idea of what it will take to fill it?
Go to a tailor and ask for a bod. Eventually you will get a large bod of the type you want. Also each time you turn in a filled out bod you can immediately get a new one. I usually fill 20 or 30 crappy bods and then turn them in all at once and get 1 or 2 good bods and another set of crappy bods to fill.

Righteous
 

Theo_GL

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A few answers...

First Tower of Roses is a great resources and pretty accurate especially on the bod reward charts.

Large bods and small bods are both given out by same ol tailors. You get larges about 7% of the time above 70 tailoring. Below 70 you will NOT get larges.

Above GM you have a better chance of EX bods (both small and large) so that increases your chances at better rewards.

If you are lucky enough to get a large 20 spined EX Leather armor (6 pieces) for a Barb kit - you still need to find/fill all of the 6 smalls and then combine to fill the large bod. Keep that in mind.

Most people collect bods in bod books and when they get a large - have a group of smalls to use to fill it. Or, you can find bod vendors on your shard to buy the missing pieces.

In tailoring - the Larges are the valuable bods. In smith - the smalls are the valuable bods.

IE A tailor large for a barb kit is essentially like receiving a kit since the smalls are so common to find.
On the smith side there are more larges than smalls since too many iron bods show up so on smithing - the smalls are more valuable.

For example take a Barbed Kit and a Verite Hammer. Barb kit goes for about 2.2 million. Verite hammer goes for about 12-15 mil.

Barb Kit Large Bod - Worth about 1.5 mil
Barb Kit Smalls (6) - Worth about 50-70k each

Verite Hammer Large bod - worth about 500k
Verite Hammer Smalls (6) - Worth about 3 mil each


Spined kits with the latest change can now give 100% intensities so you can make LRC 20 pieces with spined kits. They are fairly easy to get as they only take cloth 20 nm larges to get. Those are some of the easiest larges and smalls to acquire. Each spined kit has 45 uses.

Also if you fill a bod and turn it in, your timer resets so you can get another right away. Thus, fill small cloth 10/15 bods and turn them in for new bods. Collect the others and fill the larges for kit rewards as you get them.

I sat down the other day and went through my collection and put together 58 spined kits larges. Whee... What fun.

Good luck and see the tailor forum when the full stratics forums come back on line.
 

EnigmaMaitreya

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If you are just starting out, your best bet to get an LRC suit is kill swoops and then enhance the items with barbed leather or spined (for luck).
I am starting out and unfortunately I am mostly clueless as to what your saying. I do mostly have a clue what you mean by Enhance but not the how.

Are you saying I can use a normal Sewing Kit to enhance a Tailored Armor piece with Say Barbed Leather?

I am very sensitive to having the 100% LRC. The having 70% resists is important but can be traded off.

My Tamers get hit a lot and I need to repair the items. I swear that one Item I repaired lost the LRC modifier (my bad it was at 0 of 44) Since then I have been more attentive to the suits and come to the conclusion I really do need to be able to produce pieces (mostly Head and Chest).

I do not want Reflect Damage but DCI is a bonus.
 

Theo_GL

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It does and as it turns out I am looking to produce an Ideal suit of 100% LRC and 70 Resist in at least Phys, Fire, Poison.

I can probably reduce the LRC t0 80% as I do have a Boomstick

On most my characters I can probably add another 15% to 30% in Jewelry (but not the two tamers at this time, if ever).

I will crank up the Arms Lore on TC1 and see what that gives me as a model for making what I am looking for.

I don't know but that just seems really sad on the Barbed Runic Kit OR that had better be one easy BoD to fill.

The good news is I probably only need to use it to keep my two tamers clothed (they take damage the others dont really take any damage).

If this is what you are after - First look for jewelry with taming stuff AND LRC. The more you can get there the better. Lets assume you can get 20% LRC between your two jewels. Now you need 80%. For a tamer - I assume you have magery - use swords of prosperity instead. It is a mage -0 weapon so it will use your magery like a weapon skill. Unless you are running around with 100+ Macing - the boomstick is going to suck for you. YOu will get hit all the time.

Now, you need 80% lrc across 6 pieces of armor. (Hat, Gorget, Tunic, Sleeves, Gloves, Legs). Max is 20% but you can make 20% pieces with a spined kit. I'd suggest working with spined kits to try to make 4 20% pieces. Spined kits can give you up to 3 properties if you are lucky so you can make 20% LRC with about 50ish resist per piece with barb leather and GM Armslore.

Next you will have two pieces left that need NO LRC. Go with full resist pieces to round out your suit. Great choices would be to leave the Helm and Tunic free. You can mix in something like violet courage or heart of the lion (with like 60 resist and DCI) or something like the museum hat or Kasa with 80 resist.

With that put together a 100% LRC taming suit with 15% DCI and 100+ (magery) weapon skill and 2 or 3 70's resist is completely possible just with spined kits.

If you get lucky rolls - you can make 70+ resist armor pieces with a spined kit now. I've made a few.

If you are on GL - give me a shout - my place is busting at the seams with armor pieces.
 

Lady_Rachel

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Yes you can use a normal sewing kit to enhance a looted item with, say barbed leather. Be aware though the odds of it breaking can be high. Even at Legendary a lot of pieces are lost during enhancing.
 

EnigmaMaitreya

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Yes you can use a normal sewing kit to enhance a looted item with, say barbed leather. Be aware though the odds of it breaking can be high. Even at Legendary a lot of pieces are lost during enhancing.
Is it only Looted Items or can I also enhance Pieces I have made (say a Leather Tunic).
 

EnigmaMaitreya

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...
For a tamer - I assume you have magery - use swords of prosperity instead. It is a mage -0 weapon so it will use your magery like a weapon skill. Unless you are running around with 100+ Macing - the boomstick is going to suck for you. YOu will get hit all the time.
..
Yes I have GM Magery.

You have touched on a subject that has totally eluded me. I have tried to find something on this and failed. I have tried to intuit it (on TC1) and failed.

I simply do not quite grasp the Mage Weapon thing.

Context: I do not intend to fight or have any skills in Combat.

If I have no skills in Combat how does the Mage Weapon thing help me vs your suggestion?

On occasion when I am taming and get hit the Mob becomes angered and I assume it is because I caused some for of damage. I know I have nothing that is reflect damage item or spell wise, yet I do see the Mob damaged. What mechanism is causing this? If I have a Spell book equipped is it using a 0% wrestling and just making a lucky hit? With the Boomstick is it just a lucky hit with a 0% mace skill?

Any help here unraveling this Gordon's Knot will be very helpful to me.
 

EnigmaMaitreya

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I can tell on the Bod's, the best thing for me to do is just dive in and learn how to swim through them.

It is good to know that the Spined work for what I want.
It is good to know that Arms Lore will improve the Resists.
 

Setnaffa

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Stratics Legend
Is it only Looted Items or can I also enhance Pieces I have made (say a Leather Tunic).
Yes. You can enhance anything made out of regular Leather. All looted items are made out of regular leather.

On the other hand, I strongly recommend crafting out of Barbed Leather for the highest possible resists or Spined Leather if you are after high Luck. The worst thing that can happen is crafting the perfect piece with regular leather, then losing it when you attempt to enhance it.
 

Theo_GL

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Yes I have GM Magery.

You have touched on a subject that has totally eluded me. I have tried to find something on this and failed. I have tried to intuit it (on TC1) and failed.

I simply do not quite grasp the Mage Weapon thing.

Context: I do not intend to fight or have any skills in Combat.

If I have no skills in Combat how does the Mage Weapon thing help me vs your suggestion?

On occasion when I am taming and get hit the Mob becomes angered and I assume it is because I caused some for of damage. I know I have nothing that is reflect damage item or spell wise, yet I do see the Mob damaged. What mechanism is causing this? If I have a Spell book equipped is it using a 0% wrestling and just making a lucky hit? With the Boomstick is it just a lucky hit with a 0% mace skill?

Any help here unraveling this Gordon's Knot will be very helpful to me.
Lets take a Mage -0 Swords Weapon (Swords of Prosperity). If you have 100 swords and 50 mage - it will calculate like you have 100 swords. If you have 0 swords and 110 mage - it will calculate like you have 110 swords.

'But I am not fighting with my weapon' you say. Well, when something attacks you - your chace of hitting is is a combination of : Your weapon skill, the weapon skill of the attacker and any Hit Chance Increase/ Defense Chance increase mods and of course parry.

Take this example - say you have 0 parry and your friend has 0 parry. Both have swords weapons and both have 100 swords. If that is the case - you will hit that person 50% of the time and they will hit you 50% of the time.

Now, if you have 0 swords and he has 100 swords - he will hit you 98% of the time and you will hit him 2% of the time (2% is the minimum hit chance).

Thus if you run around with a boomstick - even lowly creatures will hit you alot. IF you have a mage -0 weapon with 100 or better magery - most of these creatures will hit you 2% or something pretty low. Stack some DCI and some parry and you can survive run ins with bloods and other creatures that try to hit you.

My tamers all run with swords of prosperity and 110 magery. I can stand in the middle of a mob of Ratmen and survive. With a boomstick - I'd die.

The weapon from the last event (the orange one) is mage -0 undead slayer and works well too.

Does this help?

Again - you are not trying to hit the other monsters - but avoid their attack when they do turn on you.

In regards to what you are doing to anger the creatures - any area spells will cause this. Or if you are near undead that wither - they will hit you and then you will autodefend back and they may then start attacking you. More details would help pinpoint the issue.

You also might have a weapon with an area spell on it. If that goes off - then it acts like a mage area spell at hits everything like fire area or energy area etc.
 

EnigmaMaitreya

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Yes. You can enhance anything made out of regular Leather. All looted items are made out of regular leather.

On the other hand, I strongly recommend crafting out of Barbed Leather for the highest possible resists or Spined Leather if you are after high Luck. The worst thing that can happen is crafting the perfect piece with regular leather, then losing it when you attempt to enhance it.
I understand this.

Where I am coming from is this.

I project I may need to make 2 to 4 pieces every 3 to 4 months. Tailoring is not the primary skill. It tends to make my mind go numb pretty fast. I am not bad mouthing it, I am saying it is not something that compels me to play UO.

I prefer to spend as little time as possible to maintain my Primary Play style (Inscription, Tailoring, Blacksmithing, Tinkering are all support characters).

I would not mind paying / buying the items but something inside me just refuses to fork out 400K+ for a Barbed Hide Tunic with 20% LRC and a couple 15% resists the rest being 7% to 9%. I know it is probably stupid of me to balk at paying the price but none the less I do. (btw I am on Lake Austin, Great Lakes was my Original Shard from when UO went live to about 8 months after Trammel went live, while on the surface this is the UO I left, underneath it is mostly a new game).
 

Theo_GL

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I would not mind paying / buying the items but something inside me just refuses to fork out 400K+ for a Barbed Hide Tunic with 20% LRC and a couple 15% resists the rest being 7% to 9%. I know it is probably stupid of me to balk at paying the price but none the less I do. (btw I am on Lake Austin, Great Lakes was my Original Shard from when UO went live to about 8 months after Trammel went live, while on the surface this is the UO I left, underneath it is mostly a new game).
I would suggest searching for a few pieces if that is all you need.

First - the prices should not be that high anymore. I sell 20% lrc pieces like you mention for 85k on my vendor. If you think about it - you may burn 2-3 kits to get a piece like that so its worth 85k. How fast can you make 85k on your tamer? 30 min? 45 min? Properly maintained with powder of fort and regular repairs - that piece will last you as long as you play UO. 85k seems cheap if you look at it that way.

I don't like price gouging just like everyone else - but I also would hope that folks would understand how difficult it is to craft the perfect piece and how much effort goes into bods and getting runics etc. If you find a piece for your suit that is a good fit and it costs 150k - then I would think thats a good deal. They are saving you alot of effort to make/craft that yourself when you consider all the effort that goes into getting the kits/leather and of course the luck.

I am a tailor/smith first and everything else second and even I buy armor from time to time. I've seen pieces that I didn't even need but yet plopped down 500k or 1m as an investment in something that I know would take me 2-3 barb kits to make and would be very useful.

Just my .02 on the topic. Everyone seems to want the rolls royce of armor at the cost of a Yugo.

Its not easy to craft this stuff or I'd crank out 70's 20% lrc suits by the dozen and hand them out at WBB.

In addition - consider the value of something in terms of time. During the last invasion - you could get a cloak from a shadowlord pretty easily. You could also sell it for 500k pretty easily. Why not get a cloak, sell at bank , and spend 500k on the armor? That would seem alot quicker than all the time it will take you to gather kits to make armor that *may* fit your requirements. Just look at it that way. Some of us like tailoring and would like to make $$ too at our profession. It hardly seems fair that someone can get an event item worth hundreds of K in a few minutes - yet I spend hours doing bods to get kits that make 60% junk and then can't find anyone to invest in my goods that they use EVERY SINGLE DAY.

Tell me how many days your tamer doesn't use their armor? My tamer wears pieces I crafted/bought 4 years ago. Thats a pretty good return on investment.
 

EnigmaMaitreya

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In regards to what you are doing to anger the creatures - any area spells will cause this. Or if you are near undead that wither - they will hit you and then you will autodefend back and they may then start attacking you. More details would help pinpoint the issue.
Yeah the missing piece was the calculation defining being hit. I know understand why the difference between the Swords of P vs the Boomstick can be large.

On LA I have a real Taming of 82.8 with a bracelet of Taming +14 with some stat mods and a ring Taming +11 and Lore + 7. This gives me an effective Taming of 107.8 ( I can gain maybe .5 in taming per day vs Bulls (no jewelry, drakes the Ring) before I start feeling my mind go numb from taming things. At least the Drakes add some adrenaline (no not them but the company they keep in Destard).

I have the Boomstick in one hand and an Order Shield (the Red colored artifact with approximately 10%+ to most resists, that keeps going to the Back pack when I cast a spell but (see below)). I have Night Vision and only cast Invisibility and Greater Heal. The mobs we are talking about are Dragons in Destard, well Cu's and Hiryu's (i pretty much die if they hit me but you have identified a reason that may be more true than it needs to be).

Now on TC1 I have mostly the same things except of course AL and AT are 120 with Vet and Peace being swing skills so I can maintain Hiding at all times.

Now on TC1 The big difference so far is I make an Order Shield from One of the Colored Ingots (Blue or Agapite) untill I get good resists and a high DCI. The big big missing for me is that Order shield does NOT go to the back pack if I cast a spell. Why is that?
 

PlayerSkillFTW

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Armslore does not affect Armor crafted with a Runic Hammer/Kit. It however does affect Weapons crafted with a Runic Hammer/Kit. For every 20.0 Points in Armslore you have, it adds 1% Dam Inc to Exceptional Crafted Weps, for a total of +5% Dam Inc at GM (40% Dam Inc on Wep then). For every 20.0 Points of Armslore you have, it adds +1 Resist to an Exceptional Crafted Armor's Innate Resistances (http://uo.stratics.com/content/arms-armor/armor.php).

Shields must have Spell Channeling on them for you to be able to cast a spell with them.
 

Theo_GL

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Armslore does not affect Armor crafted with a Runic Hammer/Kit. It however does affect Weapons crafted with a Runic Hammer/Kit. For every 20.0 Points in Armslore you have, it adds 1% Dam Inc to Exceptional Crafted Weps, for a total of +5% Dam Inc at GM (40% Dam Inc on Wep then). For every 20.0 Points of Armslore you have, it adds +1 Resist to an Exceptional Crafted Armor's Innate Resistances (http://uo.stratics.com/content/arms-armor/armor.php).

Shields must have Spell Channeling on them for you to be able to cast a spell with them.
I beg to differ. Arms Lore adds resist to runic and non-runic pieces. It is the EX bonus that is different between runic (6%) and non-runic (15%).

http://guide.uo.com/itemproperties_1.html

*flexes*
 

Basara

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I beg to differ. Arms Lore adds resist to runic and non-runic pieces. It is the EX bonus that is different between runic (6%) and non-runic (15%).

http://guide.uo.com/itemproperties_1.html

*flexes*
PSFTW has a history of stating things about crafting that aren't right, from a lack of comprehending of the game mechanics behind the numbers...

It's hard for him to see things like the arms lore bonus to armor, because the only time one can see it directly, is when you make a max property item with NO additional resist properties other than Material, Exceptional & Arms Lore bonuses.

For example, a piece of barbed leather armor, with 2 different regens, LRC, LMC and Mana increase with barbed leather), and the resists come up to 38 (15+12 for barbed+6 for EX+5 for Arms Lore) instead of 33 (42 instead of 33 for SP, as their Arms Lore bonus is +1 per 12.5 points of skill instead of per 20 points).

If you are used to most runic pieces having at least one resist bonus, you are prone to not seeing the additional resists, and may assume (as playerskillFTW does) that they aren't getting them. After all, having a 10 resist bonus from runic properties, plus Arms lore bonus, looks the same as having a 15 resists as a bonus with no arms lore, because of the way that the Exceptional bonuses (including the arms Lore bonus) are applied randomly. It's only if you take all the items you make from a runic, and add up their resists, that you can see the pattern of increased resists, if you don't have one of those telltale non-resist-property pieces.
 

EnigmaMaitreya

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Theo_GL

Yeah well that Mage Weapon sure did make a difference.

I decided on simply crafting a one hander (Dagger) that ended up being a -20 Mage Skill, Spell Channeling, 15% DCI. That goes with my Order Shield that is 15% DCI as well and a hand full of resists in the 9% range (on the Shield). Ha, I took Greater Dragon Damage and lived to tame the thing so yeah that was a pretty big missing on my part that got corrected.

using the virtually unlimited resources you are given on TC1 I went on a Tailoring spree to over come the 20% LRC loss of the Boomstick. I was actually only 3% short.

So I picked my amr piece as it was the most likely piece I could pick the 3% up on, seeing as to how it didn't have any LRC anyway.

Whoa, despite everything said here, I am now 100% convinced I stand NO chance what so ever of being able to craft my armor unless I am prepared to become a dedicated Tailor.

The goal was to get 100% LRC and 70% on all resists.

The requirements were 3%+ on LRC, NO Reflect Damage, 15% Physical, 17% Poison.

It took 450+ attempts to get it. BUT it did end up being 18% LRC, 20% Physical, 24% Poison.

In the end, the Horned (?)(Red) Kit + Barbed(?) (Green) hides provided the best chance of getting the piece and had I started with that combo and stayed with it, I feel the 450+ attempts would have been significantly reduced. Most all pieces I made with that combination had 2 or more resists that exceeded my requirements.

This is the problem I as I saw it.

The NO Reflect Damage req was a killer of the hand full of pieces that actually had LRC+Phys+Poison (of any level). This was just a reality of just how often that mod came up.

The permutations of all the resists just made it difficult to get a specific pair (Physical + Poison). The req of 15%+ and 17%+ were just a real deal killer.

My belief is that it is probably infinitely easier to make a 100% LRC suit OR a 70% to all resists suits than it is to make a 100% LRC AND 70% to all Resists suit.

To make a specific piece to accomplish fill in a 100% LRC AND 70% to all resists, boarders on many hours of effort (given unlimited uses on the kit and unlimited pices of leather).

So now that I better understand the road that is in front of me, I am very confused as to what I am going to really do.

I intuit I will face the exact same issue in Blascksmithing.

So in conclusion, the information gained in this thread has been extremely helpful.

In the one case it solved a mystery for me tjhat is enabling me to be more effective at Taming.

In the other case it has caused me question/rethink my character strategy.

Thanks to all that replied. The air is certainly a lot clearer now.
 

Basara

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Remember, also, that you can compensate for lost magery from a mage weapon, using jewelry.

There are several items that have Spell Channeling, with -20 or better Mage weapon; some are quite common.
Jaana's staff (-20 mage weapon, 15% DCI & high (220) luck)
Staff of Power (-15 mage weapon)
Staff of Pyros (-0 mage weapon AND undead slayer)
Swords of Prosperity (-0 mage weapon Faster Casting 1 and 200 luck)
Staff of the Magi (-0 mage weapon and other bonuses)

Note that for the Jaana's Staff, you can offset half of the magery penalty with Alchemist Bauble minor artifact (which has +10 magery AND 20% LRC). Add a ring with +10 magery and some LRC and you're set defensively (especially if you can incorporate more DCI in your suit, like from Fey Leggings or Aegis of Grace, which come in both Elf-only & human-usable versions - and have 20% DCI each)

I see you crafted a dagger that came out good. The advice for the jewelry remains the same - +20 magery on your jewelry puts you back to your full magery skill.
 
C

Coppelia

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I must say that for a beginner, seeking runic kits is not my advice. Sure you can start gathering BODs, but frankly I have yet to get a spined kit (I'm not in front of the tailor npcs every 6 hours), but I was able to get a few dull copper runic hammers.
And thank to the changes to how they work, I crafted some nice weapons. Also to get the Mage Armor property, I crafted samourai armors and got nice things too. That's not uber-pvp-suit, but it's easy to get a 20% LRC bonus.

I think it must be the only game where the crafters aren't able to produce good equipment when they finished their training. You need to play the lottery. That's dumb. So yeah, you'd rather gather loot and break it in an enhancement attempt.

But maybe in UO crafters are meant to be botted.
 

Theo_GL

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I must say that for a beginner, seeking runic kits is not my advice. Sure you can start gathering BODs, but frankly I have yet to get a spined kit (I'm not in front of the tailor npcs every 6 hours), but I was able to get a few dull copper runic hammers.
And thank to the changes to how they work, I crafted some nice weapons. Also to get the Mage Armor property, I crafted samourai armors and got nice things too. That's not uber-pvp-suit, but it's easy to get a 20% LRC bonus.

I think it must be the only game where the crafters aren't able to produce good equipment when they finished their training. You need to play the lottery. That's dumb. So yeah, you'd rather gather loot and break it in an enhancement attempt.

But maybe in UO crafters are meant to be botted.
I've been asking for several years for the ability for us to control at least ONE mod from our ruinics so I could dial in Stamina Inr or LRC or whatever. That way I could be certain of at least one of my 'random' mods. Am I a crafter or a magician?

I'm happy that some of you are now realizing what it takes to be a crafter. So when you see that uber set of leather sleeves with 60 resist, 20 lrc and 8 lmc for 2 mil - you understand how difficult it was to get that and why the steep price. We don't just pull these out of our underpants every 5 seconds as most of you think. They are a rare rare occurance and thus the price.
 

EnigmaMaitreya

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Remember, also, that you can compensate for lost magery from a mage weapon, using jewelry.
Yeah I was thinking along the same lines IF Magery being 100 becomes an issue for me.

At the moment the Defense gained with the Mage Weapon is so near to overwhelmingly better that I can live with being 100 Magic. Of course that is on TC1 were I have access to all artifacts as a given set of items.

Now on LA, that may very well change but for absolutely sure, my LA tamers can already be made much more effective.

So I will now start to keep those jewelry items I find or think are a good buy on vendors with that (offseting the mage -20).
 

EnigmaMaitreya

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I've been asking for several years for the ability for us to control at least ONE mod from our ruinics so I could dial in Stamina Inr or LRC or whatever. That way I could be certain of at least one of my 'random' mods. Am I a crafter or a magician?
When I was doing this last night I had an overwhelming feeling I was playing 5 number Lotto with a Wild Card (Power ball) 6th number.

I could see all the combinations / permutations being generated in the items and in my opinion the comparison is reasonable.

To be somewhat sarcastic, but I feel more accurate than not, Tailoring/Blacksmithing isnt a skill, it is an opportunity to play the Lottery in volume.
 

EnigmaMaitreya

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One last question for you all ....

The item I mentioned earlier that I feel confident I lost the LRC mod was a Barbed Leather Cap.

I picked up a Dear Skin head piece with an 18% LRC and (this is part of the question) a self repair of 1.

I have looked and found two threads that seemingly contradict each other in terms of what Self Repair is. One suggest it is a repair over time, the other suggest it is simply nothing more than a damage mitigation number. Meaning it is taken into consideration when damage is dealt to the item.

Just exactly what is Self Repair?

In addition I went to repair the item using Tailoring. All I got was I cant repair this item with the tailoring skill.

Ok, can a Dear Skin head piece be repaired? If so what skill is it? If it is not a tailor thing does that mean it is NOT meditation friendly?
 

Lady_Rachel

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A Deer Skin Head piece is medable. And it is repaired by a Tailor. Not a tailor repair deed. I am not certain the skill level needed to repair it though.
 

EnigmaMaitreya

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A Deer Skin Head piece is medable. And it is repaired by a Tailor. Not a tailor repair deed. I am not certain the skill level needed to repair it though.
Thanks I did try a Repair Deed but my Tailor is 106 now and the deeds were for the 110 level anyway so I will try to repair it myself.
 

Theo_GL

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Thanks I did try a Repair Deed but my Tailor is 106 now and the deeds were for the 110 level anyway so I will try to repair it myself.
You need to use an actual tailor to repair the deer mask. Why? Because it is an item that is NOT craftable. IE It doesn't appear on the crafting menu.

Our 'fun' development team uses the item tree from the crafting menu to determine what is used to repair an item via a deed rather than from its 'natural type' that is used when repairing from a tool.

Its a stupid bug that needs to be fixed. I'll shoot an email off to remind them.

So for things like Deer Masks, Bear Masks, Tribal Masks, Eyeglasses etc - you cannot use Deeds. You must use the actual tool to repair it.
 
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