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Imbuing clarification

S

Sarphus

Guest
This thread is getting long, so I modified the original post to consolidate the Q/A. I tried to organize the Q/A, so people can find the answers to their questions easier.

NOTE: All of these answers are based on the current design of imbuing. The final release of imbuing may vary from how it is described here.

The imbuing skill page has been added to the SA site
http://www.uoherald.com/stygianabyss/gameoverview/skills/imbuing.php

Soul Forge
Q: Is the soul forge used to unravel items as well as apply mods?
A: Yes.

Q: Will we be able to bulk-unravel items with the soul forge like you can with the recycling bag? It would be ideal if we could just toss a bag of 124 garbage items into the forge and get a bag of stacked shards of varying types.
A: Thank you for reminding me about this. I'll note it and see what it would take to do this.
Note: The current design makes imbuing ingredients a stackable resource.

Unraveling
Q: It was mentioned that now would be a good time to stock up on mundane weapons. Is it also good to stock up on mundane armor and jewlery too?
A: You can. If your intent is to unravel them into Imbuing ingredients.

Q: Does it matter what mods and the mod intensities are on an item when you unravel them, or can you just unravel any item to get the best resources?
A: The total intensity of the item determines the what Imbuing ingredient is received when unraveling a magic item.

Q: How does the system determine what resources to give you when you unravel an item?
A: I believe the current design is as follows:
<= 199 Total Intensity = Magical Residue
200 to 399 Total Intensity = Enchanted Essence
400+ = Relic Fragment

So to get a Relic Fragment, you would need 4 item properties at 100% intensity each or 5 item properties at 80% intensity each, etc.

DISCLAIMER: What I've stated here are the base guidelines. There are other factors that can affect the type of fragment received from magic unraveling such as being a gargoyle, special soul forge bonus, possible durability penalty, penalty if item is imbued since the magic is unstable.

Q: Can we unravel properties off an item that's using special materials - such as valorite - then imbue it onto an iron weapon?
A: No.
NOTE: You can not imbue or unravel any item that has been enhanced or crafted out of a special material. In other words, if the item is made from normal lumber, iron or normal leather it can be unraveled and imbued. Otherwise it can not. All item drops from treasure hunting, monsters, etc are considered crafted from the default material and therefore can be unraveled and imbued.

Q: Did I get you correct if I say that the most powerful unraveled items will make the best ingredient for imbuing?
A: Correct.

Q: When unraveling, does Self Repair count toward the total mod intensity of an item?
A: Yes. Self Repair does count toward the total mod intensity of an item when unraveling.

Q: Can Magic wands be unraveled?
A: Yes. They are considered mace weapons. You can imbue wands as well with item properties that weapons can normally possess, but you cannot imbue wands with spell charges.

Q: Can Talismans be unraveled?
A: No. Currently, only weapons, armor, ranged weapons, shields and jewelry can be imbued or unraveled.

Imbuing
Q: Does the imbuing difficulty increase as you add mods to an item.
A: Yes

Q: I understand we're limited to 5 mods per item. Does that mean you could craft a GM-quality weapon and then add 5 mods of your choice?
A: In the case of a GM crafted weapon, the damage increase is considered a property already on the item. So an artificer can imbue 4 other item properties to the item.

Q: What if you have something made by a ruinc hammer and it's made of iron. Can we add more mods to it?
A: Yes. But you cannot exceed 5 item properties.

Q: Self repair can't be imbued... does that mean you can't imbue to an item that already has self repair, or does imbuing to an SR item just remove SR form the item?
A: Imbuing will remove Self Repair if it is present already.
Note: it was later mentioned that SR would also not be added as a random mod when enhancing with the heartwood.

Q: Will players be able to imbue mods to spellbooks?
A: Currently, no.

Q: When adding mods to an item, does the player just specify a recipe to add a specific mod, or does the player have to get a specific shard to add a specific mod? For Example, If I wanted to add DCI to an item; would I go unravel a DCI item and then use it to add DCI to my other item? Or would I just unravel a bunch of items and need to go get a DCI recipe?
A: Imbuing does not require recipes. It's very similar to crafting. You will need 'X' number of Imbuing Ingredients (one of three types depending on the item property and the intensity to Imbue), 'X' number of regular gems, and 'X' number of rare resources such as perfect emeralds, peerless like ingredients, ingredients from epic encounters, etc.

Q: When you say "not if it's made with special materials", I'm assuming that's to prevent wooden weapons from having a crazy number of mods on them. Does that also mean that I couldn't craft a GM weapon with dull copper ingots to give it a head start on durability?
A: Yes
NOTE: Once an item has been enhanced with any material, it can no longer be imbued

Q: Is it possible to stack with material bonuses already present on item? For example, add 100 luck to spined/gold item to get up to 140 luck mod (total)?
Which materials can be used? Leather/metal/wood?
A: No. Items made out of special material cannot be imbued.

*Updated this question to ask how restrictions work based on item type*
Q: Are there restrictions as to what mods can be put on an item based on the type of item(i.e , armor, shield, jewlery, etc)
A: Yes. Whatever properties an item can normally have as random loot is what it can have imbued.

Exceptions:
You can imbue runic only properties such as velocity and balanced on bows and crossbows. It was easier to handle imbuing with bows and crossbows to do that, plus it felt more consistent.

You can not imbue the Self Repair property onto items and imbuing onto an item that has self repair will remove self repair from the item.

Here is an example.

You cannot imbue the slayer item property on a piece of armor since that item property nevers spawns on an item.

You can imbue the slayer item property on a weapon since a weapon can be found as loot with that property.

Q: is also possible increase resistances for armor and change damage type in the weapons?
A: You can increase resists, but you cannot change the damage type with Imbuing.

Q: If an item already has a mod on it (say 35% DI), can you overwrite that mod with a stronger mod (say 45% DI)? Please say yes
A: Since you said please...Yes (Note: You can also reduce it as well, if you desired.)

Q: How is the intensity of the mod you add determined? For Example, it could be determined by the "recipe" you select on the mod menu (ex. greater DI or lesser DI) or it could be determined by your overall skill level in imbuing and some random modifier.
A: You basically will have arrow indicators in the interface where you can increase or decrease the intensity. Similar to the crafting menu, you'll see the ingredients required to perform the Imbuing. So you'll be able to see exactly what is required including success chance.

As far as the max intensity for each item property, it essentially is the same as what you would find as monster loot for items.
NOTE: The word "recipe" as used here is refering to an item selected on a crafting menu. You will not have to acquire recipes to unlock the ability to imbue specific mods.

Q: Are the reagents connected to what mods I can imbue or only what intensities I can imbue?
A: Each mod was assigned one of three different ingredients depending on the item property: Magical Residue, Enchanted Essence, and Relic Fragments.

All imbuing attempts will require the following:

- 'X' number of ingredients listed above
- 'X' of gems.

If the intensity to be imbued is greater than 90% then the following will also be required...
- 'X' number of rare ingredients (boss drops, rare gemstones, etc.)

Q: Can I imbue 1st then enhance? (This question was also asked as "Can we enhance an imbued item?")
A: Yes. But you risk potentially destroying the item as normal. And once you successfully enhance the item, it can no longer be imbued since it will then be enhanced with special material.

Note: GM Imbuing and above, gargoyles get bonuses to enhance (1% for GM and every 10 skill above). This bonus stacks with the GM Blacksmithing and above bonus.

Q: Can you imbue Scale armour since it is, by its nature, made of special material?
A: If you're referring to dragon scale armor, I'll have to double check that. I believe you can.

Q: Are the gems that are mined up by miners used for imbuing or is it just the gems you can buy off vendors?
A: Both. Gems found by miners such as Blue Diamonds will be considered rare resources for Imbuing. Lumberjacking can also produce rare resources for Imbuing. Rare resources are only currently required for Imbuing item properties with intensities greater than 90.

Regular gems, such as the gems found in treasure chests, loot off monsters, vendors, etc. are always used in Imbuing.

Q: What about imbueing bard instruments? Seems bard get left out once again...
A: The reason bard instruments cannot be imbued is they currently cannot be equipped. I realize bard instruments can possess the slayer item property. But that seemed like a limited selection for imbuing for bards right now.

I'll discuss with the team about allowing bard instruments to only be imbued with slayer item properties. On the surface, that doesn't feel overpowering since they already have limited uses and would always require rare resources to make since the slayer item property is always considered to be 100% intensity.

Q: Will cloth hats be able to be imbued?
A: Yes.

Q: Can Tinker-crafted magic rings (ex. ecru citrine ring) be imbued?
A: Yes.

Q: Can other special recipe items (ex. silver etched diamond mace) be imbued?
A: Yes. But not artifacts like Silvani's Bow.

Q: What about certain event items? Will they be able to be imbuded?

Example
Tongue of the Beast (Shield with mods)
Void of Umbra (Sword with no mods)

A: I would guess not, but I don't know with 100% certainty. Most likely, we have flagged them internally as cannot be recycled and made out of special material (like all our artifacts and the like). If that's the case, then no, they cannot be imbued.

Q: Can Slayer Mods be imbued?
A: Yes.

Q: If we can add Slayer Mods how many can we stack out of the "5" mods possible.
A: One. If a slayer property already exists on the item and you attempt to imbue a slayer property again, the player will be informed that he will be replacing it.

Skill Gain
Q: Will players get skill gains from unraveling, or will players need to actually apply a mod to an item to get a skill gain?
A: Unraveling will allow an Artificer to gain up to 25.0 skill. To gain the rest of the way, she will have to imbue item properties to gain skill.

Q: Will artificers be able to gain the imbuing skill by casting mysticism spells that use imbuing to determine their power?
A: No.

Q: Will we be able to start a new character with 50 imbuing and mysticism?
A: Yes.


Other

Q: Will imbued items will be labeled differently to distinguish between items that have been imbued and items that have not?
A: Imbued Items with have an 'Imbued' Item property tag.

Q: Will it just say imbued or imbued by [character name]?
A: Currently, it will just say Imbued. The reason for that is an item can be imbued multiple times. You imbue one property at a time.

Q: Are there currently plans for Carpenters and Bowcrafters to go above 100.0 Skill Level?
A: No.

Q: Any chance Item ID will be converted to the new Imbuing skill?
A: The current plan is to have a completely new skill for Imbuing.

Q: Do Mods like Use Best Weapon and "Slayer" equate to 100% intensities?
A: Yes.

Thanks again Leurocian for your exceptional efforts at clarifying the system for us players and taking our feedback on how to make it a better system.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
Q: I understand we're limited to 5 mods per item. Does that mean you could craft a GM-quality weapon and then add 5 mods of your choice?
I think that will be impossible reach more than 5 mods per items. So if you have an item with Damage Increase you still have 4 mods to add...
If will be possible add 5 mods to an item the game will be completely unbalanced...

example:
I had an armor with:
LRC 20
LMC 8
MR 2
Mana Inc 8
(1 mod left)
I will add HPI 8

if you can add 5 more mods I will do that:

LRC 20
LMC 8
MR 2
Mana Inc 8

1 - HPI 8
2 - SI 8
3 - RPD 15
and there are no more mods for armor available XD

I hope that can be imbued armor with self repair :)
 
J

Jeremy

Guest
Leurocian has the full details, but I can make a couple of comments:

- Yes, you can craft a GM-quality weapon and then imbue it (although not if it is made with special materials)
- The mod intensities will affect the quality of the imbuing ingredients obtained from unraveling


We don't really like the Heartwood quest system much either :p
 
S

Sarphus

Guest
Leurocian has the full details, but I can make a couple of comments:

- Yes, you can craft a GM-quality weapon and then imbue it (although not if it is made with special materials)
- The mod intensities will affect the quality of the imbuing ingredients obtained from unraveling


We don't really like the Heartwood quest system much either :p

Sorry, I'm full of questions... mostly because I find the imbuing system enthralling.

Does the DI you get from a GM crafted item with arms lore count as one of the 5 mods that can be on an item?

When you say "not if it's made with special materials", I'm assuming that's to prevent wooden weapons from having a crazy number of mods on them. Does that also mean that I couldn't craft a GM weapon with dull copper ingots to give it a head start on durability?

I'm glad you guys share my dislike of the heartwood quest system. It has certainly been one of my least favorite content additions in recent history.

Thanks for the answers Jeremy.
 

Leurocian

UO Legend
VIP
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Stratics Legend
Q: Is the soul forge used to unravel items as well as apply mods?

A: Yes.

Q: I understand we're limited to 5 mods per item. Does that mean you could craft a GM-quality weapon and then add 5 mods of your choice?

A: In the case of a GM crafted weapon, the damage increase is considered a property already on the item. So an artificer can imbue 4 other item properties to the item.

Q: It was mentioned that now would be a good time to stock up on mundane weapons. Is it also good to stock up on mundane armor and jewlery too?

A: You can. If your intent is to unravel them into Imbuing ingredients.

Q: Does it matter what mods and the mod intensities are on an item when you unravel them, or can you just unravel any item to get the best resources?

A: The total intensity of the item determines the what Imbuing ingredient is received when unraveling a magic item.

Q: Self repair can't be imbued... does that mean you can't imbue to an item that already has self repair, or does imbuing to an SR item just remove SR form the item?

A: Imbuing will remove Self Repair if it is present already.

Q: Will players be able to imbue mods to spellbooks?

A: Currently, no.

Q: Will players get skill gains from unraveling, or will players need to actually apply a mod to an item to get a skill gain?

A: Unraveling will allow an Artificer to gain up to 25.0 skill. To gain the rest of the way, she will have to imbue item properties to gain skill.

Q: When adding mods to an item, does the player just specify a recipe to add a specific mod, or does the player have to get a specific shard to add a specific mod? For Example, If I wanted to add DCI to an item; would I go unravel a DCI item and then use it to add DCI to my other item? Or would I just unravel a bunch of items and need to go get a DCI recipe?

I REALLY hope that recipes are reasonably attainable without mindless grinding (ex. not like heartwood) if the devs do a recipe-based system. I absolutely despise the Heartwood quest system.

A: Imbuing does not require recipes. It's very similar to crafting. You will need 'X' number of Imbuing Ingredients (one of three types depending on the item property and the intensity to Imbue), 'X' number of regular gems, and 'X' number of rare resources such as perfect emeralds, peerless like ingredients, ingredients from epic encounters, etc.

If done right, the imbuing system could be the coolest thing to ever hit UO. I really hope the devs nail it.
We sure hope so. That's why it will be essential to thoroughly iterate through the design and this system.

DISCLAIMER: Every answer given here is the current design and is subject to change as we work on it.

Patrick "Leurocian" Malott
Lead Game Designer, Ultima Online
Mythic Entertainment, an EA Studio
 

Leurocian

UO Legend
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Does the DI you get from a GM crafted item with arms lore count as one of the 5 mods that can be on an item?
Yes.

When you say "not if it's made with special materials", I'm assuming that's to prevent wooden weapons from having a crazy number of mods on them. Does that also mean that I couldn't craft a GM weapon with dull copper ingots to give it a head start on durability?
Yes.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
Leurocian, I guess my biggest question at this point is why someone would bother with maxing out their crafting skills when it appears that imbuing will replace the use of runic tools?

What kind of templates do you contemplate seeing on crafters?

It really feels like you're trying to make us specialize our crafters to the point that few people will continue to be able to have their own crew of crafters to fulfill all their crafting needs. Instead, unless you have multiple accounts and don't mind training up new skills and shifting old ones around, you will be forced to rely on others to fill some of your crafting needs.
 

Tom_Builder

Slightly Crazed
Stratics Veteran
Stratics Legend
Thanks for the info Leurocian. It's nice to know whats coming in the future, even if it's early in the planning. At least we know your hard at work.
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
Are there restrictions as to what mods can be put on Jewelry (i.e , reflect phys, swing speed, etc)
 

R Traveler

Crazed Zealot
Stratics Veteran
Stratics Legend
When you say "not if it's made with special materials", I'm assuming that's to prevent wooden weapons from having a crazy number of mods on them. Does that also mean that I couldn't craft a GM weapon with dull copper ingots to give it a head start on durability?
Yes.
Is it possible to stack with material bonuses already resent on item? For example, add 100 luck to spined/gold item to get up to 140 luck mod (total)?

Which materials can be used? Leather/metal/wood?
 

Leurocian

UO Legend
VIP
Stratics Veteran
Stratics Legend
Are there restrictions as to what mods can be put on Jewelry (i.e , reflect phys, swing speed, etc)
Yes. Whatever properties an item can normally have as random loot is what it can have imbued.
 

Leurocian

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Is it possible to stack with material bonuses already resent on item? For example, add 100 luck to spined/gold item to get up to 140 luck mod (total)?

Which materials can be used? Leather/metal/wood?
No. Items made out of special material cannot be imbued.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
Is it purely coincidence that this new skill will give a title of "Artificer" and the ophidians wanted us to return an "artificed scion"?
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
How are you balancing imbued items between the wide range of PvM templates? Obviously melee's items will wear out more quickly than ranged attack templates such as mages and archers (Save bows)... who only suffer damage primarily from returned ranged attacks. On to a well played tamer who will take no damage at all.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
is also possible increase resistances for armor and change damage type in the weapons?
 

Tom_Builder

Slightly Crazed
Stratics Veteran
Stratics Legend
What if you have something made by a ruinc hammer and it's made of iron. Can we add more mods to it?
 
M

Mark Knotts

Guest
Can we unravel properties off an item that's using special materials - such as valorite - then imbue it onto an iron weapon?
 

Coldren

Sage
Stratics Veteran
Stratics Legend
Can we unravel properties off an item that's using special materials - such as valorite - then imbue it onto an iron weapon?
No.

This seems like it would cause extreme turmoil in the resource department.

Why would ANYONE gamble with random properties from a runic with rare resources, when they can have the exact properties they want made with cheaper (i.e., the most common and basic) materials? Are the properties not imbunable and the minor benefits based on material worth the gamble?

Wouldn't it make more sense to limit the number of imbunable properties based on the material used?

Example:
Iron - Max of 1 imbunable property.
Valorite - Max of 5

This doesn't mean items made of valorite, for example, would retain that materials properties. Once imbuned, all material-specific properties should be lost, but the base material the item is made out of should impact the maximum number of properties.
 
S

Sarphus

Guest
...
We sure hope so. That's why it will be essential to thoroughly iterate through the design and this system.

DISCLAIMER: Every answer given here is the current design and is subject to change as we work on it.

Patrick "Leurocian" Malott
Lead Game Designer, Ultima Online
Mythic Entertainment, an EA Studio
Excellent, thank you.

If I think of any holes in the system I will be sure to bring them up.

It's kinda funny... at first I was a little bummed that the system didn't just let you pull a random mod off an item and apply it to another item. I actually prefer the way you guys designed it, because it lets you grind down any items to get the ingreds you need.

GOOD JOB!


Oop... just thought of some more questions.

Q: Will we be able to bulk-unravel items with the soul forge like you can with the recycling bag? It would be ideal if we could just toss a bag of 124 garbage items into the forge and get a bag of stacked shards of varying types.

Q: Will artificers be able to gain the imbuing skill by casting mysticism spells that use imbuing to determine their power?

Q: Will we be able to start a new character with 50 imbuing and mysticism?

Q: If an item already has a mod on it (say 35% DI), can you overwrite that mod with a stronger mod (say 45% DI)? Please say yes :)

Q: How is the intensity of the mod you add determined? For Example, it could be determined by the "recipe" you select on the mod menu (ex. greater DI or lesser DI) or it could be determined by your overall skill level in imbuing and some random modifier.

I think it would make the most sense to have the system work like this...
Each mod that can be imbued is organized into groups (a tree node in the menu). There would then be different potency levels for some of the mods that have a larger range between min and max potency (such as HLD).

The different strengths would determine the mod intensity range, and the actual mod intensity that would be applied would be randomly chosen within that range if the artificer successfully applies the mod.

Since it is highly unlikely that an artificer will roll the max intensity, I think you should allow artificers to upgrade existing mods on items. That way players can continue to work on an item until they have the mods where they want them.

I would make it work like this, each time you go to upgrade a mod on an item, the system would roll you a new potency ranging from wherever the potency currently is to whatever the max potency is on whatever recipe you selected. If the current potency level of the mod is lower than the min potency of the "recipe" you selected, you would have a min potency of whatever the min potency is for whatever recipe you selected.

I think this design allows lower lvl artificers to still be useful.

I think an example would explain this better.

Imagine you have an item with 30% DI.
You select a "Recipe" that adds DI from 45% to 50%. You can then upgrade the DI of the item to somewhere between 45 and 50.

Imagine you use the same recipe on an item that's 49% DI. A successful upgrade could roll either a 49 or a 50.

Also, if you really want to go hog wild, you could make super advanced recipes that add mod combos to an item. Just a thought...

Thanks again Leorucian
 
K

Kratos Aurion

Guest
This seems like it would cause extreme turmoil in the resource department.

Why would ANYONE gamble with random properties from a runic with rare resources, when they can have the exact properties they want made with cheaper (i.e., the most common and basic) materials?
Its due to the nature actually. Imbued items cannot be POFd meaning at some point they will actually break. While it will be much easier to gain an Imbued armor/weapon with your desired needs, its item dependancy would be less than that of a runic counterpart. But this system will make PvP grade material much more affordable to average players. As long as players buy and/or replace those pieces when they break.

For instance, you can buy that one runic weapon you've always wanted or needed for 80m or you can buy its Imbued counterpart for 3m. While the Imbued counterpart shares similar mods, it will break after a period of time opposed to the runic wep that can last as long as you want it too providing proper care and attention.
 
S

Sarphus

Guest
This seems like it would cause extreme turmoil in the resource department.

Why would ANYONE gamble with random properties from a runic with rare resources, when they can have the exact properties they want made with cheaper (i.e., the most common and basic) materials? Are the properties not imbunable and the minor benefits based on material worth the gamble?

Wouldn't it make more sense to limit the number of imbunable properties based on the material used?

Example:
Iron - Max of 1 imbunable property.
Valorite - Max of 5

This doesn't mean items made of valorite, for example, would retain that materials properties. Once imbuned, all material-specific properties should be lost, but the base material the item is made out of should impact the maximum number of properties.
I think runics will still make sense to use, because runic-crafted stuff can still have PoF applied to it. You just won't want to runic-craft out of anything but iron.

It would work like this. You try to make an item with the exact mods you want using a runic hammer. You unravel all your dud items and use the resources to imbue a temp item to use while you continue to work toward a fortifiable item.

I think it will be a while before we see many high-end artificers. I have a feeling that it will take a VERY long time to gain the skill. If you think about it, you will have to get an abundance of junk items just to train the skill at lower lvls. Then once you get to higher lvls, you may need to get rare resources just to try to gain.

I wouldn't be at all surprised if they design the skill to take more than a year to hit 120 in.
 
M

Mark Knotts

Guest
So if we can only use iron for weapons/metal armor then I guess everyone will be using normal iron colored items for imbued pieces. Pigments don't work on items without a special material right? I really don't care if we can't use pigments on them, just figured I'd note this. Maybe they'll add it in for imbued items to be colored, but I'm quite fine with non-neon.
 

Leurocian

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Q: Will we be able to bulk-unravel items with the soul forge like you can with the recycling bag? It would be ideal if we could just toss a bag of 124 garbage items into the forge and get a bag of stacked shards of varying types.

A: Thank you for reminding me about this. I'll note it and see what it would take to do this.

Note: The current design is to have the new imbuing ingredients be stackable.

Q: Will artificers be able to gain the imbuing skill by casting mysticism spells that use imbuing to determine their power?

A: No.

Q: Will we be able to start a new character with 50 imbuing and mysticism?

A: Yes.

Q: If an item already has a mod on it (say 35% DI), can you overwrite that mod with a stronger mod (say 45% DI)? Please say yes :)

A: Since you said please...Yes :) (Note: You can also reduce it as well, if you desired.)

Q: How is the intensity of the mod you add determined? For Example, it could be determined by the "recipe" you select on the mod menu (ex. greater DI or lesser DI) or it could be determined by your overall skill level in imbuing and some random modifier.

A: You basically will have arrow indicators in the interface where you can increase or decrease the intensity. Similar to the crafting menu, you'll see the ingredients required to perform the Imbuing. So you'll be able to see exactly what is required including success chance.

As far as the max intensity for each item property, it essentially is the same as what you would find as monster loot for items.
 

Leurocian

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Can we enhance an imbued item?
Yes. Once you successfully did so, however, you cannot imbue that item again since it will then possess special material.

Note: GM Imbuing and above, gargoyles get bonuses to enhance (1% for GM and every 10 skill above). This bonus stacks with the GM Blacksmithing and above bonus.
 

Tom_Builder

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Stratics Legend
Yes. But you cannot exceed 5 item properties.
Will we be able to remove unwanted mods and add new ones?

How will resists count towards item properties?

Can we lower one resist and add to another?

Not sure if this has been answered, but can we add to artifacts? Or are they considered special materials? Can we unravel artifacts?
 
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Sarphus

Guest
Yes. Once you successfully did so, however, you cannot imbue that item again since it will then possess special material.

Note: GM Imbuing and above, gargoyles get bonuses to enhance (1% for GM and every 10 skill above). This bonus stacks with the GM Blacksmithing and above bonus.
Thanks again Leurocian :)

You're the man!

You're mentioning blacksmithing... so blacksmithing enhances your chance to imbue?

If that's the case, my assumption is that imbuing is being designed to be an advanced crafter skill rather than a generic complimentary skill. The reason I ask is that there are mystic spells that get buffed if you have imbuing, which kind of makes imbuing a combat skill.

well anyway. I don't have a problem with imbuing working as described above. It's kinda like how lumberjacking can give 30% DI with axes, but the primary use of the skill is to harvest lumber.
 
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Sarphus

Guest
Will we be able to remove unwanted mods and add new ones?

How will resists count towards item properties?

Can we lower one resist and add to another?

Not sure if this has been answered, but can we add to artifacts? Or are they considered special materials? Can we unravel artifacts?

Every resist you have over the base resist for a given piece of armor will have an armor mod on it. You could add to that resist by imbuing over the resistance you want to buff.
 

kinney42

Seasoned Veteran
Stratics Veteran
Stratics Legend
Note: GM Imbuing and above, gargoyles get bonuses to enhance (1% for GM and every 10 skill above). This bonus stacks with the GM Blacksmithing and above bonus.
Does that mean +1% for being gm, then it would be +2% for being 110 and finally +3% for 120?
Or +1% for GM and each point above 100? I.E. +21% for 120?
Cause if its the first well then why waste 20 points on our already starving for extra skill points crafters for +2%??


oh and SOMEBODY STICKY THIS!!!!
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
How are you balancing imbued items between the wide range of PvM templates? Obviously melee's items will wear out more quickly than ranged attack templates such as mages and archers (Save bows)... who only suffer damage primarily from returned ranged attacks. On to a well played tamer who will take no damage at all.

Is there any way to distinguish between melee and attack range for anything other than swinging a weapon? If so could you consider reducing damage to imbued items for characters in melee range at the time of the attack? Maybe even a greater reduction based on the resist spells skill? Or reduce item damage as and added advantage to the tactics skill?

Tamers and EV casting mages would still be the greatest benefactor to imbued items. Max int, mana, SDI, LRC and any other mage/tamer friendly stats into an imbued god suit while never having to worry about the drawbacks of consumable armor. But still spike it at all 70's for the occasional stray spell.

Or better yet add a general base damage calculation for imbued itmes that have LRC or are medable whenever a spell is cast. Give a "<pet name> brushes your armor and damages it!" message to imbued items whenever a pet command is given.
 

a slave girl

Sage
Stratics Veteran
Stratics Legend
Sarphus:

"I REALLY hope that recipes are reasonably attainable without mindless grinding (ex. not like heartwood) if the devs do a recipe-based system. I absolutely despise the Heartwood quest system."


I actually enjoyed GMing my fletcher at Heartwood and wished there were more quests in Heartwood that would allow us to GM all or most of the crafting skills.

It was lots more fun to craft arrows and bolts and turn them in on the spot as quest itemd and have that tiny chance of receiving a heartwood fletching kit than it is making arrows and bolts anywhere else just to GM fletching.

I got 2 oak fletching kits and an ash if I recall correctly, and was GM fletcher before I knew it almost, which was every bit as valuable as getting a heartwood fletching kit to me.

I remember trying to do other Heartwood quests to GM tinkering and carpentry there but those quests couldn't get me much past 50-70 skill or so.

To GM my carpentry I recall making furniture at Del bank and then trashing it. That was defintely a grind and also a big fat waste when I might have been able to turn that furniture in a quest item in Heartwood and have a chance at getting a runic saw as a reward.

Tinkering I GMed at home making a various assortment of items that were left to rot on my castle floor. Not only was that a grind but seemed such a shame to use up ingots making scales and globes that NPCs wont buy and then just leaving them on the ground to decay.

It IS boring in Heartwood if all you are trying to do is acquire runic kits. Maybe that helps keep the runics acquired there on the rarish side? Another good thing imo. If they aren't supposed to be rarish then let's just have them for sale on NPC vendors.

If Heartwood gets changed in any way, I'd prefer to see MORE quests added that accept medium to high skill type craftables as turn in items.

That would help to make raising crafting skills like carpentry, tinkering, blacksmithing and tailoring less of a grind since you would have the chance to receive a runic kit/tool as a quest reward.

Also turning in the items you craft to gain skill as quest items would be less wasteful of materials than what we do with many of them now, which is toss them on the ground or into the trash can.
 
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Gwendar-SP

Guest
question is there a point bod running now with this for runics??

is this end of runics, if so save a few us, pain and tell now!
My impression is that one could make items with runics and unravel the rejects and tweak the almost good ones as long as the items aren't made with special materials or enhanced.
 

wanderer1origin

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
look re read not if made from other than leather or iron so cant really be a factor



My impression is that one could make items with runics and unravel the rejects and tweak the almost good ones as long as the items aren't made with special materials or enhanced.
 

Pickaxe Pete

Lore Master
Stratics Veteran
Stratics Legend
Cause if its the first well then why waste 20 points on our already starving for extra skill points crafters for +2%?
Because we will need that 20 points to imbue mods at an intense level.... the garg enhancing bonus is a freebie. Actually, it is good that crafters are getting more and more specialized, maybe we will soon not all be able to play this game and never speak to another soul.

question is there a point bod running now with this for runics??
No point for me. Runics needed to die. They were so widely exploited it was, frankly, laughable.
 
F

Fink

Guest
Can someone point me to the first (and subsequent) official announcements on imbuing? I missed all that & this thread is the first I've really heard of it.
 
S

Shot

Guest
I think this was answered, but will we be able to take high % properties off a slow weapon and add them to faster weapons or will it put the faster weapon's property at its cap? Example: I unravel a lance which has 95% mana leach and then add that property to a katana. Will the katana then have 95% mana leach?

Will imbued items be easily recognizable? I can see a problem if someone tries to pass of an imbued item as a godly 'regular' item that can be POF'd.
 
S

Sarphus

Guest
Can someone point me to the first (and subsequent) official announcements on imbuing? I missed all that & this thread is the first I've really heard of it.
Most of what we know about imbuing is either in this thread, the townhall thread or on the SA website (linked at the top of uo.com)
 

kinney42

Seasoned Veteran
Stratics Veteran
Stratics Legend
No point for me. Runics needed to die. They were so widely exploited it was, frankly, laughable.
Just realized something......Obviously the devs are seriously losing the battle with duped items, especially runics......What better way to win that battle then to do the only thing they had within thier power......remove the need for runics! Which is exactly what Imbuing is. If you can't stop people from flooding runics all over the place, replace runics with something undupable....a skill!
Who will waste time gathering bod's for runics when you can replace runics with a skill?

Pretty sly devs.....pretty sly.
 

Dermott of LS

UOEC Modder
Stratics Veteran
Stratics Legend
...

Runics needed to die. They were so widely exploited it was, frankly, laughable.

Actually, from what I am reading, runics will not in the least die. They can provide unravel fodder or the base item to be embued (crafting with iron at least)
 
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RoycroftLS

Guest
Just realized something......Obviously the devs are seriously losing the battle with duped items, especially runics......What better way to win that battle then to do the only thing they had within thier power......remove the need for runics! Which is exactly what Imbuing is. If you can't stop people from flooding runics all over the place, replace runics with something undupable....a skill!
Who will waste time gathering bod's for runics when you can replace runics with a skill?

Pretty sly devs.....pretty sly.
I'm thinking the exact opposite...

In one way or another, UO has always been plagued by the duping bug. I know the most recent dupe bugs have been fixed, but the underlying code architecture has been repeatedly shown to be one "oops" away from duping reappearing again.

Now I know that people are going to try to dupe anyway, but is it wise to introduce a system that encourages/rewards people for finding the next dupe? Highly specialized and powerful armor/weapons with limited uses (and the corresponding rare resources needed) are precisely the kind of things that people would want to dupe. And that sets up another scenario with tons of ill-obtained goods on the market with no certain method of separating the guilty from the innocent.

Shouldn't future development of the game reduce the potential impact of bugs that have affected the game in the past?
 
S

Sarphus

Guest
I think this was answered, but will we be able to take high % properties off a slow weapon and add them to faster weapons or will it put the faster weapon's property at its cap? Example: I unravel a lance which has 95% mana leach and then add that property to a katana. Will the katana then have 95% mana leach?

Will imbued items be easily recognizable? I can see a problem if someone tries to pass of an imbued item as a godly 'regular' item that can be POF'd.
Sorry I mislead you on that shot. I was speaking of what I thought imbuing was going to be based on the initial information release. Once more information became available, it turns out I was flat wrong in my assumptions.

It turns out that you will be able to unravel any modded item to get shards. There are 3 kinds of shards that are used along with various other rare resources to imbue mods onto items.

The imbuing gump will function similarly to how the other crafting gumps function. You will be able to add mods to items and enhance mods that are already on an item.

As for HML... HML is one of those weird mods that doens't display its intensity on the item. Instead, it displays the chance that the effect will fire. The chance that an effect will fire scales based on the intensity of the mod in conjunction with the delay on the weapon (I think). So in short, if you could take 100% HML off a lance and put it on a katana, you'd have 50 HML (or somewhere in that ballpark)

You raise a really good question with whether imbued items will be recognizeable. That's certainly something that will need to be taken into account.
 
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