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Imbuing clarification

S

Sarphus

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.
They've been working on imbuing for over a year. I remember over a year ago Leurocian said something to the effect that they were looking into ways they could allow you to choose what mods to put on your items when crafting.
 

a slave girl

Sage
Stratics Veteran
Stratics Legend
rtlfc


Is disimbue not a real word?


As in imbue/disimbue.


I don't know why but imbue/unravel sounds a little silly to me.


Of course disimbue does sound alot like disembowel...
 

Demonous

Rares Fest Host | Ches Jul 2010
Stratics Veteran
Stratics Legend
so you need recipes to imbue certain mods? like a recipe for 50% hit lower defense?

so basically is it possible to imbue an item that only has 40 di to include 50 hit lower d, 50 lightning, 30 ssi, 15 hci or something of the sort?

and if this is the case, won't runic hammers be obsolete?
 
S

Sarphus

Guest
so you need recipes to imbue certain mods? like a recipe for 50% hit lower defense?

so basically is it possible to imbue an item that only has 40 di to include 50 hit lower d, 50 lightning, 30 ssi, 15 hci or something of the sort?

and if this is the case, won't runic hammers be obsolete?
You don't need to acquire recipes. Sorry, I used the word recipe more in the sense of you combine various ingredients to imbue a mod. So technically, it is a system that uses recipes, but you don't need to do anything to acquire the recipes.

Sorry for any confusion I may have caused. I think of anything that uses ingredients to make something as being a recipe, but I understand how in a UO context that could cause some confusion.
 

Leurocian

UO Legend
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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.
Imbued Items with have an 'Imbued' Item property tag.
 

The Scandinavian

Certifiable
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Stratics Legend
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.


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

did I get you correct if I say that the most powerful unraveled items will make the best ingredient for imbuing?

Are the reagents connected to what mods I can imbue or only what intensities I can imbue?

Do I need both the ravelled reagent and some reagent from killing stuff?




Regards
The Scandinavian
 

Leurocian

UO Legend
VIP
Stratics Veteran
Stratics Legend
did I get you correct if I say that the most powerful unraveled items will make the best ingredient for imbuing?
Correct.

Are the reagents connected to what mods I can imbue or only what intensities I can imbue?
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.)

Do I need both the ravelled reagent and some reagent from killing stuff?
Already answered above.

I probably won't be answering many questions today. I just got back from the townhall, and I have a lot to catch up on.

Thanks again everyone for the questions and the input!
 
T

Thiefy/Glorfiedel

Guest
*collect all his Runics to craft items tu unravel and create reagents*

WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEH!!
 

The Scandinavian

Certifiable
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Stratics Legend
Thank you,


abit sad that I have the old habit of making all my uber weapons with valorite ingots.


But I guess I will survive I have some more runics to burn.



Regards
The Scandinavian
 
L

laurlo

Guest
as I did not know about imbuing before this thread, it has been very helpful for me.


 
U

Urk of LS

Guest
Leurocian,

A quick question if I may.

Are there currently plans for Carpenters and Bowcrafters to go above 100.0 Skill Level?
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
I think I might have missed this, so I'm gonna ask a stupid question.

I know you cant POF imbued items, but can you still repair them with a smith's hammer to make them last a lot longer?
 

Zym Dragon

Seasoned Veteran
Stratics Veteran
Stratics Legend
From what I understand, we can get ingredients from monster drops as well as unraveling. Is there a chance that some ingredients can be obtained by other methods such as mining or as resources from plants? Perhaps a mutant plant can have a chance to produce a rare resource?
 
T

Turdnugget

Guest
Can you take an item property from any type of weapon and add it to another?

Example: Take from a halberd 50% HML and add to a Kryss?

It'll be interesting to see the crazy weapons created with this new imbueing system. I can only imagine making an ornate axe with 30SSI, 50DI, 100 HML, 100 HLL and 50 HSL...

And is it going to be worth it taking this skill up all the way as far as success goes? Or are we going to be let down like with enhancing? With 120 tailor + 25/25 tali and still fail a lot? And will there be talismans for imbuing as well...?
 

The Scandinavian

Certifiable
Stratics Veteran
Stratics Legend
Hi there,

as I understand it you can not do that.

Read Laurocians answer just a few posts above.

When you unravel an item you will get reagents according to the total intensity of the item.There are only 3 different reagents possible so you will end up with a mix or maybe only one kind.If you unravel low end items you will not get the ragents needed to make the best mods.


When you imbue an item you will need x amount of the reagents you can get from unravel.If you want inensity above 90% you also need some special reagent.


Regards
The Scandinavian
 
T

Thiefy/Glorfiedel

Guest
I think I might have missed this, so I'm gonna ask a stupid question.

I know you cant POF imbued items, but can you still repair them with a smith's hammer to make them last a lot longer?
yes you can repair them, so pof them up to max. dura, and imbue them AFTER pofed up.
 
F

Fink

Guest
Leurocian,

A quick question if I may.

Are there currently plans for Carpenters and Bowcrafters to go above 100.0 Skill Level?
Please, no... :(

I simply can't express how much I feel 120 skillcaps were a mistake. Imbuing will mean specialising enough as is without taking a further bite out of crafter templates.
 

The Scandinavian

Certifiable
Stratics Veteran
Stratics Legend
yes you can repair them, so pof them up to max. dura, and imbue them AFTER pofed up.
Well,

sounds good but Im sure that we will dstroy most of the items...like enhancing.
It would be rather expensive to first PoF up all items.

But on the other hand,it might be worth it if the item is really uber.

But number two,Im fairly sure that all imbued items will have the same max durability.



Regards
The Scandinavian
 
F

Fink

Guest
Well,

sounds good but Im sure that we will dstroy most of the items...like enhancing.
It would be rather expensive to first PoF up all items.
I think they said failure to imbue will consume ingredients/resources but not destroy the item.
 
B

Bullet

Guest
I was really excited with this new system till i read this.

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

Why does my crafting play style have to rely on FIGHTING!

Cant the ingrediants come from crafting playstyles and not fighting playstyle? Now ill have to pay for ingrediants at high prices, Spend the time to make them and sell for a very small profit. How does this help the crafting profession?
 
S

Sarphus

Guest
I was really excited with this new system till i read this.

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

Why does my crafting play style have to rely on FIGHTING!

Cant the ingrediants come from crafting playstyles and not fighting playstyle? Now ill have to pay for ingrediants at high prices, Spend the time to make them and sell for a very small profit. How does this help the crafting profession?
The best way to got high intensity items is to craft them with a runic.

The best way to get many gems is to buy them.

The best thing about imbuing is that it will act as a much needed money sink while enhancing crafting and simultanously enhnacing all systems in UO that reward you with items. It will also be difficult enough to max out imbuing that not everyone will have one! I remember the days when there weren't many blacksmiths around. We actually had a crafter-based game economy. I think this system takes us a step closer to being crafter-based again.

If you don't want to trade with people to get imbuing resources and you don't want to hunt, you could always do BoDs to get high end items. All imbuing gives you that runics don't is the ability to pick what mods to put on your items (at the cost of not being able to POF your items).

You don't have to make an artificer, but I think it's unrealistic to expect the devs to make a system as powerful as imbuing without also making it very interactive. In other words, if the devs made imbuing resources attainable without combat via some stupid grind-based system (see BoD system); people would just script it (see BoD system).
 
B

Bullet

Guest
I was really excited with this new system till i read this.

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

Why does my crafting play style have to rely on FIGHTING!

Cant the ingrediants come from crafting playstyles and not fighting playstyle? Now ill have to pay for ingrediants at high prices, Spend the time to make them and sell for a very small profit. How does this help the crafting profession?
The best way to got high intensity items is to craft them with a runic.

The best way to get many gems is to buy them.

The best thing about imbuing is that it will act as a much needed money sink while enhancing crafting and simultanously enhnacing all systems in UO that reward you with items. It will also be difficult enough to max out imbuing that not everyone will have one! I remember the days when there weren't many blacksmiths around. We actually had a crafter-based game economy. I think this system takes us a step closer to being crafter-based again.

If you don't want to trade with people to get imbuing resources and you don't want to hunt, you could always do BoDs to get high end items. All imbuing gives you that runics don't is the ability to pick what mods to put on your items (at the cost of not being able to POF your items).

You don't have to make an artificer, but I think it's unrealistic to expect the devs to make a system as powerful as imbuing without also making it very interactive. In other words, if the devs made imbuing resources attainable without combat via some stupid grind-based system (see BoD system); people would just script it (see BoD system).
How about the crafter has a very hard way to get the resourses needed to imbue? Umm how many hours are needed to bod and get an item that is worthy of an hours worth of work im doom? umm monthes or more at 8 hours a day? Ive worked the bod system greatly! over the last year, not useing a script, playing hours daily the best ive gotton is one agapite runic which comes close to weapons gotton in an hours play in doom. Think about that. Once again in forced to play a play style i dont want to in oreder to compete in this game. what if they made trammel fel rule sets? Imagine the anger of those to play a style of game the whish not to. This is the way i see it. Play a fighter if you wish to be a crafter!
 
F

Fink

Guest
How about the crafter has a very hard way to get the resourses needed to imbue? Umm how many hours are needed to bod and get an item that is worthy of an hours worth of work im doom? umm monthes or more at 8 hours a day? Ive worked the bod system greatly! over the last year, not useing a script, playing hours daily the best ive gotton is one agapite runic which comes close to weapons gotton in an hours play in doom. Think about that. Once again in forced to play a play style i dont want to in oreder to compete in this game. what if they made trammel fel rule sets? Imagine the anger of those to play a style of game the whish not to. This is the way i see it. Play a fighter if you wish to be a crafter!
I guess the same could be said by PvPers, for example, about other playstyles. Many pvpers aren't interested in pvm or crafting, yet they have to pvm for powerscrolls, pvm for arties, craft to obtain those runic pieces to complete the ideal suit or that uber weapon, craft to repair/enhance/obtain runics, or simply buy what they need from people who do these things.

It's not unreasonable to expect a bit of give and take in terms of what we need and what we produce. Barbed hides are a staple resource for tailors, yet strictly speaking tailoring as a profession doesn't lend itself well to skinning dragons.

Don't get me wrong, I was annoyed at "having to kill" to get the new seeds, and I could count on one hand the number of peerless I've done. But by putting in those combat requirements for crafting ingredients, more playstyles are serviced in the name of adding new content. Also, most people have a crafter and a fighter, so you could do it all yourself if you want for maximum returns, or you could simply interact with those who are interested in that part of the process that you're not.

*edit* By the way, does anyone else think "soul forge" sounds like the name of a 1970's nightclub?
 

The Scandinavian

Certifiable
Stratics Veteran
Stratics Legend
I think they said failure to imbue will consume ingredients/resources but not destroy the item.
Oh,

that is good news for some bad news for others.
I just need to get enough reagents so I can imbue as many times that it takes to make the super uber item then.

Much easier to get the reagents needed than to find an item that is already uber and imbue to make super uber.
:)


Regards
The scandinavian
 
S

Sarphus

Guest
Can I imbue 1st then enhance?
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.
I'm not sure if wood enhance can add the self repair mod, but you might want to check into that. I know I have added mods like DI and HCI to armor using green wood, I think I've added SR as well.
 

The Scandinavian

Certifiable
Stratics Veteran
Stratics Legend
Hi there Sarphus,

thank you for starting this thread.

Now when the thread is starting to be long and some questions are coming back after already been answered.

Wouldn´t be a good idea to edit your first post and put in all our questions that is answered buy our hero Leurocian.


Regards
The scandinavian
 

Leurocian

UO Legend
VIP
Stratics Veteran
Stratics Legend
I'm not sure if wood enhance can add the self repair mod, but you might want to check into that. I know I have added mods like DI and HCI to armor using green wood, I think I've added SR as well.
Thanks Sarphus for bringing this up. It doesn't hurt to double check that.
 

Coldren

Sage
Stratics Veteran
Stratics Legend
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.
To me, this implies items can be re-imbued multiple times. Is that true? Can you swap out imbued properties for the same item?
 

The Scandinavian

Certifiable
Stratics Veteran
Stratics Legend
Correct.



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.)
Hi Leurocian,

I have a question regarding unravel.

Max intensity from an item is 5 mods x 100% = 500 %

Will I get a mix of all reagents when I unravel or will the total intensity decide directly what reagent I will get and how much of that reagent?

Are the different mods that I can imbue related to the reagents not only in amounts?
Like Hit spell imbueing will consume only the best reagent
and reflect will comsume the lowest reagent ?

In other words I would like some more detail how it works ,what reagents I will get from unravel and what reagents that will be needed for the different mods.

Will it be as hard to imbue as enhance?


Regards
The Scandinavian
 
J

Jorgius

Guest
Question: what about creating new imbuing ingredients that spawn only on "easy" monsters such as: lizardmen, ettins, elementals,daemons etc. ? Or/and animals such bears, cows?

I think that could revamp certain "dead" areas of the UO world atm. That could give another boost to newbee fighters to goto train into the wild, instead of hitting those poor golems at luna bank :)

That just happened in anti-virtue dungeons during the last days of spring-cleaning turn-in system (virtue artifacts worth 10.000 points).
 

Uthar Pendragon

Seasoned Veteran
Stratics Veteran
Stratics Legend
Next question to toss out there:

what about DI and HCI added to armor from heartwood?

A: will these items be able to be "unraveled"??

B: If They can will the DI/HCI mods then only be addable to weapons or will they be able to be added to armor??
 
S

Sarphus

Guest
Next question to toss out there:

what about DI and HCI added to armor from heartwood?

A: will these items be able to be "unraveled"??

B: If They can will the DI/HCI mods then only be addable to weapons or will they be able to be added to armor??
I can answer this one :)

When you unravel an item, you aren't pulling a mod off the item. Instead, the imbuing system looks at the total intensity of all mods on the item and uses that to determine what intensity of imbuing ingredients to give you.

That being said, you can't unravel any item made from anything but the non-default resources. In other words, you can't unravel an item made from heartwood.

So the answer to question A is no for 2 reasons.

Question B is also a no. The only mods you can add to an item are the mods that can spawn on that type of item as monster loot. For example, you couldn't add HCI to a piece of armor, because the only way to get HCI on a non-artifact piece of armor is to add it using heartwood. In other words, HCI doesn't spawn on armor pieces.

You can see what mods spawn on each type of item at this link:
http://uo.stratics.com/content/arms-armor/itemproperties.php
 
S

Sarphus

Guest
When unraveling, does Self Repair count toward the total mod intensity of an item? It seems to me that it should since there is no real way to exploit that.
 
D

Diggity

Guest
I hope they'd reconsider unraveling/imbuing artifacts. There are so many useless artifacts, allowing unraveling for ingredients would be a good artifact sink. The recent spring cleaning eased the disappointment of getting those bonecrushers in Doom. And if someone really wants to unravel an ornie for ingredients, I'd say go for it.

On the imbuing side, I can kind of see how they don't want to do that. I'd assume an ornie is disqualified anyways since it has > 5 mod/intensities already. I'd also think you wouldn't want aof's to be imbued. But imbuing would allow a way to personalize the currently unused arties and maybe make them somewhat usable. Maybe only allow imbuing if the artifact has less than 4 mods already? So that would probably disqualify all doom arties but allowing imbuing some of the minors where intensity/mods < 4 might be interesting.
 

Leurocian

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When unraveling, does Self Repair count toward the total mod intensity of an item? It seems to me that it should since there is no real way to exploit that.
Yes. Self Repair does count toward the total mod intensity of an item when unraveling.
 
D

Diggity

Guest
Yes. Self Repair does count toward the total mod intensity of an item when unraveling.
What about mage armor? It is a "free" samurai armor property. So if you bang out iron mage armor with a val hammer, you could/should get 6 property pieces. I guess this is true of val/ver hammer weapons as well, you will get 6 property pieces. I understand you can't imbue them, but the rejects will unravel and give the best ingredients then?
 
H

Holise

Guest
Leurocian,can we unravel items such as dungeon artifacts,ML drop items, doom artifacts or ToT items?
 
S

Sarphus

Guest
Leurocian,can we unravel items such as dungeon artifacts,ML drop items, doom artifacts or ToT items?
If I understood the townhall notes (I wasn't there), you can't.

I think you should be able to unravel artifacts, but not imbue them. That would make garbage lesser arties have a value without the need for community collections periodically.
 
H

Holise

Guest
If I understood the townhall notes (I wasn't there), you can't.

I think you should be able to unravel artifacts, but not imbue them. That would make garbage lesser arties have a value without the need for community collections periodically.
that was what im trying to find out...it would be nice to see lower lvl arites to be useful getting ingredient out of them...so as items like Aof orny etc...mayb able to get even more higher intenesity resources to imbue items
 
F

Fink

Guest
Q1- Any chance Item ID will be converted to the new Imbuing skill?

Q2- Can you imbue Scale armour since it is, by its nature, made of special material?
 
S

Sarphus

Guest
Are the gems that are mined up by miners used for imbuing or is it just the gems you can buy off vendors?
 

athos_uo

Seasoned Veteran
Stratics Veteran
Stratics Legend
Yes. Whatever properties an item can normally have as random loot is what it can have imbued.
I understand that the verb "be" means dialectically a sufficient condition. So, if I say "A is B", that is, A is a sufficient condition of B.

But I know also that "be" means actually an equivalence. So, if I say "A is B", it means often "A is equal to B" that is "A is B AND B is A". A is actually a sufficient and necessary condition of B in this case.

So, please confirm it for me: "Whatever properties an item can normally have as random loot is what it can have imbued."

Is "Whatever properties an item can normally have as random loot" a sufficient condition of "what it can have imbued", or a sufficient AND necessary condition?
 
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