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Imbuing clarification

F

Fink

Guest
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?
:confused:

I think it means whatever properties an item can potentially have (ie: those you'll find on loot, not those on artifacts), those properties are what you can add to an item via imbuing.

examples: you won't be able to imbue a shield with HCI because shields don't normally spawn with that property. You won't be able to add Herding skill to a shepherd's crook because they don't normally spawn with that property. You can't imbue a hat with SSI, etc.

I think that's what the quote means, anyone feel free to correct me as needed.
 
O

Old Man of UO

Guest
What about imbueing bard instruments? Seems bard get left out once again...

*sits in the corner and plays some sappy James Tailor music*
 

Farsight

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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?
:confused:

I think it means whatever properties an item can potentially have (ie: those you'll find on loot, not those on artifacts), those properties are what you can add to an item via imbuing.

examples: you won't be able to imbue a shield with HCI because shields don't normally spawn with that property. You won't be able to add Herding skill to a shepherd's crook because they don't normally spawn with that property. You can't imbue a hat with SSI, etc.

I think that's what the quote means, anyone feel free to correct me as needed.
I also believe that even though you can have balanced or velocity on a bow, since those properties don't come as random loot, then you can't imbue those two properties.
 

Leurocian

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Q1- Any chance Item ID will be converted to the new Imbuing skill?
The current plan is to have a completely new skill for Imbuing.

Q2- Can you imbue Scale armour since it is, by its nature, made of special material?
If you're referring to dragon scale armor, I'll have to double check that. I believe you can.
 

Leurocian

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

Fink

Guest
Q1- Any chance Item ID will be converted to the new Imbuing skill?
The current plan is to have a completely new skill for Imbuing.

Q2- Can you imbue Scale armour since it is, by its nature, made of special material?
If you're referring to dragon scale armor, I'll have to double check that. I believe you can.
Thanks for the responses, this whole thread has been most helpful. As Imbuing exceeds GM I guess I can drop Item ID, I only have it for the merchant title. :D


I also believe that even though you can have balanced or velocity on a bow, since those properties don't come as random loot, then you can't imbue those two properties.
I guess you'd make a runic balance/velocity bow in plain wood, imbue for properties, then enhance for material bonus? Dang, lol.. :hahaha:
 

Leurocian

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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?
Hi Athos!

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.

Hope that clarifies it.
 

Leurocian

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:confused:

I think it means whatever properties an item can potentially have (ie: those you'll find on loot, not those on artifacts), those properties are what you can add to an item via imbuing.

examples: you won't be able to imbue a shield with HCI because shields don't normally spawn with that property. You won't be able to add Herding skill to a shepherd's crook because they don't normally spawn with that property. You can't imbue a hat with SSI, etc.

I think that's what the quote means, anyone feel free to correct me as needed.
Fink beat me to it. Thanks for clarifying that for everyone!
 

Leurocian

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What about imbueing bard instruments? Seems bard get left out once again...

*sits in the corner and plays some sappy James Tailor music*
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.
 

Leurocian

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I also believe that even though you can have balanced or velocity on a bow, since those properties don't come as random loot, then you can't imbue those two properties.
That's actually an exception to what I said. 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.
 

Farsight

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That's actually an exception to what I said. 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.
Thanks. That makes me a happy archer.
 
S

Sarphus

Guest
Thank you Leurocian for taking the time to fill the community in on imbuing. I think it's essential to explain new systems to the community enough that they can point out possible holes before the system is so far along that it risks being released with flaws.

I have updated the OP so include all new questions that Leurocian has answered. It's really turning into an impressive collection of information.

EDIT:
I just updated the main thread again to include answers that happened while I was updating it before. I also changed some wording on some of the questions to make them more generic, because basically the same questions were getting asked again in different ways.

In some cases I did some minor edits to Leurocian's responses in order to merge responses from duplicate questions. Don't take the OP as being direct Leurocian quotes, because in some cases they are not. Also note that I have a disclaimer on there that Leurocian posted to mention that the designs may change before and/or after imbuing is released to the public.

PS Let me know if you see any typos or editing errors in the OP. Feel free to PM me.
 
F

Fink

Guest
I've scoured the thread for this but I don't see it, so I'll ask..

Will cloth hats be able to be imbued?


{sidebar: I'm pretty excited about this new system, it sounds like what I'd once hoped runics would be, minus the bod grind and frustration of duds. Many thanks, Leurocian, for your time and knowledge}
 
O

Old Man of UO

Guest
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.
Thank you for the response... but if we can "only" add the slayer property to instruments, then I personally would not even try. I have a full set of Flute of Renewal and would not have a use for it, and slayer instruments are relatively cheap to buy. I wouldn't use a rare ingredient to imbue an instrument.

At least consider NEW properties for bard instruments, if not now then soon? huh? huh?
 
O

Old Man of UO

Guest
EDIT:
I just updated the main thread again to include answers that happened while I was updating it before. I also changed some wording on some of the questions to make them more generic, because basically the same questions were getting asked again in different ways.
Thank you, Sarpus... that helps a lot!
 

Petra Fyde

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Faster Barding / Fast Barding Recovery? :D
I like that.

I've died several times because the darn target mob moved just as I clicked so that I clicked on the ground instead then couldn't peace the monster because of the timer.
 
S

Sarphus

Guest
I've scoured the thread for this but I don't see it, so I'll ask..

Will cloth hats be able to be imbued?


{sidebar: I'm pretty excited about this new system, it sounds like what I'd once hoped runics would be, minus the bod grind and frustration of duds. Many thanks, Leurocian, for your time and knowledge}
I made the assumption that they could be because they are worn as armor.

Your question invoked a few questions for me, though.

Q: Can Magic wands be unraveled?
Q: Can Talismans be unraveled?
Q: Can Tinker-crafted magic rings (ex. ecru citrine ring) be imbued?
Q: Can other special recipe items (ex. silver etched diamond mace) be imbued?

Magic wands classify as weapons, but can't be crafted. They do have mods, though.

My thoughts are that you can get non-artifact talismans as loot, but you can't craft talismans. That made me curious if they could be unraveled to get magic ingreds. I'm assuming they probably won't be unravelable.

The special recipe question is particularly interesting to me, because I have some tinker jewlery that I wouldn't mind adding some mods to :)
 

Leurocian

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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.

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.
 
D

Diggity

Guest
mods vs intensity: I believe in the town hall Leurocian mentioned the number 4 as a minimum base for unraveling.

Does this mean min 4 mods only or is there also an intensity requirement?

eg how does a 5 hci,5 dci, 5 fire resist, fc 1, ns (5 mods, low intensities except for fc and ns) compare to say a 15 hci, 15 dci,FC 1 , NS ring (4 mods but max intensity for all)? Would a 5 hci, 5 dci, 5 fire, 5 cold resist jewel be able to be unravelled?

After briefly looking at stuff I've kept, there aren't many with > 4 max intensity properties that are unravel eligible. On the other hand , there are plenty of 4 low intensity mod items always around. Guess I will start keeping those "worthless" mage weapon/UBWS/ sc -1/ns etc items I've been leaving.
 

Leurocian

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mods vs intensity: I believe in the town hall Leurocian mentioned the number 4 as a minimum base for unraveling.

Does this mean min 4 mods only or is there also an intensity requirement?

eg how does a 5 hci,5 dci, 5 fire resist, fc 1, ns (5 mods, low intensities except for fc and ns) compare to say a 15 hci, 15 dci,FC 1 , NS ring (4 mods but max intensity for all)? Would a 5 hci, 5 dci, 5 fire, 5 cold resist jewel be able to be unravelled?

After briefly looking at stuff I've kept, there aren't many with > 4 max intensity properties that are unravel eligible. On the other hand , there are plenty of 4 low intensity mod items always around. Guess I will start keeping those "worthless" mage weapon/UBWS/ sc -1/ns etc items I've been leaving.
I don't recall mentioning that. What I did mention was the higher the intensity the more powerful the ingredient created due to the magic unraveling process. Listed from least to most powerful: Magical Residue, Enchanted Essence, and Relic Fragment.

Oh, Oh, what you've stated may have something to do with what I said about this...

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.
 
E

Elbryan Uthador

Guest
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)
 

Leurocian

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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)
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.
 
S

Sarphus

Guest
Noting that the key criteria for an item to be imbuable are that it is made of the default material and it is recyclable; You might want to test to make sure that things like capes, robes, aprons, doubles and so on can not be imbued.

I'm assuming that they wouldn't be imbuable, becuase they don't classify as wearables that normally would have mods as a drop. Thinking back, I know you could get mods on a fishing pole by crafting it out of wood that adds mods. If that's a bug, it could be possible for a bug to sneak by where people can add things like resist mods to cloth items, which would be incredibly powerful (especially considering cloth items don't have durability).

I'm assuming that there's nothing to worry about, but I just wanted to bring it up as a test case to make sure we don't have uber clothing slipping into SA.
 

R Traveler

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I don't understand process. You have to unravel item to get some ingridients. You must have some ingridients to imbue properties. Thats all clear.

But how to apply specific mod to item? Say, I found 8int, 10% sdi, 20% lrc ring and want to add 3 fcr and 8lmc to it (to get nice combo for orny).
 
D

Diggity

Guest
I don't recall mentioning that. What I did mention was the higher the intensity the more powerful the ingredient created due to the magic unraveling process. Listed from least to most powerful: Magical Residue, Enchanted Essence, and Relic Fragment.

Oh, Oh, what you've stated may have something to do with what I said about this...

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.
Thanks, yes. In my head I probably translated that to I must have min 4 item properties. Doesn't look like I will do much pre SA hoarding if there are no plans to change loot drops. <199 is common loot to leave on the corpse. <400 is also common and mostly leave on the corpse. I'd say >400 is not so common, but a lot of stuff that would probably qualify I don't loot they are "bad" mod combos. I should also mention that I do not wear much luck if any. So I believe these 3 types of unravel eligible items would be readily accessible to everyone.

As more of a SA client/serverquestion, on the subject of item descriptions and loot drops, is it possible to add an intensity indicator on the mouseover descriptions so that one can easily distinguish between the 3 levels? I realize KR can already do this with mods so maybe that can be incorporated in the default SA client. Another useful loot display option would be to filter out by loot intensity, so don't even show stuff below a player selected threshold.
 
S

Sarphus

Guest
I don't understand process. You have to unravel item to get some ingridients. You must have some ingridients to imbue properties. Thats all clear.

But how to apply specific mod to item? Say, I found 8int, 10% sdi, 20% lrc ring and want to add 3 fcr and 8lmc to it (to get nice combo for orny).
Ok, the imbuing window will be similar to the blacksmithing window. You basically choose a mod you want to put on an item and it tells you what ingredients you need to put that mod at that intensity on the item.

Since FCR 3 and LMC 8 are 100% intensity, you would need rare ingredients to apply those mods. You would also probably need to have very high imbuing skill to apply those mods.
 
F

Fink

Guest
Imbuing goes to 120 skill, ya? Will we need a powerscroll? If so, where do we get them?
 
S

Sarphus

Guest
Thanks, yes. In my head I probably translated that to I must have min 4 item properties. Doesn't look like I will do much pre SA hoarding if there are no plans to change loot drops. <199 is common loot to leave on the corpse. <400 is also common and mostly leave on the corpse. I'd say >400 is not so common, but a lot of stuff that would probably qualify I don't loot they are "bad" mod combos. I should also mention that I do not wear much luck if any. So I believe these 3 types of unravel eligible items would be readily accessible to everyone.

As more of a SA client/serverquestion, on the subject of item descriptions and loot drops, is it possible to add an intensity indicator on the mouseover descriptions so that one can easily distinguish between the 3 levels? I realize KR can already do this with mods so maybe that can be incorporated in the default SA client. Another useful loot display option would be to filter out by loot intensity, so don't even show stuff below a player selected threshold.
You might need a massive number of the low-end resouces to train your imbuing up, though. Even if you start at 50, you're not even half way to the skill cap. Even if you gain every time you use imbuing (and you won't), you're going to grind through plenty of low end resources.

I think imbuing will immediately become the most expensive crafting skill to train (and it should).
 
D

D'Amavir

Guest
I think imbuing will immediately become the most expensive crafting skill to train (and it should).
Hello increase in cost of gold per million. Its about time that those numbers went higher instead of just lower. $.50 a million is crazy.
 
D

Diggity

Guest
...

Since FCR 3 and LMC 8 are 100% intensity, you would need rare ingredients to apply those mods. You would also probably need to have very high imbuing skill to apply those mods.
Is this confirmed? I realize that QA does state that >90% imbuing requires the rares. This is a little different approach than how runics work then. Ie you can get fc 1 or slayer with the lowest runic tool. This was before the bump to give every tool the chance at 100% as well.
 
N

Nvnter

Guest
My Turn My Turn pahhhlease:

1. Do Mods like Use Best Weapon and "Slayer" equate to 100% intensities?

2. Did I understand you to say that Slayer Mod can be imbued?

3. If you can add a Slayer Mod. Please make it realistic and require some sort of essence from those creatures to make the Mod. (probably not a realistic request considering where you are probably at in developement) :(

4. If we can add Slayer Mods how many can we stack out of the "5" mods possible.

Thanks Thanks
 

Chrome

Adventurer
Stratics Veteran
Stratics Legend
Hello.
I have 2 leather armor (A and B).

A : (AR/FR/CR/PR/ER)=(2/9/8/8/8) normal tool and leather, exceptional and GM armslore
B : (AR/FR/CR/PR/ER)=(2/9/8/8/8) trophy

Q1)Unraveling
When I will unravel A and B,
Can I get same imbuing ingredient from A and B?

Q2)Imbuing
When I will imbue other property to A and B,
With both A and B, may I imbue only once more?

Q3)Unraveling after Imbued
Can I unravel imbued equipment?
 
S

Sarphus

Guest
Hello.
I have 2 leather armor (A and B).

A : (AR/FR/CR/PR/ER)=(2/9/8/8/8) normal tool and leather, exceptional and GM armslore
B : (AR/FR/CR/PR/ER)=(2/9/8/8/8) trophy

Q1)Unraveling
When I will unravel A and B,
Can I get same imbuing ingredient from A and B?

Q2)Imbuing
When I will imbue other property to A and B,
With both A and B, may I imbue only once more?

Q3)Unraveling after Imbued
Can I unravel imbued equipment?
Q1: If I understand your example, you have 1 generic item crafted with normal leather and another crafted with GM armslore. Both would unravel into the weakest ingredient, because they are > 200% total mods. You would have < 100% total mods on your best item in that situation. I haven't asked whether you can unravel items that don't have mods, but I'm assuming you could.

Q2: Under the example as I understand it, you have 1 item with 1 mod (DI) and 1 item with 0 mods. You could imbue item A with 5 more mods. You could buff up the DI on your arms lore mod and you could add 4 more mods.

Q3: The rule "Magical items cannot be magically unraveled if they cannot be recycled or if they are made out of special material" would still come into play. As long as you didn't change the material of the imbued item you should be able to unravel it. I am making the assumption that you can recycle imbued items, which we don't know for sure.
 

Chrome

Adventurer
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Thanks Replying

About Q1 and Q2.
It was a question to confirm whether could distinguish magic effect from quality effect.

If it cannot distinguish a magic effect from a quality effect, like "damage increase" in weapon,
I think that troublesome things may decrease by making a quality effect and a magic effect a different thing for SA.
I think that it is unfavorable that a quality effect and a magic effect are covered like "damage increase".

About Q3
I think, if imbued stuff don't be enhanced, it can be unraveled.
 
S

Sarphus

Guest
Thanks Replying

About Q1 and Q2.
It was a question to confirm whether could distinguish magic effect from quality effect.

If it cannot distinguish a magic effect from a quality effect, like "damage increase" in weapon,
I think that troublesome things may decrease by making a quality effect and a magic effect a different thing for SA.
I think that it is unfavorable that a quality effect and a magic effect are covered like "damage increase".

About Q3
I think, if imbued stuff don't be enhanced, it can be unraveled.
Gotcha. I would say quality effects don't count as mods, so I think item A would have 0 mods and item B would have 1
 

Leurocian

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

Q: Did I understand you to say that Slayer Mod can 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.
 

rareitem

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Didnt read the whole thread so dont know if this already been asked.

Can we imbue HCI on shields?
 
G

Gwendar-SP

Guest
I live on Siege where items can be faction dyed.

A) can faction dyed items be imbued?

B) Can faction items be unravled?
 
S

Sarphus

Guest
Didnt read the whole thread so dont know if this already been asked.

Can we imbue HCI on shields?
As questions are answered I am updating the OP. It's up to date right now, so you can see every question that has been asked (if it's been answered) and the answers to those questions just by reading that one post.
 

Blackweb

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The item properties page on Stratics is very helpful, but I am having a little difficulty trying to decide exactly what the intensity level of every property is. Is there an easy way to determine this? And, if you add the Mage Weapon property, which comes with a Faster Casting -1, does this then count as 2 properties? Could you also still add a +1 FC to that, bringing it to 0, which then would not display, but still take up only that additional spot? Thank you.
 
S

Sarphus

Guest
The item properties page on Stratics is very helpful, but I am having a little difficulty trying to decide exactly what the intensity level of every property is. Is there an easy way to determine this? And, if you add the Mage Weapon property, which comes with a Faster Casting -1, does this then count as 2 properties? Could you also still add a +1 FC to that, bringing it to 0, which then would not display, but still take up only that additional spot? Thank you.
spell channeling always comes with FC -1, so that would be a single 100% mod if you have FC -1. This would count as one property (spell channeling)

Mage Weapon scales from -20 (100% intensity) to -29 (0% intensity), but it is not tied directly to FC.

If you have a spell channeling weapon with Spell Channeling and no cast penalty, it has both spell channeling at 100% intensity and FC at 100% intensity. If it is also a Mage weapon -20, it would have 100% intensity mage weapon, which would make it a 300% weapon just on those 3 mods.

If you have a weapon with FC -1 and an available mod slot (5 is the max), you could add the FC mod to your item to nullify the FC -1 penalty.

Items that have SC with no cast penalty only show 1 mod, but they actually have 2 mods at 100% intensity. It's a little tricky, because the FC -1 that comes with the SC mod is canceled out by the FC 1 mod.
 
R

Righteous

Guest
As questions are answered I am updating the OP. It's up to date right now, so you can see every question that has been asked (if it's been answered) and the answers to those questions just by reading that one post.
What is OP?

Righteous
 
R

Righteous

Guest
I think I finally understand. But I should get a clarification before I jump around for joy.

I unravel items and get one of three ingredients magical Residue, Enchanted Essence or Relic Fragment depending on how many max intensity properties said unraveled item has.

With imbuing I take an item for example a Legendary made long sword with only +35 on damage and click on my soul forge and get a menu with a whole bunch of options that a long sword could normally have with a monster dropped loot. I find what I want to add to the sword in the menu, click on it and a slider bar comes up I slide it over to the intensity I want and the menu box tells me what the percentage chance is at my skill to imbue the property and what resources are required. If I have all the resource in my bag I click on Go For It and the random number generator determines if I have succeeded. I keep doing this until I have 5 properties on said long sword.

If I fail will I lose just the ingredients or the whole long sword? And does your chance of succeeding go down as you add more properties?
 
S

Sarphus

Guest
I think I finally understand. But I should get a clarification before I jump around for joy.

I unravel items and get one of three ingredients magical Residue, Enchanted Essence or Relic Fragment depending on how many max intensity properties said unraveled item has.

With imbuing I take an item for example a Legendary made long sword with only +35 on damage and click on my soul forge and get a menu with a whole bunch of options that a long sword could normally have with a monster dropped loot. I find what I want to add to the sword in the menu, click on it and a slider bar comes up I slide it over to the intensity I want and the menu box tells me what the percentage chance is at my skill to imbue the property and what resources are required. If I have all the resource in my bag I click on Go For It and the random number generator determines if I have succeeded. I keep doing this until I have 5 properties on said long sword.

If I fail will I lose just the ingredients or the whole long sword? And does your chance of succeeding go down as you add more properties?
Your understanding of how it works is correct.

To answer your question; if you fail to imbue, you lose ingredients only. Unraveling, however, always consumes the item you're unraveling. Think of it like recycling an item, except you get a different type of resources.

I don't know if difficulty goes up as you add mods to an item.

In response to the other recent reply...
OP = "original post"

I have been organizing and consolidating the answers Leurocian has given us in the first post of this thread. That way people can just read the first post instead of digging through the entire thread. I think it will also make it easier for Jeremy if she wants to put any of this information in the FoF.
 
J

Jeremy

Guest
Thanks for your organization, Sarphus - I will probably just point people here and provide links to a couple of other resources. Eventually we can put up a proper FAQ on the SA website.
 
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