Haven't seen anyone post re a 6 mod weapon yet. Just picked a 6 mod battle axe
Mage weap
Stam leech 38
HLA 12
HLL 31
HCI 9
DI 10
Mage weap
Stam leech 38
HLA 12
HLL 31
HCI 9
DI 10
you probably wont be able to imbue that. you cant imbue something with 6 mods, so the ssi and other things cant be raisedI had two in the same chest that I dug up yesterday. The other one was complete junk, but thought it was worth keeping this one to imbue.
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you probably wont be able to imbue that. you cant imbue something with 6 mods, so the ssi and other things cant be raised
Probably due to the same bug that lets named exceptional items get 70% DI.![]()
There are some imbued 6 mod weps around : )
They never actually released the formula. Everything we have is guessworkI really don't understand how unraveling is supposed to work though. I've gotten relics from 302 and up now. I'm about to throw away my results and hand-calculate, because I'm beginning to think that EC script is borked. But most likely, it's just the unraveling system itself that's borked.
T-Map loot has rare chance for 6 mod items. First time in history of UO normal loot can spawn w/ 6.Am I missing something here? 6 mod weapons? Easy. You can make one with an Agapite Hammer.[/IMG]
Cool. Thanks for the explanation.T-Map loot has rare chance for 6 mod items. First time in history of UO normal loot can spawn w/ 6.
The leather armor piece probably got 'Mage Armor' as a property, which was dropped instead of rerolling.To complicate matters, one T-Map chest gave me a 2/4/3/3/3 leather armor piece -- in other words, a T-Map gave me a complete 0 mod item. Mind you it was probably a LVL 1 or LVL 2, but still. I didn't notice it until game said I couldn't unravel it, haha.
As the MOD implies, it *should* unravel to a relic ... but hard to promise such a thing, lol. It's definitely ball-park though.Will this unravel to a Relic?