• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

Imbuing clarification

S

Sarphus

Guest
Will the imbuing system recognize the resist points from exceptionally crafted armor as mods?

I wonder if you can imbue a piece of armor you craft with the exceptional plus Arms Lore additional resist points spread accross all five resists as five (rather poor) mods or would it consider the item to be un-modified?

Sorry for the redundant post, but this is the question I am really looking for an answer to and thought I should re-phrase to make it more clear.
No it would not (as per my understanding of imbuing).

Imbuing only looks on the item for mods. The points you get from Arms Lore are a bonus, but do not classify as mods. The DI bonus you get from exceptional crafting a weapon DOES count as a mod.
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
All it will take to make theese handmade artifact quality items the crafters name really needs to be there. Or will be forced burn ingriedents to level a GM made weapon's DI. Also with GMed made armor with the Lore pump will that Impare it from Imbueding.
Also comes to mind will HCI be an option for shields?
 
S

Sarphus

Guest
All it will take to make theese handmade artifact quality items the crafters name really needs to be there. Or will be forced burn ingriedents to level a GM made weapon's DI. Also with GMed made armor with the Lore pump will that Impare it from Imbueding.
Also comes to mind will HCI be an option for shields?

The "Lore pump" doesn't count as added mods, so I don't think it hinders imbuing. DI is a mod, so it would count.

HCI isn't currently a mod that can spawn on shields... it may change.
 
D

Diggity

Guest
Will the imbuing system recognize the resist points from exceptionally crafted armor as mods?

I wonder if you can imbue a piece of armor you craft with the exceptional plus Arms Lore additional resist points spread accross all five resists as five (rather poor) mods or would it consider the item to be un-modified?

Sorry for the redundant post, but this is the question I am really looking for an answer to and thought I should re-phrase to make it more clear.
I agree this would be interesting to find out. Base normal leather piece is 15 total resists. GM Armslore would add 5 and being exceptional (non-runic used) adds another 15. So regular leather exceptional crafted pieces have 35 resists.

I am pretty sure this base 35 resist will be indistinguishable from mob loot except for the exceptional tag. So if I plan to use this as my starting point for imbuing, are they both considered 0, 1 or 2 mod items. Ie, can I can 3,4 or 5 imbued mods to it?

Considering runic crafted adds to the complications. The exceptional bonus is only 6 so regular leather exceptional runic crafted have a base of 26 resists. You will not be able to tell if an exceptional piece with say 57 to 68resists was made with a horned or barbed runic or if it has 3,4, or 5 mods.

Since exceptional DI on a weapon does appear to be considered a mod, it seems it would be consistent and easy to implement that # mods = (total resist - base resist) / 15 rounded up. If so, then exceptional/arms lore bonus lose some of their appeal since they will count as mods.

Which, finally :), brings me to my real question. If jewelry is going to be unbreakable (thanks Sarphus), then can necklaces be imbued (why not :)?). Presumablly the tradeoff would be the leather gorget will have 15 more total resists, but it will have durability while the necklace would not.

I suspect the answer will be only rings and bracelets will be imbueable. Otherwise I'll ask about earrings next.
 
D

Diggity

Guest
The "Lore pump" doesn't count as added mods, so I don't think it hinders imbuing. DI is a mod, so it would count.

HCI isn't currently a mod that can spawn on shields... it may change.
But at some point, you have to count resists as mods. Suppose I make barb runic kit armor and get resists only mods? Granted this will be somewhat rare but it would not be uncommon to have 70-80 resists, no other mods as a starting point. Then I can add 5 extra mods to that? That would be insane. If you say no, how do you know if I have GM arms lore or if I just got excellent rolls on my runic? Again, at some levels, you can not distinguish between excellent horned runic vs mediocre barbed runic creatioins. How can you decide how many mods to allow to imbue?
 

Wenchkin

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
I'm almost scared to know the answer here, but will players be able to add skill increase mods to any items? If they are, which items can be imbued with skill + and how customisable will the property be? i.e., can a player decide to add +15 of a specific skill where they want, or is it random in the skill or value?

Or is skill increase not on the list of mods we can imbue onto items? *hopes*

Wenchy
 
B

Beldon

Guest
I'm almost scared to know the answer here, but will players be able to add skill increase mods to any items? If they are, which items can be imbued with skill + and how customisable will the property be? i.e., can a player decide to add +15 of a specific skill where they want, or is it random in the skill or value?

Or is skill increase not on the list of mods we can imbue onto items? *hopes*

Wenchy
You can only imbue properties that normally appear on an item. So if you can imbue rings and bracelets then those are the only two items that can have skill + properties. My guess is that you can choose +15 in a specific skill if you can imbue jewelry.
 
D

Diggity

Guest
You can only imbue properties that normally appear on an item. So if you can imbue rings and bracelets then those are the only two items that can have skill + properties. My guess is that you can choose +15 in a specific skill if you can imbue jewelry.
This is true based on current mod properties, but hopefully they address all the +skill items imbalances before SA comes out. The thought of +150 useful skills on a ring/brace set is mind boggling. If SA will include the ease of equip/unequip that KR already has, addressing the +skill items imbalances should also be a priority.
 
S

Sarphus

Guest
I'm almost scared to know the answer here, but will players be able to add skill increase mods to any items? If they are, which items can be imbued with skill + and how customisable will the property be? i.e., can a player decide to add +15 of a specific skill where they want, or is it random in the skill or value?

Or is skill increase not on the list of mods we can imbue onto items? *hopes*

Wenchy
You can, but the devs have stated that they plan to tweak how +skill items work.

One thing they mentioned was making it so you can only go up to 720 total skill using +skill items. I hope they cap it higher than 720. I think it would be ok to cap it at 750, because that prevents people from building jewlery like this...

Ring & Bracelet
music
discord
provoke
peacemake
magery

would be a total of +150 skill pts on your template, which obviously would create an imbalance.
 
D

Diggity

Guest
You can, but the devs have stated that they plan to tweak how +skill items work.

One thing they mentioned was making it so you can only go up to 720 total skill using +skill items. I hope they cap it higher than 720. I think it would be ok to cap it at 750, because that prevents people from building jewlery like this...

Ring & Bracelet
music
discord
provoke
peacemake
magery

would be a total of +150 skill pts on your template, which obviously would create an imbalance.
But an additional problem with that example is that bard effects persist even if I take off the jewels. So disco/provoke with the jewel set on, then switch to my +magery/eval/fc/fcr set. I am pretty sure there are other exploitable combos as well.

A skill cap of 720 makes no sense since vets already have that with no + skill items on. Limiting to +30 skill benefit would be a start, but I would still argue I could have a +30 music/disco set and a +30 music/provo set. KR macros would ease equipping the proper set and using the skill. Add in that I will have my +30 chiv set, +30 mage/eval set etc etc

Maybe a way to limit +skill jewelry is to limit how high it can take your modified skill level. Part of the imbalance of +skill is that is reverse diminishing returns, the more you have, the more benefit you get. What if you can have as many skill items as you want, but your modified skill cap for those skills can not exceed, say, GM?
 

Paulonius

Adventurer
Stratics Veteran
Stratics Legend
I thought some more about the menu that Leucran mentioned briefly and being able to "dial down" existing mods on an item resulting in an overall difficulty score for an item as it relates to my question about crafting exceptional armor with Arms Lore.

I can imagine two scenarios:

Scenario One: The 20 bonus resist points from exceptional/Arms Lore count toward the overall mod cap based on the increase from the initial 15 resists that come on an item for a total of 133 points (15 resist points is a 100% mod). You might have to drop one of the resists down to the item base for a resist category to add a mod that is not a resist. This would result in Arms Lore and Blacksmithing becoming less disireable -- you could make comparable items with whatever you find instead of crafting them.

Scenario Two: Imbue system ignores the extra 20 points from crafted items and treats the peice of armor as unmodified. In this case two mods to resists on each peice (total of 60+ combined resists) makes an all 70s/75ER suit. Two more mods per peice makes a suit essentially unreachable with runics (ie 100% LRC, +12MR, plus one more mod). Three more (total five) would be sick: all 70s with 100%LRC, +12MR, -40%mana, plus two more mods).

I think I prefer Scenario Two. Ignoring all the time I spent in the early days of UO mining and working my blacksmith(s), I have toiled at BODs for years and never gotten better than an Agy hammer...
 

Paulonius

Adventurer
Stratics Veteran
Stratics Legend
I thought of another question.

There are a number of armor peices from SE that have "Mage Armor" when crafted exceptionally. You can make pretty much everything but gloves in meddable metal using SE items. Will imbuing treat this as a mod?
 
S

Sarphus

Guest
I thought of another question.

There are a number of armor peices from SE that have "Mage Armor" when crafted exceptionally. You can make pretty much everything but gloves in meddable metal using SE items. Will imbuing treat this as a mod?
I would assume it would... DI added from exceptional crafting does, so I would assume Mage Armor would too.
 
P

peanutbutter

Guest
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.
not sure if this has been addressed further, but i'd like to know what kind of impact this will have on training, should it be allowed.

thanks.
 

Viquire

Crazed Zealot
Stratics Veteran
Stratics Legend
You can, but the devs have stated that they plan to tweak how +skill items work.

One thing they mentioned was making it so you can only go up to 720 total skill using +skill items. I hope they cap it higher than 720. I think it would be ok to cap it at 750, because that prevents people from building jewlery like this...

Ring & Bracelet
music
discord
provoke
peacemake
magery

would be a total of +150 skill pts on your template, which obviously would create an imbalance.
If they do that, and I hope that they will, then they need to take a close look at Bard templates and figure out a better way to make them work without the use of jewelry. I used to love playing my bards and I'll bet I have got six inches of dust on all of them now.
 
C

Cowgoesmoo

Guest
The current plan is to have a completely new skill for Imbuing.



If you're referring to dragon scale armor, I'll have to double check that. I believe you can.
Another question about specific armour types. With the samurai armour GM stuff is all meant to have the mage armour property I think? How will this effect imbuing? Will it count as one of the 5 or not?

Also to clarify GM bonuses don't count towards the 5 enchantments do they.
 
F

Fink

Guest
You can, but the devs have stated that they plan to tweak how +skill items work.

One thing they mentioned was making it so you can only go up to 720 total skill using +skill items. I hope they cap it higher than 720. I think it would be ok to cap it at 750, because that prevents people from building jewlery like this...

Ring & Bracelet
music
discord
provoke
peacemake
magery

would be a total of +150 skill pts on your template, which obviously would create an imbalance.
One thing I see with a 720 jewel cap would be all skill jewels are essentially useless once you hit your total skill cap. Basically junk within the first 24 hours of play.

I'd rather they just limit imbued +skill jewellery to say 30 total skillpoints per piece. eg: you have a ring with +12 magery and +15 music, you can only add a further +3 skill to the item. This isn't much different to what we have now from top luck drops, only imbued mods aren't random.

I'll be honest here and say I personally would be affected. I have a number of chars that aren't by any means overpowered but aren't near as viable without their skill buffs. eg: I have a 4x120 bard with gm lockpicking & cartography, and 90-ish magery. Not enough to solo lvl6 map spawn but useful enough for most T-hunting.

I don't want to resort to decoding all my maps, then soulstoning carto, then claiming back lockpicking, then going after the chests. Seems more of an exploit of game mechanics than a simple jewel skill buff.

Also I have a number of characters that use buffs to maintain a gm title, eg: my shepherd (main char) has 115 magery from a book and 108 ninjitsu from a ring, but her gm shepherd title shows. Sure would suck the fun out of characters such as these to cap all their skills at gm.
 
C

Cowgoesmoo

Guest
Something else....

Will your chance to imbue and Item be effected at all by your skill in the skill required to create that item?

If not why not?

The Imbuing skill is shaping up very much in the direction that many of us have hoped it would and debated about over the years since AoS so we are all quite excited. (The crafting bonus for public crafting, a mixture of common items and rare ones as ingredients, linking it to an item and several other things have all been written in several of the documents I have sent is as feed back - which is pretty cool from where I sit.)

The only thing that is missing really is some form of specialisation. Something to limit the "One-Char-Craft-All" situation that we have now. Perhaps giving success chance bonuses to chars that are skilled in the creation of the item that is being enchanted will do that (possibly bushudo or ninjitsu for SE items)? Not enough to make it essential but enough for those serious to make it worth while.
 
F

Fink

Guest
The only thing that is missing really is some form of specialisation. Something to limit the "One-Char-Craft-All" situation that we have now. Perhaps giving success chance bonuses to chars that are skilled in the creation of the item that is being enchanted will do that (possibly bushudo or ninjitsu for SE items)? Not enough to make it essential but enough for those serious to make it worth while.
I see a lot of soulstones in the super crafter's future. As such, I don't think Imbuing having a trade-related bonus is going to force or limit such crafters all that much.
 
C

Cowgoesmoo

Guest
I see a lot of soulstones in the super crafter's future. As such, I don't think Imbuing having a trade-related bonus is going to force or limit such crafters all that much.

The idea isn't to stop people from being able to do everything for themselves if they really want to. Its to make it more time/cost effective for the average player to interact with other players to fulfill their in game crafting needs than to spend days (after cool down times) doing everything for them self.
 
S

Sarphus

Guest
As I see it, imbuing has absolutely nothing to do with creating items. It's all about imbuing magical enchantments onto the items. For that reason, I don't think imbuing should be tied to other crafting skills in order to imbue items made by those crafting skills.

Also, I don't think imbuing will be tied to crafting skills, because you can imbue wands and they can't be crafted.
 
D

D'Amavir

Guest
The idea isn't to stop people from being able to do everything for themselves if they really want to. Its to make it more time/cost effective for the average player to interact with other players to fulfill their in game crafting needs than to spend days (after cool down times) doing everything for them self.
Simply adding a system similar to the one in WoW allowing Artificers (or craftsmen in general) to perform their specialties for others without people having to get involved with a risky trade of their good items would go a long way towards adding back a lot of the 'communal' aspect that UO has lost in the last several years.

There are quite a few people in UO that I would had over my best items (and my entire account information if need be) without fear. But, those are few and far between. Too many use the promise of repairing, enhancing or whatever to just take items from others.
 

Wenchkin

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
You can, but the devs have stated that they plan to tweak how +skill items work.

One thing they mentioned was making it so you can only go up to 720 total skill using +skill items. I hope they cap it higher than 720. I think it would be ok to cap it at 750, because that prevents people from building jewlery like this...

Ring & Bracelet
music
discord
provoke
peacemake
magery

would be a total of +150 skill pts on your template, which obviously would create an imbalance.
I'd much rather the skill + mod wasn't allowed to be configurable, better still left out of the equation altogether. There's a huge difference between the random spawning stuff and fully configurable skill stats on items. The devs really need to realise this and see that just adding a skill cap isn't enough of a fix. I wouldn't plan to be around if items like the above start popping up.

But this isn't a discussion about skill + items so I'll butt out now ;)

Wenchy
 
S

Sarphus

Guest
I'd much rather the skill + mod wasn't allowed to be configurable, better still left out of the equation altogether. There's a huge difference between the random spawning stuff and fully configurable skill stats on items. The devs really need to realise this and see that just adding a skill cap isn't enough of a fix. I wouldn't plan to be around if items like the above start popping up.

But this isn't a discussion about skill + items so I'll butt out now ;)

Wenchy
Actually, I think the effects of cutsom +skill items is relevant here, because it's an itemization issue and this is an itemization system.

It seems to me that excluding + skill mods from the list of mods you can add to items would be pretty easy, but I haven't seen how the imbuing gump looks/works yet, so I'm only speculating.
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
There are quite a few people in UO that I would had over my best items (and my entire account information if need be) without fear.

But, those are few and far between.
Which is it? Are there quite a few, or are they few and far between?
 
S

Sarphus

Guest
not sure if this has been addressed further, but i'd like to know what kind of impact this will have on training, should it be allowed.

thanks.
This will have little to no impact on training. You can start with 50 imbuing and you can only gain up to 25 from unraveling.

As for your question, OF COURSE it should be allowed. We don't need another system with mindless repetition of "click again to unravel another item"

Systems like that invariably cause my joints to hurt and make me generally upset (see heartwood quests).
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
When Unraveling an item, do damage types other then physical count towards the mods?

IE: Let's say I have a weapon that's 100% Cold, with Spell Channeling, not penalty and use best weapon skill.

Would that item unravel into a Relic Fragment or no? If yes, does an item with 60% Fire and 40% Energy also equate to 100% Mod towards unraveling.

Does Lower Requirements count?

Will the %'s (lets say I have 7 HCI which is 46.66666% etc...) round up? or down? Or do they round out all?

Also the leeches become quite confusing when trying to figure out if an item will become a relic fragment or not. Is there any formula we can use to determine what amount of Leech an item can have max?
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
I'd much rather the skill + mod wasn't allowed to be configurable, better still left out of the equation altogether. There's a huge difference between the random spawning stuff and fully configurable skill stats on items. The devs really need to realise this and see that just adding a skill cap isn't enough of a fix. I wouldn't plan to be around if items like the above start popping up.

But this isn't a discussion about skill + items so I'll butt out now
I don't think it will matter much in the long run.

Sure there will be people who would take advantage of it that way but they will be giving things up. To many skills on an item will pan out to losing HCI, or DCI, or Damage, or Spell Damage and in the long run it wont really matter. But I suppose we will see if I'm right or wrong.
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
Just thought of something else.

Are there any plans to change the way Wood enhancements are displayed on an item to make the system more universal and easily known for unraveling?

I'd hate to buy a bleached bokuto for unraveling only to discover it's actually enhanced.
 
D

Diggity

Guest
...

Also the leeches become quite confusing when trying to figure out if an item will become a relic fragment or not. Is there any formula we can use to determine what amount of Leech an item can have max?
I know it was posted by MrTact for Publish 42, but it appears the UHAll posts from that time are now gone. I remember it being designed to reduce effective intensity for fast weapons, so low base weapons speed and high ssi weapons were nerfed and slow weapons were buffed as far as leeches are concerned. Publish 42 is when we started seeing the displayed leeches go over 50. Archery weapons had a further reduction of their effective leeching as well.

I'd like to have the formula for this to be better able to evaluate loot for later unraveling. Hopefully Leurocian will pop in and let us know.
 
S

Sarphus

Guest
When Unraveling an item, do damage types other then physical count towards the mods?

IE: Let's say I have a weapon that's 100% Cold, with Spell Channeling, not penalty and use best weapon skill.

Would that item unravel into a Relic Fragment or no? If yes, does an item with 60% Fire and 40% Energy also equate to 100% Mod towards unraveling.
No. Damage type does not count as a mod for imbuing.

Does Lower Requirements count?

Will the %'s (lets say I have 7 HCI which is 46.66666% etc...) round up? or down? Or do they round out all?

Also the leeches become quite confusing when trying to figure out if an item will become a relic fragment or not. Is there any formula we can use to determine what amount of Leech an item can have max?
I don't know how rounding will be handled. It will probably round the precentage to the nearest integer.
 
O

OxAO

Guest
When?

What is the date this will come out?

I can not seem to find that anyplace.

Ox
 

Farsight

Crazed Zealot
Stratics Veteran
Stratics Legend
A repeat question, but I haven't seen an answer:

How will imbuing apply to old rare armors like ranger or phoenix armor?

I suppose the question is more, are those armors considered artifact armor or just armor with a different name?
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
No. Damage type does not count as a mod for imbuing.
I read where it says we wont be able to IMBUE damage types onto a weapon. I'm asking if they will count towards unraveling.

It SHOULD since it's always counted as a mod when burning runic hammers.
 
S

Sarphus

Guest
I read where it says we wont be able to IMBUE damage types onto a weapon. I'm asking if they will count towards unraveling.

It SHOULD since it's always counted as a mod when burning runic hammers.
My understanding is that damage types do not count toward unraveling. I am almost certain that Leurocian directly answered that question saying that damage type doesn't count as a mod for unraveling. The only uncertainty I have is that the response was given a long time ago and I don't remember exactly what it was.
 
S

Sarphus

Guest
When?

What is the date this will come out?

I can not seem to find that anyplace.

Ox
As far as I know, there isn't an official date yet. I saw some online distributor had listed SA as early 2009, but I think they were just guessing too.

I think we'll see SA in first quarter 2009. It's not in beta yet, so we probably have some time to wait yet.
 
S

Sarphus

Guest
A repeat question, but I haven't seen an answer:

How will imbuing apply to old rare armors like ranger or phoenix armor?

I suppose the question is more, are those armors considered artifact armor or just armor with a different name?
I'm going to try to "rules lawyer" my way through this question.

If old rare armors such as demon bone or phoenix armor can be recycled, they should also be imbueable.

I'll cite the SA website for that "rule".
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
Thought of something else.

If 100% Damage types wont be imbueable (Act as a mod) will I be able to take an item with let's say ONLY 100 cold damage and put 5 mods on it?
 
S

Sarphus

Guest
Thought of something else.

If 100% Damage types wont be imbueable (Act as a mod) will I be able to take an item with let's say ONLY 100 cold damage and put 5 mods on it?
As I understand it, yes.

I have been saving 100% dmg type items...

Now remember.. they're doing a weapons balance pass, so what are bad weapons now should be useable after SA
 
D

delusionlord

Guest
Can we imbue earring and necklace?

And if yes then same mods as jewel?
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
Is there any measure currently in place to prevent people from Imbueing old newbified items to achieve a "blessed" weapon/ring/armor?
 
S

Sarphus

Guest
Is there any measure currently in place to prevent people from Imbueing old newbified items to achieve a "blessed" weapon/ring/armor?
You can't take mods off an existing piece of gear and put them on another. When you unravel, you get resources, not mods.

you then use those resources to apply specific mods to specific gear. Basically, you look at the recipe for whatever mod you're adding (assuming) and make sure you have those resources. I'm using the word recipe to describe the need for specific resources to apply specific mods. You won't have to get recipes the way you do with the ML stuff.

Err I think I might have misunderstood your question... you're talking about adding mods to an already newbified item... I thought you were talking about unraveling an item and applying the blessed mod to another item.
 
F

Fink

Guest
I see hats will be able to be imbued. Will this include those made of coloured cloth? Or does that fall under special materials? I'd like to make bod-coloured hats and add mods to them.
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
Another question.

Will we be able to Imbue old unenhanced Invulnerablility/Fortification shields?
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Sarphus said:
Imbuing only looks on the item for mods. The points you get from Arms Lore are a bonus, but do not classify as mods. The DI bonus you get from exceptional crafting a weapon DOES count as a mod.
I have to disagree, here. The Arms Lore Bonus spreads up to 5 points of random resistances over the armor piece, and if the extra 5% DI from the "Arms Lore Bonus" counts as a mod, then the extra resistances have to count as a mod (or mods; up to 5, I assume) as well.

And as Diggity later brought up the idea of using a non-runic piece, well maybe we have to define what a "mod" is, right?

A mod is anything that changes the base of the item; a leather piece's base is 2/4/3/3/3, so any resistances added should count as mods, shouldn't they?

In the case of GM made armor, that's five mods right there. If not, things will be nuts.

Here is an example of how a GM Leather Tunic should work:
Base: 2/4/3/3/3
GM w/ 100 Arms Lore (non-runic): 7/8/7/7/6
Mods: +5/+4/+4/+4/+3
You should be able to alter all of those mods to +15, for an armor piece with 75 resist total, with the use of imbuing.

Now "mage armor" is sorta tricky, because it is a default mod when you craft the metal items, but maybe not a base mod? So I'm not sure on that.

Oh, and when you guys talk about caps on skill-items, please remember crafters. For example, ASH hammers :p. A +80 ASH shouldn't be treated like a PvP template ;D.

Cowgoesmoo said:
Will your chance to imbue and Item be effected at all by your skill in the skill required to create that item?
I think imbuing will be effected by skill because:
"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" (Page 1).

In Flames said:
When Unraveling an item, do damage types other then physical count towards the mods?
Sarphus says no, but I think...maybe? :p If physical is the base, whatever the physical is (say 20 physical 80 poison) should be deducted from 100% to find the intensity, so an item with 80% poison and 20% phys should have a 80% mod intensity, I would think, and a 60/40 elemental split should be 100% intensity.

Does Lower Requirements count?
It should :(.

Is there any formula we can use to determine what amount of Leech an item can have max?
A quick and dirty formula is Weapon Base Max Leech=100/(4/Weapon Speed)

So a Kryss is Weapon Speed 2, or WBM Leech = 100/(4/2) = 50

I'm not 100% sure this formula is correct, and it only works for items without SSI if it is correct.

Are there any plans to change the way Wood enhancements are displayed?
I hope so :(. Annoying when the wood doesn't tag.

Is there any measure currently in place to prevent people from Imbueing old newbified items to achieve a "blessed" weapon/ring/armor?
Good question, although, it would rock to have a wedding ring with 3/1 on it! I'll never forget how pissed I was once AOS came out, and I realized, I would have to take off my wedding ring in the pursuit of modded rings :/. Haha good thing the wife played UO too, and understood ;D.

Will we be able to Imbue old unenhanced Invulnerablility/Fortification shields?
Hopefully, it will follow a similar ruleset like the one I imagined for GM non-runic armor :/.


Farsight said:
How will imbuing apply to old rare armors like ranger or phoenix armor?
Well, Sarphus noted what you can recycle, I would note what you can enhance. If you can't enhance the item (it will say the item is "made of special materials") then you probably won't be able to imbue it, either.

Fink said:
I see hats will be able to be imbued. Will this include those made of coloured cloth? Or does that fall under special materials? I'd like to make bod-coloured hats and add mods to them.
The base of a hat is 24, but I believe a GM crafted hat is something like 42? I forget...but, this question is sort of like the GM non-runic question, and the old magic armor question; if the mods are counted, then you won't be able to do anything with the hat but add more resistances.
 
S

Sarphus

Guest
Originally Posted by In Flames
When Unraveling an item, do damage types other then physical count towards the mods?
Sarphus says no, but I think...maybe? :p If physical is the base, whatever the physical is (say 20 physical 80 poison) should be deducted from 100% to find the intensity, so an item with 80% poison and 20% phys should have a 80% mod intensity, I would think, and a 60/40 elemental split should be 100% intensity.
Actually, Leurocian said that damage type doesn't count as a mod. I think the reasoning is that if it did, you would basically have to exclude physical as a damage type when counting mods, whihc would be kinda squirrely. Of course, everything Leurocian said about imbuing so far bears the disclaimer that it is subject to change.

I may be wrong about some of that other stuff (Arms lore and mods), though. What you said makes more sense than the conclusion I came to.
 
P

peanutbutter

Guest
will the imbuing skill be a stand-alone skill? meaning, will i have to have smithy AND imbuing to imbue metal? or fletching AND imbuing to imbue bows?
 
F

Fink

Guest
will the imbuing skill be a stand-alone skill? meaning, will i have to have smithy AND imbuing to imbue metal? or fletching AND imbuing to imbue bows?
Stand-alone, I believe. In fact it supports Mysticism (much like eval-int does magery, I expect?) so it could be on an adventurer template.

Another question:

Q. I heard there's to be a domestic version of the soul forge. Does this only take up one tile? Is it a towering monolith like the elven forge? Basically, am I going to have to rip down and rebuild my workshop to cram a soul forge in?
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Actually, Leurocian said that damage type doesn't count as a mod. I think the reasoning is that if it did, you would basically have to exclude physical as a damage type when counting mods, whihc would be kinda squirrely. Of course, everything Leurocian said about imbuing so far bears the disclaimer that it is subject to change.

I may be wrong about some of that other stuff (Arms lore and mods), though. What you said makes more sense than the conclusion I came to.

Hm. The damage split situation does make sense, although, I thought he only said it can't be used to "unravel" as an intensity. Of course, one would think, if you can't unravel it, then why would you be able to apply it? So that conclusion makes sense to me :).

Well, I could very well be wrong as well, I should definitely add! It's fun to theorize, though, I couldn't help it ;P.
 
S

Sarphus

Guest
oh I misread you... He did say it can't be unraveld as a property.

I don't think he's explicitly said that it also can't be added. I don't think we'll be able to add dmg types to items, but I don't think Leurocian explicitly told us we couldn't.
 
Top