I would guess no based on the preliminary Q/A stating an ecru citrine ring will be imbuable plus the fact that normal loot maxes at 25 ep. I'd further guess that imbue/unravel intensities will be scaled based on normal loot intensity, ie what you can get as a runic crafted mod. I think it was also stated that arties will not be imbue/unravel eligible. So you will not be able to imbue/unravel properties like MR3, FC2, 15LMC etc. At the moment, the ecru ring appears to be a design exception to the no arties/crafted with special materials can be imbued/unravelled,Can you imbue 50 ep on a ring?
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1. Yes, and any resist mods that already exist on the item can be increased up to 100% intensity. The flip side is that any resist mods that exist on an item also count as mods and you can only have 5 mods on an item.A couple of questions here.
1) Will resists be imbueable to armor pieces? Example: Leather arms with 6/17/10/7/5 and I wanted to bump up the fire resist.
2)Will the Virtue Armor Set be imbueable? Is blessed armor precluded from being imbueable?
I think the material check will still get you there... Fortunatley, you can always just make another 50 EP ring and add the mods you want.My ecru ring was made with verite.. doesn't add any properties apart from the colour.. I hope it's still imbue-able as it's a pretty nice base item to start.
I'd agree that this piece should be imbueable, but wanted to point out a couple things. Base leather arm stats are 2/4/3/3/3. So this piece already has all 5 resists higher than base stats. The resist bonuses on those arms are 3/13/7/4/2.A couple of questions here.
1) Will resists be imbueable to armor pieces? Example: Leather arms with 6/17/10/7/5 and I wanted to bump up the fire resist.
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This is what I requested of the KR modders, a script that would determine and display mods/intensities on mouseover, plus the "unravelling value" of an item.A loot/item filter would be useful to display # mods/total intensities on hover over. It would help for gauging both imbuing and unravelling potentials.
No. Only things that can naturally spawn with mods without being an artifact.Can we Imbue other clothing besides hats? In the past we had clothing with magic charges as well as earrings.
will we be able to forge enhanced weapons and tinker made magic jewelry?
and
will we be able to imbue tinker made jewelry?
thanks.
You can't unravel any item that has been enhanced. The order of operations to build maxed out items goes like this.Q:will we be able to forge enhanced weapons? like, if i pull loot with a bow that has 30 SSI and i enhance it to 40 SSI, can i then unravel that item to get ingredients for the 40 SSI?
Because you can enhance an imbued item to make it better (at a high degree of risk).So Imbuing is going to replace Enhancing?
Why would I bother enhancing an item that can break if I can better choose the imbued
property and intensity with no risk?
Spell Channelling, FC-1 = 100%Ok so we have these two defined to be 100%. What about the rest like Spell Channeling (and no negative), FC1, balanced? I would assume that all of these are 100% as well but would like some confirmation if possible.
Are we gonna be able to imbune the new drops from the invasions off of generals?
I know you can't enhance them and that's not what I asked.I don't think so. I believe they are considered enhanced already, but I haven't personally tried to enhance one.
From official SA siteI know you can't enhance them and that's not what I asked.
The message you get when you try to enhance them implies that they are flagged as being made from a special material. I it's possible that I was making an inaccurate assumption, but that is the information I was looking at when I answered your question.Magical items cannot be magically unraveled if they cannot be recycled or if they are made out of special material.
Yeah I was not sure if mage weapon was a property and the minus was a second property. Hope they make sure of that before they do it.No it means if you have the ingredients, you can make a -20 mage weap (because this is maximum intensity). -0 mage weapon can't be found thru normal means so it's not an option.
I've been collecting/looking at loot a lot more lately too.I've been steadily collecting stuff to unravel/imbue.
I meant mediocre in the literal sense of "mid-range", rather than the more common interpretation of "crap". With three unravelled ingredients I assumed a 1/3, 2/3, or 3/3 level for imbued intensities. 2/3's would be the more common, simply because 1/3 would only be used in training the skill or very rarely in imbued items. 2/3 intensity would be something like +10 skill, or 13%LRC, or 17%DI. Pure speculation, of course.I think imbued items still have a lot of potential to be far beyond mediocre. As an example, a good base for a 3 property dexxer ring might be 12 HCI, 12 DCI, 20 DI. That's only 3 properties of "only" 80%. If this is relatively easy to make something of this level, I think imbuing will be wildly popular.
It will be interesting to find out what properties go with each ingredient. Even tho I feel magical residue will be easy to get, I hope it is still somewhat useful and not something destined to become Muculent Jr. It could also be that this is what you need to use to remove properties from an item.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.)
So with the need for rare items for imbuing > 90% intensity mods and increase in difficulty as you add mods, 5 high intensity imbued mods will/should be very very rare. As long as lower intensity items (say 300-400%) are relatively grind-free achievable, sounds like a good plan to me.For imbuing...it sure doesI don't know if difficulty goes up as you add mods to an item.
Yeah when you try to enhance it says they been made w special material so it'll prolly keep them from being imbuned for the same reason.I don't think so. I believe they are considered enhanced already, but I haven't personally tried to enhance one.
Hit leech effect is scaled with weapon speed. Thats why big slow weapon come with HUGE HUGE % leech. Fast weapons generally have lower leech number.HML is calculated on the swing speed of the weapon. Slower weapons like polearms have a higher figure while quick ones like daggers etc have a lower figure. I don't know the exact math of it myself.. but basically the faster you hit, the less often you leech, so it evens out over time.
Hit leech effect is scaled with weapon speed. Thats why big slow weapon come with HUGE HUGE % leech. Fast weapons generally have lower leech number.
We dont know the actual formula on how the leech is scaled.
Sounds right.. I do hope we're given some indication in the Imbuing gump as to the difficulty of the attempt & not have to rely on external calculators. I gather adding low mods to low quality junk or plain quality iron will be the starting point, then move onto more complicated stuff, perhaps re-using those early items to add further mods to them as the difficulty escalates.It seems that a good way to gain imbuing would be to only imbue iron-crafted weps, with whatever mod/intensity gives you a 50/50 chance of success...
am I wrong?