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[Imbuing] Need Some Assistance w/1st Armor Suit Imbue

  • Thread starter Connor_Graham
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Connor_Graham

Guest
Up to now I've pretty much stuck with imbuing jewels and weps to fill specific holes or needs in my character's suits or armory. I'm trying now to create a complete suit for both of my crafters using plate armor obtained from the invasion. I've got a really nice set of both crimson red and coal black that I'll be using. What I'm trying to accomplish is to have all pieces be mage armor for Med, have MR 2, total of 40 LMC, and 100 LRC. Both suits will use an Orny, Hat of the Magi, Imbued Ring (FCR 3 for sure, rest of the mods undetermined) and Pendant of the Magi, so basically I'm working with chest, legs, arms, and gloves. I'd like to use whatever mods are left on each piece after the LRC and MR to raise the resists, with emphasis on having 70 Phys at least, but as I'm new to the whole imbued suit thing I'm not sure how to even get started with it. The resists on each piece of armor are exactly the same at 5/3/2/3/2. With all of this taken into consideration, what would be the best way to go about imbuing each piece, and what should have what? Any help would be greatly appreciated.
 
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Diggity

Guest
Although it would consider utilizing what I consider to be not so good imbuing practices, it should be possible to get what you listed.

I assume using invasion armor you will run against the 450 intensity cap for non-exceptional armor. You'll also use up 140 weighted intensity to add mage armor to each piece.

Having said that, an imbue plan something like this should get you to 70 phys, high 2nd res and crummy other 3 resists along with the mr, lrc, lmc you want. I also assume you'll use a totem void to get extra LMC. If you dont', you'll have to give up another 125 intensity from the following.

ring - FCR 3, LRC 18, LMC 7, 13 phys, 13 fire (or other)
chest - mage armor, MR 2, LMC 3, 17 phys, 16-17 fire
sleeves - mage armor, MR 2, LRC 18, 13-15 some other resist
legs - mage armor, MR 2, LRC 14, 17 phys, 10-11 fire
gloves - mage armor, MR 2, 18 phys, 18 fire

With ornie, hat/pendant of magi and totem of void, this gets you to MR 15, LRC 100, LMC 40, SDI 15, 70/65ish/30ish/32/43
 
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Connor_Graham

Guest
Great, that's what I was looking for. Thank you!
 
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Connor_Graham

Guest
Would someone please tell me what the total weight of the above ring is? I've got a looted ring with FCR 3 on it and would really like to use that instead of having to farm faery dust if at all possible.
 
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Sir Kenga

Guest
Looted jewelry can be imbued to 500 intensity, so it's doesn't matter if ring crafted or looted.
 
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[JD]

Guest
Looted jewelry can be imbued to 500 intensity, so it's doesn't matter if ring crafted or looted.
I'm seeing some people say looted rings only go to 450 intensity, but you say 500... which is correct? o_O

Is the only way to find out to try to imbue an item in the gump and see what it says: x/450 or x/500?

A lot of my dropped items/rings seem to be 450 so far.
 
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Connor_Graham

Guest
I'm seeing some people say looted rings only go to 450 intensity, but you say 500... which is correct? o_O

Is the only way to find out to try to imbue an item in the gump and see what it says: x/450 or x/500?

A lot of my dropped items/rings seem to be 450 so far.
I'm looking at my looted ring right now, and it does indeed have 500 total weight, so I'd say Kenga was right and everyone else is wrong.:scholar:
 

Storm

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Would someone please tell me what the total weight of the above ring is? I've got a looted ring with FCR 3 on it and would really like to use that instead of having to farm faery dust if at all possible.
fcr3 = 120
lrc = 90
lmc = 95
phy = 86
fire = 86

total 477
 
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[JD]

Guest
I have heard people refer to items as "prepatch" and "postpatch", and claim there is a difference in dropped items' weight prepatch. That patch the weight is only 450, but postpatch it's now 500... any truth to this?
 

Silverbird

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Stratics Legend
One problems with rings/bracelets is, that those cannot really be crafted exceptional. So limiting non-exceptional jewelry to a total of 450 intensity would be too much of a disadvantage to crafters. (ML recipes dont count in this case ... those can be crafted except with a very small chance but burning trough many rare ml resources simply to increase the imbue property limit to 500 wouldnt be fair.) Therefore all jewelry can be imbued up to 500%.
In theory it is possible to loot jewelry with an unweighted intensity of 500. Usually such pieces end up when excamined weighted way above 500.

@Connor: What I wonder about is your wish to imbue mage armour onto your armour pieces. If those are really for 'only' crafters and heavily rely onto MR, I would guess that those chars dont have meditation. In that case, you wont need mage armour. (20 med from joat is imho not worth the trouble to imbue multiple times onto armour pieces. Especially with MR of 10+ on the whole suit.)
Depending on the skills of your crafters it could make sense to include mining gloves into their suits.
 
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Connor_Graham

Guest
Both crafters have Med for when I mark runes to my vendor house thus the need for mage armor.
 
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JL from Europa

Guest
Just a tip, I think it's useful... if I want to make a specific suit, I buy a horned runic sewing kit and make some pieces until it has some decent mods such as lmc/mr. I've never gotten a seed of renewal yet after hunting for hours - it's easier, faster and cheaper for me to just buy a horned runic and get mr2 that way. With some luck I can have the pieces with mods I want and then only have to imbue stam/mana/hp increase which is a lot easier for me to imbue than the stuff which requires me to go hunt in the abyss. Pieces I don't need just get tossed on a big pile which I might imbue lateron when my suits wear out. I also make my weapons this way, I just buy a cheap shadow runic hammer and craft 20 shadow krysses out of which I saved the high ssi ones (several 25 and 1 30), it saves a lot of time hunting essence of control, relics and PoF's (shadow always gives 100+ durability, a few weapons even had 255). The same way I buy cheap fletching runics and mod those with high ssi (or hit lightning is nice too but the combo is quite rare, I usually go for hit fireball because I have mined a lot of fire rubies).

Prepatch armor/weapons made of special material cannot be imbued, all jewelry can regardless of prepatch. At least I imbued several rings/bracelets from before the changes. Monster loot (armor/weapons) has max 450 intensity, jewelry max 500 either crafted or monster loot.
 
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Connor_Graham

Guest
Thought I'd share a pic of the finished product. I think it looks pretty good.

 

Obsidian

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Nice looking suit, Connor. I can't believe you gave your smith an Orny!!! But don't mine me. I'm just envious. :)

So you aren't making a "Garg Graham" to become your artificer even with their racial bonus?

-OBSIDIAN-
 
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Connor_Graham

Guest
No, no gargs for me, at least not at this point. I'd thought about making my 7th char a garg, but then thought about having to move smithing over to it, then remembered what a pain in the ass it was to get all of those recipes from heartwood. That pretty much killed that idea.

Oh, that Orny is a cursed one. Both of my crafters have one. I got a couple of dozen of those in Magincia so it was no biggy for them.
 

Parnoc

Certifiable
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Stratics Legend
One problems with rings/bracelets is, that those cannot really be crafted exceptional. So limiting non-exceptional jewelry to a total of 450 intensity would be too much of a disadvantage to crafters. (ML recipes dont count in this case ... those can be crafted except with a very small chance but burning trough many rare ml resources simply to increase the imbue property limit to 500 wouldnt be fair.) Therefore all jewelry can be imbued up to 500%.
In theory it is possible to loot jewelry with an unweighted intensity of 500. Usually such pieces end up when excamined weighted way above 500.

@Connor: What I wonder about is your wish to imbue mage armour onto your armour pieces. If those are really for 'only' crafters and heavily rely onto MR, I would guess that those chars dont have meditation. In that case, you wont need mage armour. (20 med from joat is imho not worth the trouble to imbue multiple times onto armour pieces. Especially with MR of 10+ on the whole suit.)
Depending on the skills of your crafters it could make sense to include mining gloves into their suits.
Shhh, Silverbird, don't tell my crafter he can't make exceptional braces and rings with his name on em, he gets awful mad. He makes both of those exceptional with his name on em.
 
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