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[Imbuing] Newbie imbuing questions

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Xzile98

Guest
Hi guys, I have trawled through lots of information on imbuing but can't find answers to some basic questions... Just returning to the game so any help greatly appreciated.

1)If I want to make armour pieces, what sort of leather do I use to start off with? Do I use barbed kits? Horned or just normal except? I want high end outcomes.
2) Same question as above but with weapons? Do I need to use the runic hammers?
3) If I want to make good armour/weaps will anything exceptional (produced with GM arms Lore ofc) be the same once it's imbued? Or do I need to keep making until I find a good one?
4) If I want to make imbued rings, do I just use the basic jewellery from jeweller shops?
5) Can I put + skills on rings/bracelets?

As always, any help greatly appreciated.
 

Basara

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Part of the information problem is that much of Imbuing is still "shaking out". As soon as we have it down, they make balance changes in a publish, and half the previous information becomes obselete.

1. Start with exceptionally crafted normal leather, made with runic kits. They removed the caps (And boosted the low end) on runic intensities a couple years ago. While stuff crafted with normal tools has higher base resists, due to the higher Exceptional bonus, that is somewhat negated by the fact that a resist property can only be imbued to 15 higher than its normal leather base resist (so if you had an item that was 3 base resist in an item, then got 5 more from the ex bonus, and 12 more from a runic property, trying to imbue it would make it go DOWN 3). What you want to shoot for is your desired non-resist properties coming in at 100% intensity from runics, use POF to get to 255 durability, then imbue the resists you want. Then, once you get a few of these, attempt enhancing with your leather choice until one succeeds. It might take a while, but tailor runics are cheap, and the items to imbue resists even easier to get. Note that Self Repair on an item goes away if you imbue an item, as well.

2. As with the tailor runics, making exceptional weapons with runics, using iron ingots, is the way to go. Elemental damage no longer counts as a property when imbuing or runic crafting (so it's possible to get it, plus two more properties, with a shadow runic, for example). Shoot for near-max in the properties you want with the most expensive imbuing ingredients, so you don't have to imbue them. POF up to 255 durability, and imbue the rest (And remember that you can lower DI with imbuing, if you need to make room for raising another property).

3. As noted before - runic made exceptional, with the expensive properties already present before imbuing. For Armor, especially, you want items whose resists are near-minimum in the ones you want to imbue, as that means that more of the Arms Lore & regular exceptional bonus would be retained.

If you have a piece that's 6/10/4/3/3, if you imbue it with 15 physical & 15 fire, you'd only end up with 17/19/4/3/3, and lose 10 of the 11 bonus resists, and have 46 total resists.
If you took the same piece and imbued 15 poison and 15 energy, it would end up 6/10/4/18/18, not losing any of the exceptional/arms lore bonus, and having 56 total resists.
Note that material (leather type) bonuses are also replaced this way as well, so that's why it's worth making several pieces, then gambling on enhancement after the fact, so long as you can supply yourself with your own POF to use before imbuing.

4. Yes, you can use bought jewelry (as jewelry doesn't have -50 penalty to max intensity of armor & weapons), or you can make recipe jewelry to use as the base.

5. Yes, you can put skills onto jewelry. But, be aware that skills come in 5 groups, and you can only have one skill from each group (look at the sticky with the skill groups here ). If you try to imbue two skills from the same group, the new one will replace the second.
 
X

Xzile98

Guest
Wow, thanks so much for such a detailed response - this would've taken me hours to get!

So, if I were to create/imbue 2 sets of armour and a few weapons, what resources/kits etc would you say I would need to start off with? Don't worry about the actual imbue ingredients as I think I can work those out...

Also, could you explain what "100% intensity from runics" means? Sorry, never really crafted things on my old characters


Once again, thanks so much for all the help
 

Basara

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in the old days, Smith and Tailor runics had a minimum intensity for properties, and a maximum intensity that was less than 100% (for all of them, except the Barbed kit and valorite hammer).

So, for example, a runic might have its lowest property value be 30%, and the highest 65%.

IF a property ranged from 2% to 50% (say, a hit spell effect, or stamina leech), 30% of that range would be 15%, with the most that could come from the runic crafting would be 33% (65%/2, rounded up).

However, 2 years ago, the minimum intensities were raised significantly, and the "maximum intensity" range cap was removed completely. This meant that any smith or tailor runic could craft properties at 100% intensity, if you got lucky. As a result, it them became possible to craft 100 luck (140 if spined leather or gold ingots) or 20% LRC items with the weakest runics. The properties per item were unchanged until recently, when they made it to where weapons with elemental damage types didn't have that count as one of the properties.

So, with the weakest runics, you can now try to craft items with 1-3 properties that are either binary (100% intensity if present) or at maximum intensity (20% LRC, 8% LMC, etc.) that are normally VERY costly to imbue, then use those items as the basis for imbuing much cheaper properties on it.
 
X

Xzile98

Guest
Basara, I have just started making suits up for all of my characters.

Everythinig you said above now makes total sense! I had heard that GM kit/barbed leather works best but your method makes it soooo much cheaper

Thanks so much for all the help.

Imbuing is my new favourite thing!!
 

Mistura

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Stratics Veteran
Stratics Legend
Part of the information problem is that much of Imbuing is still "shaking out". As soon as we have it down, they make balance changes in a publish, and half the previous information becomes obselete.

1. Start with exceptionally crafted normal leather, made with runic kits. They removed the caps (And boosted the low end) on runic intensities a couple years ago. While stuff crafted with normal tools has higher base resists, due to the higher Exceptional bonus, that is somewhat negated by the fact that a resist property can only be imbued to 15 higher than its normal leather base resist (so if you had an item that was 3 base resist in an item, then got 5 more from the ex bonus, and 12 more from a runic property, trying to imbue it would make it go DOWN 3). What you want to shoot for is your desired non-resist properties coming in at 100% intensity from runics, use POF to get to 255 durability, then imbue the resists you want. Then, once you get a few of these, attempt enhancing with your leather choice until one succeeds. It might take a while, but tailor runics are cheap, and the items to imbue resists even easier to get. Note that Self Repair on an item goes away if you imbue an item, as well.

2. As with the tailor runics, making exceptional weapons with runics, using iron ingots, is the way to go. Elemental damage no longer counts as a property when imbuing or runic crafting (so it's possible to get it, plus two more properties, with a shadow runic, for example). Shoot for near-max in the properties you want with the most expensive imbuing ingredients, so you don't have to imbue them. POF up to 255 durability, and imbue the rest (And remember that you can lower DI with imbuing, if you need to make room for raising another property).

3. As noted before - runic made exceptional, with the expensive properties already present before imbuing. For Armor, especially, you want items whose resists are near-minimum in the ones you want to imbue, as that means that more of the Arms Lore & regular exceptional bonus would be retained.

If you have a piece that's 6/10/4/3/3, if you imbue it with 15 physical & 15 fire, you'd only end up with 17/19/4/3/3, and lose 10 of the 11 bonus resists, and have 46 total resists.
If you took the same piece and imbued 15 poison and 15 energy, it would end up 6/10/4/18/18, not losing any of the exceptional/arms lore bonus, and having 56 total resists.
Note that material (leather type) bonuses are also replaced this way as well, so that's why it's worth making several pieces, then gambling on enhancement after the fact, so long as you can supply yourself with your own POF to use before imbuing.

4. Yes, you can use bought jewelry (as jewelry doesn't have -50 penalty to max intensity of armor & weapons), or you can make recipe jewelry to use as the base.

5. Yes, you can put skills onto jewelry. But, be aware that skills come in 5 groups, and you can only have one skill from each group (look at the sticky with the skill groups here ). If you try to imbue two skills from the same group, the new one will replace the second.
Cheers for this Basara, really really useful tips on imbuing and especially helpful for the enhancing of armour after the imbue.

One question, are there any specific stats regarding the chances to enhance an item depending on Tailoring Skill/Number of Properties/Intensities etc, or is it really just pot luck?
 
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