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Returning player loot question.

J

Jartan

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I played back way way before all this loot stuff was added. I've come back here and there a couple times but never for long enough to absorb how all this works.

Some questions:

1) I heard somewhere you you can get loot with six properties from treasure chests or some such?
2) What tricks are there to get gear that exceeds imbuing. I know about enhancing on woodland armor but that's it mostly.
3) Does luck increase the amount of good loot you get or can it make you get higher total intensity stuff off of a lesser monster?

I know I'll be running around with mostly imbued gear for a long time but I'm basically just trying to figure out what methods exist to get "perfect" gear (not for any particular char just in general). Obviously I'd never achieve such but it gives me something to do.
 

Basara

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1. Treasure chests and SOS chests - so far no one's managed to report anything worth keeping with the 6 properties.

2. The high end tailor and smith runics can produce things more powerful than imbuing, by far - especially since those runics had their minimum intensities raised, elemental damage for weapons changed to a random bonus property (not counting as a property, and can't be imbued) and their caps removed (for example, a Dull Copper runic can make a weapon with an elemental damage spread, two properties up to 100% intensity, and Damage increase up to 40% (35% plus the bonus added for arms lore several years back)). If you make one of the ML items, using a Verite or Valorite runic, you might even get as many as 7 or 8 properties (more, if made from or enhanced with DC, Shadow, gold or Valorite).

The down side to runics is that the properties are STILL totally random, so it will still often take multiple high-end runics to get USEFUL properties in a combination in excess of imbuing, on weapons at least. You can get useful tailor armor pieces with barbed, and even horned, runics (and maybe even have room to imbue stuff onto some of the pieces).

The best part of runic made stuff is that you can use POF on it as needed, whereas imbued items will have a limited lifespan from not being able to be powdered after imbuing (which is why POF cost so much - most items get two full vials used on them before imbuing starts).

3. Each creature's "loot pack" has a certain range of items, with a certain range of properties and intensities. Luck can add an item to the pack range, add an additional property to the items (within the assigned range), or both. Of course, the Randon Number Generator being what it is, the boost might not be immediately apparent.

There's also a very wide range now of artifacts, official replicas of long-duped EM items (drop from champs, including the ones outside fel), other "replicas" that are new museum rewards, and items off peerless.

There's so many possible combinations that really it's best for someone to find their own path to the "perfect" suit, as even characters with identical stats are different from their players' style of play.
 
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