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*** Smith's Forum FAQ (19 Feb '04)

  • Thread starter Nadia of_Sonoma
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Nadia of_Sonoma

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This section contains some data for blacksmithing, tailoring and some carpentry and tinkering craftable items as the new system uses the same variables for the items listed. It simply seemed easier to include the information in this format for comparative purposes rather than to exclude the non-smithing data. /php-bin/shared/images/icons/smile.gif

<ul><font color=blue>Source links</font color=blue>

[*]Age of Shadows Spotlight on Magic Item Crafting dated 29 Jan 2003.
[*]Age of Shadows Spotlight on Item Properties dated 8 Jan 2003.
[*]UO.com Item Properties page[*]UO.com Special Moves page
[*]UOHoC Open House Chat Logs of 8 Jan 2003, 6 Mar 2003 and subsequent chats.
[*]Former MyUO Forums notably the Developers' Forum (Note: These forums are no longer available to access.)
[*]Various Dev Member posts on Stratics.[/list]
<font color=blue>Base Properties</font color=blue>

<ul>In AoS, each piece of metal armour crafted will be imbued with certain base properties that shall be the same for all non-exceptional iron armour. These standardized properties represent how that type of armour resists physical and various elemental damage types.

Exceptionally crafted pieces of armour typically receive 15 bonus resist points distributed among the base properties of the armour. The exception to this is <font color=red>armour crafted from runic hammers which instead receive 6 bonus resist points</font color=red>. Exceptionally crafted shields do not receive any bonus resist points.

Normal iron weapons shall always have a base of 100% physical damage and exceptional weapons shall usually have a 35% damage bonus.

The following information was provided by OSI here:<pre>ARMOUR TYPE Physical <font color=red>Fire</font color=red> <font color=blue>Cold</font color=blue> <font color=green>Poison</font color=green> <font color=purple>Energy</font color=purple> Total
Leather 2 <font color=red>4</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>3</font color=purple> 15
Studded Leather 2 <font color=red>4</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>4</font color=purple> 16
Bone 3 <font color=red>3</font color=red> <font color=blue>4</font color=blue> <font color=green>2</font color=green> <font color=purple>4</font color=purple> 16
Ringmail 3 <font color=red>3</font color=red> <font color=blue>1</font color=blue> <font color=green>5</font color=green> <font color=purple>3</font color=purple> 15
Chainmail 4 <font color=red>4</font color=red> <font color=blue>4</font color=blue> <font color=green>1</font color=green> <font color=purple>2</font color=purple> 15
Platemail 5 <font color=red>3</font color=red> <font color=blue>2</font color=blue> <font color=green>3</font color=green> <font color=purple>2</font color=purple> 15
Dragon Scale 3 <font color=red>3</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>3</font color=purple> 15
HELMS
Bascinet 7 <font color=red>2</font color=red> <font color=blue>2</font color=blue> <font color=green>2</font color=green> <font color=purple>2</font color=purple> 15
Closed Helm 3 <font color=red>3</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>3</font color=purple> 15
Helmet 2 <font color=red>4</font color=red> <font color=blue>4</font color=blue> <font color=green>3</font color=green> <font color=purple>2</font color=purple> 15
Norse Helm 4 <font color=red>1</font color=red> <font color=blue>4</font color=blue> <font color=green>4</font color=green> <font color=purple>2</font color=purple> 15
Orc Helm 3 <font color=red>1</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>5</font color=purple> 15
SHIELDS
Bronze Shield 0 <font color=red>0</font color=red> <font color=blue>1</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 1
Buckler 0 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>1</font color=green> <font color=purple>0</font color=purple> 1
Chaos Shield 1 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 1
Heater Shield 0 <font color=red>1</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 1
Metal Kite Shield 0 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>1</font color=purple> 1
Metal Shield 0 <font color=red>1</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 1
Order Shield 1 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 1
Wooden Kite Shield 0 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>1</font color=purple> 1
Wooden Shield 0 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>1</font color=purple> 1
MISC HATS
Bandana/Skullcap 0 <font color=red>3</font color=red> <font color=blue>5</font color=blue> <font color=green>8</font color=green> <font color=purple>8</font color=purple> 24
Bear Mask 5 <font color=red>3</font color=red> <font color=blue>8</font color=blue> <font color=green>4</font color=green> <font color=purple>4</font color=purple> 24
Deer Mask 2 <font color=red>6</font color=red> <font color=blue>8</font color=blue> <font color=green>1</font color=green> <font color=purple>7</font color=purple> 24
Normal Hats 0 <font color=red>5</font color=red> <font color=blue>9</font color=blue> <font color=green>5</font color=green> <font color=purple>5</font color=purple> 24
Orc Mask 1 <font color=red>1</font color=red> <font color=blue>7</font color=blue> <font color=green>7</font color=green> <font color=purple>8</font color=purple> 24
horned Tribal Mask 6 <font color=red>9</font color=red> <font color=blue>0</font color=blue> <font color=green>4</font color=green> <font color=purple>5</font color=purple> 24
red Tribal Mask 3 <font color=red>0</font color=red> <font color=blue>6</font color=blue> <font color=green>10</font color=green> <font color=purple>5</font color=purple> 24</pre>[/list]<font color=blue>Material Bonuses</font color=blue>

<ul>The type of resources used to craft an item may offer resistance or elemental bonuses in addition to those inherent to the armour or weapon crafted. In addition, if an item is successfully enhanced, that item is subject to receive the bonuses that the material imbues onto the object.

The following information was provided by OSI here:
<pre>ARMOUR TYPE Physical <font color=red>Fire</font color=red> <font color=blue>Cold</font color=blue> <font color=green>Poison</font color=green> <font color=purple>Energy</font color=purple> Total Other Bonuses
Spined Leather 5 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 5 40 Luck
Horned Leather 2 <font color=red>3</font color=red> <font color=blue>2</font color=blue> <font color=green>2</font color=green> <font color=purple>2</font color=purple> 11
Barbed Leather 2 <font color=red>1</font color=red> <font color=blue>2</font color=blue> <font color=green>3</font color=green> <font color=purple>4</font color=purple> 12
Dull Copper 6 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 6 50 Dur. &amp; 20 Lwr Req.
Shadow-Iron 2 <font color=red>1</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>5</font color=purple> 8 100 Dur.
Copper 1 <font color=red>1</font color=red> <font color=blue>0</font color=blue> <font color=green>5</font color=green> <font color=purple>2</font color=purple> 9
Bronze 3 <font color=red>0</font color=red> <font color=blue>5</font color=blue> <font color=green>1</font color=green> <font color=purple>1</font color=purple> 10
Golden 1 <font color=red>1</font color=red> <font color=blue>2</font color=blue> <font color=green>0</font color=green> <font color=purple>2</font color=purple> 6 40 Luck &amp; 30 Lwr Req.
Agapite 2 <font color=red>3</font color=red> <font color=blue>2</font color=blue> <font color=green>2</font color=green> <font color=purple>2</font color=purple> 11
Verite 3 <font color=red>3</font color=red> <font color=blue>2</font color=blue> <font color=green>3</font color=green> <font color=purple>1</font color=purple> 12
Valorite 4 <font color=red>0</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>3</font color=purple> 13 50 Dur.
DRAGON SCALE
Black 10 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> -<font color=purple>3</font color=purple> 7
Blue 0 <font color=red>0</font color=red> <font color=blue>0</font color=blue> -<font color=green>3</font color=green> <font color=purple>10</font color=purple> 7
Green 0 -<font color=red>3</font color=red> <font color=blue>0</font color=blue> <font color=green>10</font color=green> <font color=purple>0</font color=purple> 7
Red 0 <font color=red>10</font color=red> -<font color=blue>3</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 7
White -3 <font color=red>0</font color=red> <font color=blue>10</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> 7
Yellow -3 <font color=red>0</font color=red> <font color=blue>0</font color=blue> <font color=green>0</font color=green> <font color=purple>0</font color=purple> -3 20 Luck
WEAPONS
Dull Copper † <font color=red>0</font color=red>% <font color=blue>0</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100% 100 Dur. &amp; 50 Lwr. Req.
Shadow-Iron † <font color=red>0</font color=red>% <font color=blue>20</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100% 50 Dur.
Copper † <font color=red>0</font color=red>% <font color=blue>0</font color=blue>% <font color=green>10</font color=green>% <font color=purple>20</font color=purple>% 100%
Bronze † <font color=red>40</font color=red>% <font color=blue>0</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100%
Golden † <font color=red>0</font color=red>% <font color=blue>0</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100% 40 Luck &amp; 50 Lwr. Req.
Agapite † <font color=red>0</font color=red>% <font color=blue>30</font color=blue>% <font color=green>0</font color=green>% <font color=purple>20</font color=purple>% 100%
Verite † <font color=red>0</font color=red>% <font color=blue>0</font color=blue>% <font color=green>40</font color=green>% <font color=purple>20</font color=purple>% 100%
Valorite † <font color=red>10</font color=red>% <font color=blue>20</font color=blue>% <font color=green>10</font color=green>% <font color=purple>20</font color=purple>% 100%</pre>Dragonscale Armour may not be crafted using ingots.

† Physical damage is the remaining % after all other elemental bonuses have been applied; may be affected by increased damage bonuses afterwards.[/list]
<font color=blue>Runic Crafting Bonuses</font color=blue>

<ul><font color=red>For an in-depth explanation of how to best use Runic tools, please see Dracko's Guide in a following section (currently near the end of the FAQ).</font color=red>

In addition to the bonuses obtained from using higher class materials, an object may be given further bonuses if crafted by a runic crafting tool, which are available as rewards for the corresponding BOD system.

When crafting an item using a runic hammer or runic sewing kit, the crafters endows the object with a number of magical properties the quantity and quality of which are randomly determined based on the runic tool used.

The following information was provided by OSI here:
<font color=purple>Currently (as of Mar 2004) there does not seem to be a minimum # of properties, it is uncertain if this will change.</font color=purple>
<pre>RUNIC TOOL (Charges) Properties Bonus Intensity Range
Spined Leather (45) 1-3 20- 40%
Horned Leather (30) 3-4 30- 70%
Barbed Leather (15) 4-5 40-100%
Dull Copper (50) 1-2 10- 35%
Shadow-Iron (45) 2 20- 45%
Copper (40) 2-3 25- 50%
Bronze (35) 3 30- 65%
Golden (30) 3-4 35- 75%
Agapite (25) 4 40- 80%
Verite (20) 4-5 45- 90%
Valorite (15) 5 50-100%</pre>At the time of item creation, the magical properties shall be randomly determined. The strength of each property shall also be randomly determined based on the intensity range of the runic crafting tool. Here is a list of magical properties:

<font color=green>Both Weapons &amp; Armour:</font color=green>

<ul>[*]Physical Resist: (1-15) Increases a character's Physical Resist (previously referred to as Armor Rating) which absorbs a percentage of the physical damage delivered to the character by an enemy.
[*]Fire Resist: (1-15) Increases a character's Fire Resist.
[*]Cold Resist: (1-15) Increases a character's Cold Resist.
[*]Poison Resist: (1-15) Increases a character's Poison Resist.
[*]Energy Resist: (1-15) Increases a character's Energy Resist.

[*](Increased) Durability: (10-100) A % that is applied on item creation that increases the item's base durability. Durability should not normally exceed 255, but is currently possible to do so.
[*]Lower Requirements: (10-100) A % that decreases the strength, dexterity and intelligence requirements for the object to be equipped.
[*]Luck: (1-100) Increases a character's Luck statistic, allowing one to potentially find better treasure when looting a creature's corpse. More information may be found here. Luck may be bolstered higher than 100 through enhancing. The highest non-artifact Luck possible is 140 per piece. Shields do not have Luck as an inherent property but may be enhanced with Gold to have 40 Luck.
[*]Night Sight: Grants the character the ability to see in darkness.[/list]
<font color=red>Weapons:</font color=red>

<ul>[*]Fire Damage: Converts a % of the weapon's damage to be delivered as Fire Elemental Damage.
[*]Cold Damage: Converts a % of the weapon's damage to be delivered as Cold Elemental Damage.
[*]Poison Damage: Converts a % of the weapon's damage to be delivered as Poison Elemental Damage.
[*]Energy Damage: Converts a % of the weapon's damage to be delivered as Energy Elemental Damage.
[*]Physical Damage: This is the remaining damage % of the weapon.

[*]Best Weapon Skill: The weapon may use the character's highest weapon skill instead of the natural weapon skill. Allows use of special moves if the skill used is high enough to attempt. Archery is not included in the Use Best Weapon Skill list although bows currently spawn with this property.
[*]Damage Increase: (1-50) A % that increases the amount of damage deliverable by the weapon. After Publish 19: The Damage Increase must exceed the 35% Exceptional Bonus in order for it to have a noticeable effect and unlike previously, the damage bonuses do not stack; for this reason Bronze and below Runics do not have a chance to produce a Damage Increase modifier greater than 35%.<pre> Damage Modifier
&amp; Exceptional Bonus
Runic Hammer Min. Avg. Max.
Dull Copper 35% 35% 35%
Shadow Iron 35% 35% 35%
Copper 35% 35% 35%
Bronze 35% 35% 35%
Golden 35% 36% 37%
Agapite 35% 37% 40%
Verite 35% 40% 45%
Valorite 35% 42% 50%</pre>*Many thanks to Seas and Jassi for the original data and determination of this information.
[*]Defense Chance: (1-15) A % that makes the character harder to hit. Applies to the Attacker's skill vs. Defender's skill check.
[*]Faster Casting: Decreases the amount of casting time required for spells. Effective with Magery, Necromancy and Paladin spells.
[*]Hit Area Damage: (2-50) On a successful hit, the weapon has a % chance to release an elemental attack against all legal targets in a small area.
<ul>[*]Physical Area Attack
[*]Fire Area
[*]Cold Area
[*]Poison Area
[*]Energy Area[/list][*]Hit Chance Increase: (1-15) A % that increases the character's chance to hit a target. Applies to the Attacker's skill vs. Defender's skill check.
[*]Hit Life Leech: (2-50) On a successful hit, the weapon will do normal damage and in addition has a % chance to leech 30% of the damage delivered from the target's Hit Points and transferring it to the character's.
[*]Hit Lower Attack: (2-50) On a successful hit, the target's attack ability is temporarily decreased by the % of this property for 10 seconds.
[*]Hit Lower Defense: (2-50) On a successful hit, the target's defensive ability is decreased by the % of this property for 8 seconds.
[*]Hit Mana Leech: (2-50) On a successful hit, the weapon will do normal damage and in addition has a % chance to leech 40% of the value of the damage delivered from the target's Mana and transferring it to the character's.
[*]Hit Slayer: The weapon delivers double damage against the appropriate target(s).
[*]Hit Spell Effect: (2-50) On each successful hit on a target, the weapon has a % chance to release a spell effect:
<ul>[*]Magic Arrow
[*]Harm
[*]Fireball
[*]Lightning
[*]Dispel (only effective if the target is a summoned creature)[/list][*]Hit Stamina Leech: (2-50) On a successful hit, the weapon will do normal damage and in addition has a % chance to leech 100% of the value of the damage delivered from the target's Stamina and transferring it to the character.
[*]Mage Weapon: Uses the character's Magery skill as a combat weapon but lowers the character's Magery skill at the same time. Special moves require the character to actually have the weapon's natural skill to attempt.
[*]Spell Channeling: Allows the character to wield the weapon and cast a Magical spell, but increases the casting time slightly; item defaults to having a Faster Casting -1 property. May be offset with the Faster Casting property.
[*]Swing Speed Increase: (5-30) A % that increases the weapon's swing rate.[/list]
<font color=27408B>Armour:</font color=27408B>

<ul>[*]Hit Point Increase: (1-5) Increases the character's maximum Hit Points while equipped.
[*]Hit Point Regeneration: (1-2) Increases the character's rate of Hit Point regeneration while equipped.
[*]Lower Mana Cost: (1-8) A % that decreases the amount of mana required to cast a spell.
[*]Lower Reagent Cost: (1-20) A % that casting any spell or using any Chivalry ability will not consume reagents or tithing points. At 100%+ total Lower Reagent Cost a character will not use reagents/tithing points when casting. Does not apply to Alchemy or Inscription.
[*]Mage Armor: Eliminates the interference to meditation heavier pieces of armour may have.
[*]Mana Increase: (1-8) Increases the character's maximum Mana while equipped.
[*]Mana Regeneration: (1-2) Increases the character's rate of Mana regeneration while equipped.
[*]Reflect Physical Damage: (1-15) A % of the physical damage delivered to the wearer is reflected back to the source of the damage. Currently believed to reflect the cumulative % of physical damage received back to its source 100% of the time.
[*]Self Repair: (1-5) The item repairs its durability over time. At Self Repair 1, an item may not noticeably regenerate durability.
[*]Stamina Increase: (1-8) Increases the character's maximum Stamina while equipped.
[*]Stamina Regeneration: (1-3) Increases the character's rate of Stamina regeneration while equipped.[/list][/list]
<font color=blue>Some Examples</font color=blue>

<ul>[*]Valorite Closed Helm crafted by a Bronze Runic Hammer
<ul><pre>FACTORS Physical <font color=red>Fire</font color=red> <font color=blue>Cold</font color=blue> <font color=green>Poison</font color=green> <font color=purple>Energy</font color=purple> Total Other Bonuses
Closed Helm 3 <font color=red>3</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>3</font color=purple> 15
Valorite 4 <font color=red>0</font color=red> <font color=blue>3</font color=blue> <font color=green>3</font color=green> <font color=purple>3</font color=purple> 16 50 Dur.
------------------------------------------------------------------------------------
Val. Closed Helm 7 <font color=red>3</font color=red> </font color=blue>6</font color=blue> <font color=green>6</font color=green> <font color=purple>6</font color=purple> 31 50 Dur.</pre>So, this item will normally provide the wearer with the following resistance bonuses: 7% Physical, 3% Fire and 6% to each of the remaining Elementals as well having its base durability increased by 50 points. If this item was exceptionally crafted, an additional 6 points shall be distributed among these resistances because a runic hammer was used to create it.

This item will also have 3 magical properties empowered into it. As an example, let's say that the first property given (note that this is not selectable by the crafter) is Durability. The item shall then be further strengthened by an additional 35-65 points of durability. If the second property is Physical Resistance, then the item's Physical Resistance property shall increase by an additional 35-65%. If the final property is Luck, then the item shall be given an amount of Luck, again between 35 and 65 points.

If a non-runic hammer had been used, 15 bonus points instead of 6 would've been randomly distributed among the base resistances but none of the magical properties would be possible.[/list]
[*]Bronze Spear crafted by a Copper Runic Hammer
<ul><pre>FACTORS Physical <font color=red>Fire</font color=red> <font color=blue>Cold</font color=blue> <font color=green>Poison</font color=green> <font color=purple>Energy</font color=purple> Total Other Bonuses
Spear 100% <font color=red>0</font color=red>% <font color=blue>0</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100%
Bronze <font color=red>40</font color=red>% <font color=blue>0</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100%
------------------------------------------------------------------------------------
Bronze Spear 60% <font color=red>40</font color=red>% <font color=blue>0</font color=blue>% <font color=green>0</font color=green>% <font color=purple>0</font color=purple>% 100%</pre>This item will normally distribute the damge inflicted upon its target in the following manner: 60% Physical and 40% Fire. An exceptionally crafted weapon shall receive a 35% damage increase bonus, so if it were exceptional this weapon would inflict 81% Physical damage and 54% Fire damage to its target.

In addition, this item shall be empowered with two to three magical properties randomly chosen with intensity ratings between 25 and 50%.[/list][/list]
<font color=blue>Enhancing an Item</font color=blue>

<ul>To start with, enhancing an item does not require the use of a Runic Smithy Hammer but will allow a more controllable endowment of magical bonuses than crafting an item using a Runic Hammer by allowing the crafter to imbue the item with specific resistances (for armour) or damage conversion (for weapons) and other benefits of using special materials. Once an item has been successfully enhanced, it may not be enhanced again. Only items made from iron (or normal leather) may be enhanced. Successfully enhancing an item uses the full amount of ingots or leather it requires to craft that type of item. Enhancing does not use a charge on the crafting tool; the exception to this rule is when an Ancient Smithing Hammer is equipped it uses a charge from the ASH in the enhancement attempt.

It has been made very clear that the chances to succeed during an enhancement attempt is based primarily on amount of abilities being imbued onto the item. There are two types of failures when attempting to enhance an item. A normal failure means that the enhancement was unsuccessful and the attempt consumes some of the resources but additional attempts may be made. A catastrophic failure destroys the item. With Publish 21 (released on or about 25 Nov 2003) higher crafting skill now adds into the chance of enhancement success.

The properties added to metal objects is based on the color of ingots combined into the item. You may not use a Runic Hammer to enhance an item with more magical properties. If enhancing a weapon's elemental damage, one must have some physical damage on the weapon prior to the enhancement attempt to convert into elemental damage. It has been noted that there will not be an "exceptional enhancement."

When attempting to enhance an item, the chance for success/failure is calculated against each property that is being enhanced in the attempt. The chance for item breakage is approximately 10% lower than the chance to fail; the following formulae do not include the previously discussed higher skill bonus:
<ul><pre> Resist property = 20% + Current Resist
Durability property = 20% + Int[Current Durability/40]
Lower Requirements = 20% + Int[Current Lower Requirements/4]
Luck property = 30% + Int[Current Luck/2]</pre>[/list]Several Enhancement Calculators may be found to help determine success and breakage chances, among them are ones hosted by:

<ul>[*]Stratics
[*]Tower of Roses[/list]
For weapons, particular slayer weapons, enhancing to target the creature type's particular weaknesses is a common and practical method. This site is often used as a reference for just that purpose.[/list]
<font color=blue>Elemental Weapons</font color=blue>

<ul>Weapons that deliver the majority of their damage into one of the four non-physical elemental categories may take on a special hue. Such weapons may be found as loot or either crafted or enhanced into such a condition. The color of the weapon is determined by which elemental attack delivers the most in an attack. In cases where two or more elements do the same highest damage, the color is randomly determined. In any case, the physical damage deliverable by the weapon must be lower than 50%. The brightness of the hue is determined by how great the controlling elemental effect is on the weapon.

<ul><font color=red>Fire</font color=red> creates a blaze hue. (Bronze adds 40% Fire)
<font color=blue>Cold</font color=blue> creates a blue hue. (Agapite adds 30% Cold, 20% Energy)
<font color=green>Poison</font color=green> creates a green hue. (Verite adds 40% Poison, 20% Energy)
<font color=purple>Energy</font color=green> creates a purple hue. (Copper adds 20% Energy, 10% Poison)
Using the suggested ingot does not guarantee that type of elemental weapon will be created.

Order that these are added: (highest added first)

<font color=blue>Cold</font color=blue>
<font color=purple>Energy</font color=purple>
<font color=red>Fire</font color=red>
<font color=green>Poison</font color=green>

*Thanks to Dius Fidus for determining the order that these are added. It has since been noted that the order does have some exceptions, the details of which I do not currently possess.[/list]
For example, let's say one finds a Broadsword (from a creature, treasure chest or MiB) that delivers 70% Physical and 30% Fire and is an Undead Slayer with +40% damage. Such a weapon may be enhanced by a skilled smith with Bronze ingots. If successful, the weapon should be a fairly bright Blaze Undead Slayer that does +40% damage with 30% Physical and 70% Fire attack properties!

See also The Dius Fidus Guide for Enhancing to Create or Improve Neon Weapons for a more detailed guide.[/list]
<font color=blue>Special Moves Cost</font color=blue>

<ul>This is included here so that the knowledgeable crafter can determine which may be the selling point of each weapon:
<pre>WRESTLING
*Bare Hands: Disarm Paralyzing Blow

ARCHERY (Bowcraft/Fletching Items)
Bow: Paralyzing Blow Mortal Strike
Crossbow: Concussion Blow Mortal Strike
Composite Bow: Armor Ignore Moving Shot
Heavy Crossbow: Moving Shot Dismount
Repeating Crossbow: Double Strike Moving Shot

FENCING
Dagger: Infecting Shadow Strike
Double Bladed Staff: Double Strike Infecting
Kryss: Armor Ignore Infecting
Lance: Dismount Concussion Blow
Pike: Paralyzing Blow Infecting
*Pitchfork: Bleed Attack Dismount
Short Spear: Shadow Strike Mortal Strike
Spear: Armor Ignore Paralyzing Blow
War Fork: Bleed Attack Disarm

MACEFIGHTING
*Black Staff: Whirlwind Attack Paralyzing Blow
*Club: Shadow Strike Dismount
Hammerpick: Armor Ignore Mortal Strike
†Gnarled Staff: Concussion Blow Paralyzing Blow
Mace: Concussion Blow Disarm
*Magic Wand: Dismount Disarm
Maul: Crushing Blow Concussion Blow
†Quarter Staff: Double Strike Concussion Blow
Scepter: Crushing Blow Mortal Strike
*Shepherd's Crook: Crushing Blow Disarm
‡Sledge Hammer: Crushing Blow Shadow Strike
‡Smith's Hammer: Crushing Blow Shadow Strike
War Axe: Armor Ignore Bleed Attack
War Hammer: Whirlwind Attack Crushing Blow
War Mace: Crushing Blow Bleed Attack

SWORDSMANSHIP
Bone Harvester: Mortal Strike Paralyzing Blow
Broadsword: Crushing Blow Armor Ignore
‡Butcher's Knife: Infecting Disarm
‡Cleaver: Bleed Attack Infecting
Cutlass: Bleed Attack Shadow Strike
Katana: Double Strike Armor Ignore
Long Sword: Armor Ignore Concussion Blow
‡Pick Axe: Double Strike Disarm
‡Skinning Knife: Shadow Strike Disarm
Viking Sword: Crushing Blow Paralyzing Blow

AXES &amp; 2-Handed Swords
Axe: Crushing Blow Dismount
Bardiche: Paralyzing Blow Dismount
Battle Axe: Bleed Attack Concussion Blow
Bladed Staff: Armor Ignore Dismount
Crescent Blade: Double Strike Mortal Strike
Double Axe: Double Strike Whirlwind Attack
Executioner's Axe: Bleed Attack Mortal Strike
Halberd: Whirlwind Attack Concussion Blow
‡Hatchet: Armor Ignore Disarm
Large Battle Axe: Whirlwind Attack Bleed Attack
Scimitar: Double Strike Paralyzing Blow
Scythe: Bleed Attack Paralyzing Blow</pre>* denotes a non-craftable item. Not enhanceable; items may be repaired now.
† denotes an item craftable within the carpentry menu. Non-enhanceable.
‡ denotes an item craftable within the tinkering menu. Non-enhanceable.


For completeness, a primary move requires 70 of the appropriate skill and a secondary move requires 90 to perform. The following is the base mana cost for special moves:
<pre> Armor Ignore: 30
Bleed Attack: 30
Concussion Blow: 25
Crushing Blow: 25
Disarm: 20
Dismount: 20
Double Strike: 30
Infecting: 15
Mortal Strike: 30
Moving Shot: 15
Paralyzing Blow: 35
Shadow Strike: 20
Whirlwind Attack: 15</pre>The amount of mana required may be lowered based on the number of skill points invested into the fighting skills (Archery, Fencing, Lumberjacking, Macing, Parry, Poisoning, Stealth, Swordsmanship). 200-299 points will lower a move by 5, 300 or more will lower a move by 10. Infectious Strike may also be lowered by the Poisoning skill, which additionally grants a chance to increase the poisoning level. Unarmed special moves no longer (as of Publish 21) require secondary skills.[/list]
Many thanks to Jassi, Reccore, RedPhoenix, Rizem, Seas, The Scandinavian and everyone else who either contributed or converted valuable testing data into an understandable determination of the base ranges of each magical property. /php-bin/shared/images/icons/smile.gif
 
N

Nadia of_Sonoma

Guest
<font color=blue>*NEW*</font color=blue> <font color=red>Kazua's theoretical skills gain caps</font color=red>
Thanks to: Paul B of baja
Original post may be found here.
<pre> 100 105 110 115 120 Item Ingots
092.9 095.4 097.9 100.4 102.9 WarFork 12
094.1 096.6 099.1 101.6 104.1 Katana 8
095.3 097.8 100.3 102.8 105.3 Short Spear 6
097.0 099.5 102.0 104.5 107.0 Pike 12
099.0 101.5 104.0 106.5 109.0 Spear 12
106.4 108.9 111.4 113.9 116.4 Plate Gorget 10
108.9 111.4 113.9 116.4 118.9 Plate Gloves 12
112.6 115.1 117.6 120.1 122.6 Plate Helm 15</pre>This chart is read by finding your current skill cap in the top row and using the column below it to determine at what skill gains will stop for each item.


<font color=red>Smithing from 30 to 120</font color=red>
By Fischer
Edited. Original post may be found here.

This guide is simply that. A guide. It is based on both insight of how difficulty-based gains work and personal experience. The theory at high-level gains is to work the items that have the lowest ingot cost until you have a 100% chance to succeed at crafting them, then moving to the next item. This guide, while not entirely written on that premise, follows that ideal closely at the highest (above GM) levels.


<font color=blue>From 30 to GM:</font color=blue>
From 30 to 44 Daggers
From 44 to 48 Maces
From 48 to 60 Cutlasses
From 60 to 68 Krysses
From 68 to 83 Short Spears
From 83 to 94 Platemail Gorgets
From 94 to 97 Platemail Gloves
From 97 to GM Platemail Arms

Net Ingot Usage: (Assuming that items are smelted using a GM Miner)
From 30 to 50 Used 1500 Ingots
From 50 to 70 Used 3900 Ingots
From 70 to 85 Used 6500 Ingots
From 85 to 90 Used 6400 Ingots
From 90 to 95 Used 9800 Ingots
From 95 to 97.4 Used 8200 Ingots
From 97.4 to GM Used 9800 Ingots

Total Ingots From 30 to GM: 46100
Total Ingots From 50 to GM: 44600


<font color=blue>Past GM:</font color=blue>
Please note this requires the reading of a Blacksmithing Scroll of Power, one of the rewards available from the Blacksmithing BOD system.

From GM to 106.4 Platemail Gorgets
From 106.4 to 108.9 Platemail Gloves
From 108.9 to 116.3 Platemail Arms
From 116.3 to 118.8 Platemail Legs
From 118.8 to 120 Platemail Tunics

If you use the above method, you definately will beat these numbers:

100 to 105: All Platemail Tunics, burned 34k ingots;
105 to 110: All plate types, burned 34870 ingots;
110 to 115: All Platemail ARMS ONLY, burned 26750 ingots.

Total Ingots From 100 to 115: 95620.

115.0 to 116.3: 14 bags of Platemail Arms, burned 8400 ingots;
116.3 to 117.7: 21 bags of Platemail Legs, burned 8300 ingots;
117.7 to 118.8: 14 bags of Platemail Legs, burned 5200 ingots;
118.8 to 119.4: 21 bags of Platemail Tunics, burned 7050 ingots;
119.4 to 120.0: 13 bags of Platemail Tunics, burned 4350 ingots.

Time from 115 to 120: 7 hours.

Total Ingots from 115 to 120: 33300.
GRAND TOTAL INGOTS: (After resmelting at GM or better Mining)<ul>From 30: 175k
From 50: 173.5k[/list]
Good luck to you all!
I hope this guide helps.

Using this guide, you could reach Legendary from GM in under 100k ingots after smelting. Estimated time is 20 hours, not including smelting. Thanks to The Lusorians for this data.


<font color=red>Guide to GM: Fast &amp; Cheap</font color=red>
By Calador
Slightly edited. Original post may be found here.
<pre> &lt; 35.0 ... Buy from Blacksmith Guildmaster
35.0 - 43.0 ... Cutlass
43.0 - 47.0 ... Scimitar
47.0 - 52.0 ... Kryss
52.0 - 57.0 ... War Axe
57.0 - 59.0 ... Katana
59.0 - 70.0 ... Spear
70.0 - 100 ... Plate Gorget</pre>
It took me 4 days and 50k of ingots to GM smithing using this technique.

Important things to know
  1. This system assumes your character has GM mining. The reason is because a GM miner will smelt items and get back a 60% return in ingots (so in effect, its not really 50k of ingots, but actually 80k of ingots when you factor in the smelted ingots you will use).
  2. Your UOAssist macro will look like this:
    <pre>Use Item Type
    Menu selection
    Menu selection
    Pause 2000
    Use Item Type
    Menu selection
    Target Item Type
    Menu selection</pre>
    To set up your macro, you do this: before you start recording, make one item so your smith hammer has a 'make last' item in its list. Now start recording. Double click hammer, click 'make last', when the smithy menu returns click 'exit', insert a pause for 2000 (2 seconds), double click hammer again, select smelt, target the item you just made, click 'exit'. Stop your macro and change the 'Use Item' to 'Use Item Type' (so it uses any smithy hammer in your pack). Change the 'Target Item' to 'Target Item Type' (this is so any item of the type you just made will get smelted). Periodically, as you move from making one item to the next, you have to reset the smelt target type (eg. when you move from Katana's to Spears, you need to set your macro to smelt Spears instead of Katana's).

    Anyway, sometimes you wont have an item of the correct type to smelt and this will slow the macro down, but don't worry about this.
  3. The items in your pack should be as follows: 16 smithy hammers and 2600 iron ingots. this will last for hours because when you factor in the extra 60% of ingots you get back from smelting (so its more like you have 4160 ingots in your pack).
What's this About Plate Gorgets?
Yes, that's not a mistake, make plate gorgets from 70 to GM. You will hit a 'wall' sometime in the mid 90's and you will think its because you are making gorgets. Its not; you'll hit that wall no matter what you are making (even plate chests) - just 'power' through it stubbornly. Pre-pub16 guides for smithing are no good because they are based around powerhour. To gain well in skills with pub16 you need to succeed more (seeing you rarely gain on fails) and you need to go 'long and steady' (which is exactly what this technique does).


<font color=red>Skill Gain Diary Post-AoS to GM</font color=red>
By UsedtobeRandom
Slightly edited. Original post may be found here.

I set the following ground rules ahead of time for myself. Just to keep my sanity.

1) 2 hours per session, or 40 tongs/hammers, whichever comes first.
2) Did not eat, nor did I check hunger level. Just something to dig into the time limit.
3) No server switching, etc. Just standing in front of the forge in my little house.
4) No goal for a particular skill level during a session.
5) Maximize gains, minimize ingot usage, find the supposed "sweet spots"
6) Recycling of ingots counted against the 2 hour limit (which can cut some time, when you have 115 kryss' in your pouch)
7) If, after 40 attempts, no gains were made, moved on to a different item.

Preparations made - Had plenty of ingots on hand. GM miner supporting a separate GM smith makes that easy. That GM smith is also a GM tinker, so popped off 40 smithing hammers (my experience so far has been that they tend to carry more uses than tongs, even if they weigh more. I just load 10 at a time in my pack, and leave the rest in a chest.) Full 2 litre of Coke, and a fresh pack of smokes, and I was ready to go.

UOA set up with a macro to hit the make last button 20 times. All ingots went into the recycle bag, and all tools were kept outside of the bag. Otherwise, backpack was empty.

------------
Session 1 - start 10pm CST, end 12am CST, LS Server
------------

0-31.7 - purchased from Smith Guildmaster in Delucia
31.7 to 35 - Daggers
35 to 52 - Cutlass
52 to 55 - Scimitar
55 to 60 - Broadsword
60 to 65.3 - Kryss

Ingot usage - 5406 used (including recycling with GM mining skill)

--------
Session 2 - 11:30am CST - 12:30pm (only one hour due to some RL considerations)
--------

65.3 to 66.7 - Kryss
66.7 to 67.6 - Katanas (got some really good gains early, and nothing for 45 attempts - moved on)
67.6 to 69.3 - Short Spears
69.3 to 72.3 - Spears
72.3 to 75 - Katanas (had to leave at this point)

Ingots used - 3491
Total - 8897

-------
Session 3 - 4:30pm CST to 6:30pm CST
-------

75 to 76.7 - Katanas (1275 ingots)
76.7 to 77.8 - Short Spears (started hot and heavy, and died just as quickly) (650 ingots)
77.7 to 80.3 - Spears and Pikes (20 of each, in rotation) (789 ingots)
80.3 to 85.3 - Platemail Gorget. (1868 ingots)

Ingots used total - 4582
Total - 13479

--------
Session 4a (aborted after 15 minutes - RL emergency)
--------
85.3 to 85.8 - Platemail Gorget - 575 ingots

Total ingots - 14054

--------
Session 4b - 4:15pm CST to 6:15pm CST
--------
85.8 to 90.1 - Platemail Gorget - 5958 ingots

Total Ingots - 20012 (or, if you want to count recycling, anywhere from 32 to 34k ingots)

-------
Session 5 - 9:30pm to 11:30pm, CST
-------

90.1 to 92.0 - Platemail Gorget (4209 ingots)
92.0 to 93.5 - Plate Helm (1755 ingots)

Ingots for session - 5944 (or roughly 9k without recycling)
Total ingots used to date - 25966 (or 40 to 42k ingots without recycling)

-------
session 7 - 8:30pm to 10:30pm CST
-------

93.5 to 95.9 - Plate Helms 3105 ingots
95.9 to 96.7 - Platemail Arms 2197 ingots

Total ingots used to date - 31268

Had a lot of lag problems tonight, so only got in maybe 2/3rds the attempts I wanted to. Should be able to gm next session, if all goes well.

-------
Session 8 - 7:30pm CST to 9:48pm CST
-------

96.7 to 100 - Platemail Arms - 7567 ingots

Total Ingots used - 38835. If not recycling, count on another 24-25k ingots.

I ran 18 minutes over my 2 hour allotment, but to get that last .2 to gm, I wasn't gonna wait any longer

Notes of Interest:

1) I hit 2 significant walls, where I did not get any gains for 30 minutes or more. The first was at 74.5, the second at 97.4 - I just kept cycling through items in the same general skill range, and plowed through. It did not hurt my ingot usage by a lot. Maybe 3-4k ingots wasted in the process.

2) My most significant skill gains came from items that were in the 60 to 65% success range, pretty much across the board, but especially from 60 up.

3) My best gains always came in the 2nd hour of the session. I have found this to be true for any tradeskill I have ever worked (and I have gm'ed every skill in UO except begging and stealing at least once, and several multiple times)

4) I never jumped servers, ate, drank, anything. The only time this toon moved from his spot was to pick up bods. (he is also a low 90's tailor. next round of pain? Oilcloths)

5) One change I made from the original settings was to make a UOA macro for 100 items, instead of 20. I got tired of clicking the mouse so often

6) UO Assist is your friend. It can save countless hours of time (just with the recycle macro alone) as well as tracking just where you are skill wise (are your arrows up or down?)

7) This may or may not work for you. I used roughly 20% less ingots than the cheap method listed above. I could have probably used even less if not for the feeling out period early on, and the 2 walls I hit. Maybe one day will get even more insane and do this again.

8) Regardless of how you get to GM, be it with recycling or with selling to vendors, do NOT exploit the iron ingots. It isn't worth the time or effort if your account gets marked, or, eventually, banned. It isn't that hard to mine up 50k ingots while working a miner, and if you buy them, you are doing so on a good faith effort.

9) My intentions were to do the cheap and fast method as posted above. I was not satisfied in the least with skill gains early on, so I started exploring options, and searching for the fabled sweet spot. See note #2 about that.

10) My first bod as a gm smith was for a 10 count, normal buckler So much for the better bods.

(A note for those that may be a little confused about my ingot usage numbers - these are the number of ingots that are pulled out of my initial inventory, not total including recycling. If you want to be conservative, add about 60% to these numbers, and if generous, add 70%.)


<font color=red>Skill Gain Diary from Grandmaster to Legendary</font color=red>
By Finegold
<pre>Skill Range Item Crafted Ingots Used Hours Required
100.0 - 106.4 Plate Gorgets 21,550 7.5
106.4 - 108.9 Plate Gloves 10,300 3.5
108.9 - 110.0 Plate Arms 9,300 2.0
----Total Needed GM to Elder---- 41,150 13.0

110.0 - 115.0 Plate Arms 31,270 6.5
115.0 - 116.3 Plate Arms 9,480 2.0
116.3 - 118.8 Plate Legs 21,750 3.75
118.8 - 120.0 Plate Tunics 15,168 2.25

--Total Needed GM to Legendary-- 118,818 27.5</pre>Ingots used are after smelting with GM Mining.


<font color=red>Smelting vs Selling</font color=red>
By Lord_Chaos Slightly edited.

I just finished taking a smith from 93 to GM blacksmithing by making gorgets and using NO smelting at all and NO GGS gains. This assumes an ingot price of 6 gp, which isn't hard to get - you can get it cheaper from factions actually. This took me 58k ingots and selling the gorgets gave me 429,644 gold, this netted me a profit of:

(429,644-(58000*6))/6 = 13,607 ingots in profit from doing this.

I also noticed that gains pick up remarkably about 97-100 skill using gorgets...so I really recommend that only gorgets be used.

*This method should be ideal for those who either have no Mining on the character being developed or are working at a public forge to gain skill.


<font color=green>UO Assist Macro</font color=green>
By Vidala

Here's a very useful UOAssist macro for ANY craft skill, great for training and even better when you gotta make mass weapons/armor.
  1. Begin recording;
  2. Double click tongs;
  3. "Make Last" (or any selection, but Make Last is much more handy, since if you select say Plate Tunic, you'll have to make a separate macro for Plate Legs or Katanas);
  4. After you attempt to craft the item and the menu pops up, right-click it to close it.
  5. If you want this to craft more than 1 weapon, double click tongs again, Make Last, right click to close. It's VERY IMPORTANT to close the window before you craft another item...for some reason, your macro won't work if you don't.
Basically with this, instead of having to open the window every time, it'll basically craft the item as many times as you recorded the macro without wasting time opening the window.


<font color=green>UO Assist Macro v.II</font color=green>
By Boucka Credit also to Intarsia.

Here is a macro that works for any craft skill and it flies through with no waiting on gumps or the like.
  1. Double click tool;
  2. Make an item;
  3. Start recording in UO Assist;
  4. Click make last;
  5. Click make last;
    etc...
    etc...
  6. Keep clicking make last until you have about 30-40 "Menu Selection" in the UOAssist macro;
  7. Click end recording.
Now anytime you need to make a batch, just double click your tool, make one of the items, then launch this macro. No matter what you originally recorded, it can be used for anything via the make last button. You could record making different amounts but that is just a matter of preference.

This macro is best used after making the first item and hitting Make Last once, as it circumvents a slight delay that one might normally see otherwise. Once it passes that, it runs smoothly and quickly and you never see the gump until it is finished or you break a tool. No pauses are needed between the macro selections.
 
N

Nadia of_Sonoma

Guest
<ul><font color=blue>BOD Trading Sites</font color=blue>
[*]UOBid
[*]Tower of Roses Forums
[*]UO-Trade
[*]Bulk Order Repository aka Shadegods[/list]
<font color=blue>Tips to Successful BOD Trading</font color=blue>
By Timshort
Slightly edited. Original post may be found here.

After a year of collecting BODs with 5 smiths I recently began posting on UO-Trade.Net (a GREAT site for organizing and swapping bod) and trading bods. I have been amazed by the good traders, the bad traders, and the just plain rude traders.

After about 30 trading conversations I have some tips that may lead to more successful trading:
  1. Be nice - I'll make an uneven trade if the other person is sincere and is trying to trade in good faith. If they are flexible, polite, offer other ideas they score some points and I'll trade aggy for gold straight up if it doesn't hurt me too bad.
  2. Be considerate - See #1, I remember good trading partners, people that are flexible, creative, polite, offer alternative proposals, and don't make me jump through hoops for their trades.
  3. Do your homework - Don't expect me to do your work for a trade you want. Don't IM me about wanting to trade something and then ask me what I want in return. You were smart enough to figure out what I had, you ought to be smart enough to figure out what I need and match that against what you have and offer a few proposed trades.
    *Exception, if you are new and sincere and polite, then I'm happy to help.
  4. Be reasonable - Be fair in your appraisal of bods. You can't always change 15 bronze for 15 bronze so being flexible and working towards a win win is a good thing. Sometimes I make a better trade, sometimes I give a better trade. In the end it all evens out. I remember reasonable trading partners and will work to help them out, even if it means taking a temporarily bad trade, I know they'll make it up later.
  5. Don't be arrogant or rude - Just because you have a few killer BODs and 10 smiths does not give you the right to be rude. Comments like "Your trade sucks, or You don't have " won't get you anywhere. It is a small BOD world on your shard and I will remember you. Alienating a trader can have future negative repurcussions.
Just my .02, but if you want a good trade from me you'll get further with the Golden Rule: Treat others how you would like to be treated yourself.



<font color=blue>Bulk Order Deed 101</font color=blue>
By Hermlock on Pac
Modified to include new information.

For those of you who need to catch up on bulk order deed information this post is for you. I am posting this to answer some of the more basic questions on the forum. If you are unfamiliar with bulk order deeds please read the entire post carefully before asking questions. Thank you. /php-bin/shared/images/icons/smile.gif<ul>Contents:
  1. <font color=red>
  2. What is a BOD (SBOD)?
  3. How do I get a BOD and how often can I get them?
  4. How do I fill a BOD and get the reward?
  5. What kinds of BOD's are there?
  6. What is an LBOD?
  7. How do I get an LBOD?
  8. How do I fill an LBOD?
  9. There is only one button on my BOD/LBOD gump how do I combine deeds?
  10. I've tried everything and I still can't get a deed. What's wrong?
  11. I refused a BOD when offered one will I get another one?</font color=red>
[/list]<center>-------------------------------------------------------------------------</center>
  1. <font color=red>
  2. What is a BOD (SBOD)?</font color=red><ul>A BOD is a Bulk Order Deed. BOD's may be offered to anyone with Blacksmithing skill when they sell items to NPC Blacksmiths and Armourers. These deeds come in many forms but the one thing they have in common is that they may all be completed and turned in immediately for a reward. The reward depends somewhat on the type of deed you turn in, easy weapons deeds usually yield a sturdy pick or shovel, exceptional ones normally yield gloves of mining.

<font color=red>[*]How do I get a BOD and how often can I get them?</font color=red><ul>In order to get a BOD just sell any item that the NPC Blacksmith will buy or select "Bulk Order Info" from the context-sensitive menu when clicking on an NPC Blacksmith. The deed you get at and after 70.0 Real is completely random, though GM smith's have a slightly higher chance of getting a better deed. The GM bonus increases the chance that the BODs offered will be for exceptional items.

You may recieve a BOD only once during a given time period depending on your skill level (based on real skill):<ul><pre>00.1-50.0 every one hour (Normal Iron Small only)
50.1-69.9 every two hours (Normal Iron Small only)
70.0- GM+ every six hours (Exceptional/Normal Colored/Iron Large/Small)</pre>[/list]This timer is per character, and with the addition of BODs for other tradeskills should be noted that a different timer applies to each BOD system. In other words, if a character accepts a Blacksmithing BOD, he must wait the appropriate amount of time before he is eligible to receive another Blacksmithing BOD but is eligible to receive a BOD for another skill such as Tailoring. One may check in-game approximately how long a specific character will have to wait by selecting "Bulk Order Info" on an NPC Blacksmith's context-sensitive menu.[/list]
<font color=red>[*]How do I fill a BOD and get the reward?</font color=red><ul>After receiving your BOD double click it and read it carefully. It should tell you the quantity and quality of the items as well as the ingot type needed to complete the order. There are also two buttons on the bottom of the deed, the bottom one is the Exit button which will close the gump, and the top button combines the item needed with the deed.

Craft (or purchase) the items and add them to the deed. To add an item double click on the deed if it is not already open, choose the Combine this deed with item button, then target and click the item you wish to add. After you add an item the gump will automatically reappear with updated information to reflect that you have added an item.

After you have filled the deed you may turn it in to any NPC Blacksmith for a reward. To turn in the deed drop it on the an NPC Blacksmith and you will receive your reward. Rewards consist of: an item, an amount of gold, and an amount of fame.[/list]

<font color=red>[*]What kinds of BOD's are there?</font color=red><ul>There are 6 BOD types for every item on the blacksmith crafting menu. This is multiplied by color types for each type of colored armour or shield. A dagger, for example, comes in these deed forms:
<ul>
10 normal daggers
10 exceptional daggers
15 normal daggers
15 exceptional daggers
20 normal daggers
20 exceptional daggers[/list]
Normal (non-exceptional) deeds may be filled with exceptional items. Exceptional deeds may be filled with only with exceptional items.

Armour BOD's including shields come in all the ingot colors as well so that every armor and shield deed comes in 54 different types of deeds.

Most armour BODs may be used to complete a Large Bulk Order Deed (LBOD) with the exceptions of all Shields, Bascinets, Norse Helms, Helmets, Close Helms, and Female Plate Armour. These BOD's are stand alone deeds and are not part of any current LBOD. All weapon BODs may be used to complete a Weapon LBOD.[/list]

<font color=red>[*]What is an LBOD?</font color=red><ul>LBOD stands for Large Bulk Order Deed. It is a bulk order deed that requires other BOD's to complete. An LBOD may be turned in after it has been combined with the appropriate BOD's. There are eight type of LBOD's: Ringmail, Chainmail, and Platemail for Armour BODs; Axes, Bashing, Piercing, Polearms, and Swords for Weapon BODs.[/list]

<font color=red>[*]How do I get an LBOD?</font color=red><ul>The same way you get a BOD (see above). They are randomly given out to smiths of 70.0 Real skill or higher.[/list]

<font color=red>[*]How do I fill an LBOD?</font color=red><ul>To fill the LBOD you must match EXACTLY what is on the LBOD with the appropriate BOD. However, just as you may use exceptional items to fill normal BOD's, you may use exceptional BOD's to fill normal LBOD's.

When you receive your deed click on it and you will see all the information you need to complete the deed It should look similar to this:<ul><pre>A large bulk order / Amount to
make: (0/60) / All items
must be exceptional. / iron
ingots / Platemail</pre>[/list]When you double click it the gump will show what deeds are required to fill the deed. Only completed BOD's will be able to be combined with the LBOD. On the LBOD gump in our example you would see:<ul><pre>Amount to make: 10

Items requested:
exceptional platemail gorget
exceptional platemail gloves
exceptional plate helm
exceptional platemail arms
exceptional platemail legs
exceptional platemail</pre>[/list]This differs from when you single click the deed. It is telling you that 10 complete exceptional platemail suits are needed. The 60 number is the total amount of items required. This would be a 6x10 (60) exceptional platemail deed.

Here is what is required to fill each LBOD:
<ul>
An LBOD Ringmail deed needs the following BOD's:<ul>[*]ringmail gloves[*]ringmail sleeves[*]ringmail legs[*]ringmail tunics[/list]
An LBOD Chainmail deed needs the following BOD's:<ul>[*]chainmail coifs[*]chainmail legs[*]chainmail tunics[/list]
An LBOD Platemail deed needs the following BOD's:<ul>[*]platemail gorgets[*]platemail gloves[*]plate helm[*]platemail arms[*]platemail legs[*]platemail (this is unisex tunic)[/list]
An LBOD Axes deed needs the following BOD's:<ul>[*]large battle axe[*]double axe[*]battle axe[*]two-handed axe[*]axe[*]executioner's axe[/list]
An LBOD Swords deed needs the following BOD's:<ul>[*]cutlass[*]viking sword[*]long sword[*]scimitar[*]broadsword[*]katana[/list]
An LBOD Piercing deed needs the following BOD's:<ul>[*]dagger[*]kryss[*]warfork[*]shortspear[*]spear[/list]
An LBOD Bashing deed needs the following BOD's:<ul>[*]mace[*]maul[*]war mace[*]war hammer[*]hammer pick[*]war axe[/list]
An LBOD Polearms deed needs the following BOD's:<ul>[*]bardiche[*]halberd[/list][/list]
Quantities (10, 15, 20) must match to place a BOD in an LBOD, as well as, ingot type (iron, dull copper, etc.), and quality (normal or exceptional).

Once you get an LBOD you must find the appropriate BOD's to fill the order. To fill the deed you combine them in the same way as a BOD. Use the Combine this deed with another deed button on the LBOD to combine with the completed BOD. Target the BOD and the deeds will combine. The information should change on the LBOD.[/list]

<font color=red>[*]There is only one button on my BOD/LBOD gump how do I combine deeds?</font color=red><ul>A BOD/LBOD must be in your pack to combine with items or other deeds. place the deed anywhere in your pack then double click it, the second button should be there.[/list]

<font color=red>[*]I've tried everything and I still can't get a deed. What's wrong?</font color=red><ul>There are three typical reasons why you have not received a deed. Either, you do not have enough skill, you have not waited long enough, or you have too many items in your pack.

Remember your REAL skill must be .1 or above, however, some have reported not receiving a deed before a displayed skill of 20. You must be sure that you have waited long enough (see #2 above). Also, if you have too many items in your pack this will prevent you from being offered a deed.[/list]

<font color=red>[*]I refused a BOD when offered one; will I get another one?</font color=red><ul>If you refuse a BOD it is just like accepting one. You will not be able to get another one until your time is up again. See #2 above for times.[/list][/list]
 
N

Nadia of_Sonoma

Guest
<ul><font color=blue>BOD Reward Charts</font color=blue>
[*]Tower of Roses BODs Reward Chart
[*]Weapon Maker's BOD Rewards List
[*]Bods 'R' Us Reward Chart[/list]

Bod Rewards and What They Do
By Thomas Drake
Modified to include new information.

<font color=blue>Runic Smithy Hammer</font color=blue>
<ul>Allows for the imbueing of magical properties onto weapons and armour. Has color of hammer as part of its label.

<ul><pre>Dull Copper: 50 charges, 1-2 bonuses of 10-35% strength
Shadow Iron: 45 charges, 2 bonuses of 20-45% strength
Copper: 40 charges, 2-3 bonuses of 25-50% strength
Bronze: 35 charges, 3 bonuses of 30-65% strength
Gold: 30 charges, 3-4 bonuses of 35-75% strength
Agapite: 25 charges, 4 bonuses of 40-80% strength
Verite: 20 charges, 4-5 bonuses of 45-90% strength
Valorite: 15 charges, 5 bonuses of 50-100% strength</pre>[/list]<font color=red>HOW:</font color=red> Small order colored normal deeds above gold, small order colored exceptional deeds above dull-copper, large order exceptional 5/6-item weapon deeds, large order colored normal ringmail deeds above dull-copper, large order colored exceptional ringmail deeds and large order colored and/or exceptional chainmail and platemail deeds.[/list]
<font color=blue>Ancient Smithy Hammer</font color=blue>
<ul>Adds +10.0/+15.0/+30.0/+60.0 skill to Blacksmithing when held (equipped). It is a light bluish white color, very similar to the color silver steeds use to be when they existed. Has approximately 600 charges.

<font color=red>HOW:</font color=red> Small order colored exceptional deeds above gold, large order colored normal ringmail deeds above gold, large order colored exceptional ringmail deeds above dull-copper, large order colored normal chainmail deeds above copper, large order colored exceptional chainmail deeds below valorite, large order colored normal platemail deeds above dull-copper and large order exceptional platemail deeds below verite.

<font color=red>To use an ASH with a Runic Hammer</font color=red>, first access the Smithing menu using the Runic Hammer then equip the ASH. Both tools will use a charge when used in this manner.[/list][/list]
Blacksmith Scroll of Power
<ul>When used, raises a character's Blacksmithing skill limit to the amount specified by the scroll.
<ul>[*]105 --&gt; Wondrous Scroll of Blacksmithing
[*]110 --&gt; Exalted Scroll of Blacksmithing
[*]115 --&gt; Mythical Scroll of Blacksmithing
[*]120 --&gt; Legendary Scroll of Blacksmithing[/list]
<font color=red>HOW:</font color=red> Small order normal valorite deeds, small order colored exceptional deeds above copper, large order exceptional 6-item weapon deeds, large order colored normal ringmail deeds above copper, large order colored exceptional ringmail deeds below agapite, large order colored normal chainmail deeds, large order colored exceptional chainmail deeds below bronze, large order normal platemail deeds below verite and large order exceptional platemail deeds below copper.[/list]
Powder of Fortification
<ul>Upgrades the maximum durability of any item that has durability by 10 durability points per charge used. Has 10 charges. May not increase an item's maximum durability above 255.

<font color=red>HOW:</font color=red> Small order colored normal deeds below verite, small order exceptional deeds below copper, large order iron deeds and large order normal ringmail deeds below copper.[/list]
Colored Anvils
<ul>They are ore-colored. No additional properties. Color of deed denotes color of anvil and is not related to the color of the BOD turned in. To redeed, destroy the item with an axe.

<font color=red>HOW:</font color=red> Small order exceptional deeds from bronze to agapite, large order exceptional 6-item weapon deeds, large order colored normal ringmail deeds from bronze to agapite, large order colored exceptional ringmail deeds below copper, large order colored chainmail deeds from shadow to copper, large order colored normal platemail deeds below copper and large order iron exceptional platemail deeds.[/list]
Ringmail Gloves of Mining
<ul>Adds +5.0 to Mining skill when worn. Repairable if damaged.

<font color=red>HOW:</font color=red> Small order colored normal deeds above gold, small order colored exceptional deeds between shadow-iron and bronze, large order exceptional 5/6-item weapon deeds, large order colored normal ringmail deeds between copper and bronze, large order colored normal chainmail deeds below copper and large order iron exceptional chainmail deeds.[/list]
Studded Leather Gloves of Mining
<ul>Adds +3.0 to Mining skill when worn. Dyeable using a leather dyetub.

<font color=red>HOW:</font color=red> Small order exceptional deeds up to copper, small order colored normal deeds up to verite, large order weapon deeds, large order normal ringmail up to copper and large order chainmail up to dull-copper.[/list]
Leather Gloves of Mining
<ul>Adds +1.0 Mining skill when worn. Dyeable using a leather dyetub.

<font color=red>HOW:</font color=red> Small order deeds below shadow-iron.[/list]
Gargoyle's Pickaxe
<ul>Upgrades type of ore at any vein (except Valorite); has chance of spawning an Elemental of the type being dug up; same as the Gargoyle's Pickaxe sometimes found as loot on Gargoyles.

<font color=red>HOW:</font color=red> Small order colored normal deeds below verite, small order exceptional deeds below copper, large order iron deeds and large order normal ringmail deeds below copper.[/list]
Prospector's Tool
<ul>Upgrades the type of ore that may be mined at a vein. To use, dig once at a vein using any basic mining tool (shovel) then use the tool on the vein to upgrade it and finally continue mining until the vein is depleted. May be used in conjunction with a Gargoyle's Pickaxe to upgrade the vein two levels. Has 50 charges.

<font color=red>HOW:</font color=red> Small order colored normal deeds below verite, small order exceptional deeds below copper, large order iron deeds and large order normal ringmail deeds below copper.[/list]
Sturdy Shovel
<ul>150 or 200 successful uses before breakage.

<font color=red>HOW:</font color=red> Small order normal iron deeds.[/list]
Sturdy Pickaxe
<ul>150 or 200 successful uses before breakage.

<font color=red>HOW:</font color=red> Small order normal iron deeds.[/list]
 
N

Nadia of_Sonoma

Guest
Welcome to the Smithing Forum FAQ.
This forum is for the discussion of all matters pertaining to the Smithing profession.

Topics not allowed in the Forum:
- E-Bay or other real world auction articles. For this we kindly ask you to make use of the Trade forum.
- Personal flames
- Discussing or explaining exploits or links to such discussions.
- Advertising free shards and or posting links to non OSI shards.
- Guild Recruitment Posts. For this we kindly ask you to make use of the Guild Hall forum.

Posts which are not on topic will either be closed, or deleted. In case of deletion, we'll send a private message to whoever posted the original thread.

The board is here for all to enjoy, but if you feel someone has hijacked or sabotaged your thread, let us know.

If you've managed to read this far and still think "hey, so this probably means I can post my lil' question here", try to post in regard to a couple of things:

- DO NOT TYPE IN ALL CAPS IT IS OFFENDING.
- Do not use swearing, profanities or obscenities in your post.
- Do not insult other posters, maintain civility. Threads which end in a blalant flame war will be closed.
- Do not bump posts.

Remember, this is a private forum, posting here is a privilege. If you abuse your privilege, that privilege will be taken away from you. The administrators can and will erase posts, and ban abusers. We view that as an extreme measure and prefer this forum to be self-moderating.

PS: Thanks to Kofu of the Europa Forum for a large part of this pretty much standard forum message (we're lazy... *grins*)

PPS: Thanks to the people who wrote up the original from which Kofu 'stole' most of the contents (he's even more lazy... *grins*)


<center><font color=green>Contents of the FAQ:</font color=green></center>
<ul>
  1. <font color=blue>Crafting Changes of AoS</font color=blue>
  2. <font color=blue>Skill Gain Section</font color=blue>
  3. <font color=blue>Bulk Order Deeds
  1. <ul>
  2. BOD Rewards
</font color=blue>
[*]<font color=blue>General Smithing Questions</font color=blue>

[*]<font color=blue>Dracko's Guide to Making UBER-Items with a Runic Hammer</font color=blue>

[*]<font color=blue>Exceptional Armor Resist Chances</font color=blue>[/list][/list]
<font color=551A8B>Last edits:
[*]19 Feb: Added Dracko's Guide to Runic Weapons.
[*]17 Feb: Added Dracko's Guide to Runic Armor, slight changes elsewhere.
[*]19 Dec: Added Kazua's skill gain caps list.
[*]25 Nov: Incorporated various Publish 21 changes and removed (due to some of the changes in the publish) the previous runic study which may still be found here.
[*]5 Aug: Incorporated various Publish 19 changes.
[*]15 July: Added link to Dius Fidus' Neon Weapons Guide.
[*]1 July: Made minor corrections to Arms/Armour section.
[*]23 June: Added Zardo Zap's Runic Study; Removed obsolete Price Guide.
</font color=551A8B>
 
N

Nadia of_Sonoma

Guest
<ul><font color=blue>Links of Interest</font color=blue>
[*]Yves St Laurent's Guide to Smithing /php-bin/shared/images/icons/cool.gif
[*]Stratics Armor Calculator[/list]

  1. <font color=red>
  2. What is VDP?</font color=red><ul>Vendor Default/Displayed Pricing was a method used to determine the relative quality of items before the AoS publish. With the introduction of the item properties gump, the VDP method is no longer required. More information may be found here but is slightly inaccurate and a bit out of date.
<font color=red>[*]How much skill is needed to make items crafted from colored ingots?</font color=red><ul>In order to work with metal other than Iron, one's Smithing skill must be high enough to select it from the crafting menu:
<pre>Dull Copper 65
Shadow Iron 70
Copper 75
Bronze 80
Gold 85
Agapite 90
Verite 95
Valorite 99</pre>[/list]
<font color=red>[*]How do you make a Repair Deed?</font color=red><ul>Open a Blacksmith crafting menu. Click the Repair button and target a blank scroll. The minimum skill to create a Repair Deed is 50.0 Displayed Blacksmithing.

Note added 29 Aug '02: The "Organizer" function of UO Assist does not differentiate between a repair deed and other deeds including checks. It is advised to remove any other objects using the deed graphic from your main pack when using this function. Thanks to Wilkinson Sword for this information.[/list]
<font color=red>[*]What is a Dragon Barding Deed?</font color=red><ul>A Dragon Barding Deed is crafted under the Platemail sub-menu and consumes 750 ingots. It may be colored and is slightly easier to craft than a Platemail Tunic. A Swamp Dragon protected with Barding helps to absorb as much as 10% of the inflicted damage received by its rider with exceptional deeds absorbing up to 20%. To use the Deed, double-click it and target an unbarded Swamp Dragon. Although you may Arms Lore the Barding by targeting the Dragon, there is no way to repair it yet. You may remove Dragon Barding by using a bladed item on the Dragon.[/list]
<font color=red>[*]What skill is used for smelting?</font color=red><ul>Smelting items is (again) based on a character's Mining skill, not one's Blacksmithing skill. The approximate formula to determine the return when smelting an item is: <font color=blue>Int[Ingot base * 0.65 * Mining skill]</font color=blue> Minimum of 1.[/list]

<font color=red>[*]What does an Archer Suit consist of?</font color=red><ul>Although there is a wide variance on actual composition of these suits, generally speaking there are two types (Italicized are more common):
  1. Light Archer:<ul>
  2. Chainmail or Ringmail Tunic
  3. Chainmail or Ringmail Legs
  4. Ringmail or Platemail Arms
  5. Ringmail or Platemail Gloves
  6. Platemail Gorget (not always included)
  7. Choice of Helm (Closed and Norse Helms preferred)
[*]Heavy Archer:<ul>[*]Chainmail or Platemail Tunic
[*]Chainmail or Platemail Legs
[*]Platemail Arms
[*]Platemail or Ringmail Gloves
[*]Platemail Gorget
[*]Choice of Helm (Closed and Norse Helms preferred)[/list][/list][/list][/list]

<font color=blue>Dragon Scale FAQ</font color=blue>
  1. <font color=red>
  2. How do I acquire Dragon Scales?</font color=red><ul>Quite simple; kill and skin (use a bladed weapon on the corpse) one of the appropriate creatures.

<font color=red>[*]What do I kill, and what scales do they carry?</font color=red><ul><pre>Creature Quantity Colour
---------------------------------------------------------------
Ancient Wyrm 12 Random (except Blue) Scales
Chaos Dragoon 1 Matches his armour <font color=blue>(1)</font color=blue>
Chaos Dragoon Elite 1 Black Scale <font color=blue>(1)</font color=blue>
Dragon (Grey/Brown) 7 Yellow Scales
Dragon (Red) 7 Red Scales
Drake (Grey/Brown) 2 Yellow Scales
Drake (Red) 2 Red Scales
Sea Serpent 8 Blue Scales
Sea Serpent (Deep) 8 Blue Scales
Serpentine Dragon 6 White or Black Scales <font color=blue>(2)</font color=blue>
Shadow Wyrm 10 Black Scales
Swamp Dragon 5 Green Scales
White Wyrm 9 White Scales</pre><font color=blue>(1)</font color=blue> Found as loot, carving not required.
<font color=blue>(2)</font color=blue> Karma Loss.

Wyverns, Ophidians and other reptiles do NOT have scales.[/list]

<font color=red>[*]What do I do with the scales now that I have them?</font color=red><ul>Make armour using a smithing tool from the Dragon Scale menu; see the table below. The colour of the armour corresponds with the colour of the scale used.<pre> Required Chance at GM Required for Exc.
Part Skill Scales Success Exceptional Minimum 100%
-----------------------------------------------------------------------------
Tunic 85.0 36 30.0% 0.0% 107.6 157.5
Leggings 78.8 28 42.4% 0.0% 101.4 151.3
Sleeves 76.3 24 47.4% 2.4% 98.9 148.3
Gloves 68.9 16 62.2% 17.2% 91.5 141.4
Helm 72.6 29 54.8% 9.8% 95.2 145.1</pre>[/list]

<font color=red>[*]If you have 0% chance of making exceptional tunic and leggings at GM, how come I have seen them?</font color=red><ul>That 0% chance is at GM. However with Bulk Order Deeds, you can obtain an Ancient Smithy Hammer. One may also increase one's smithing skill after reading a smithing powerscroll and continuing to work the skill up to the new skill cap. In these ways, you will be able to craft exceptional tunics and leggings.<pre> Chance at 110 Skill Chance at 120 Skill
Part Success Exceptional Success Exceptional
------------------------------- ---------------------
Tunic 50.0% 5.0% 70.0% 25.0%
Leggings 62.4% 17.4% 82.4% 37.4%
Sleeves 67.4% 22.4% 87.4% 42.4%
Gloves 82.2% 37.2% 100.0% 57.2%
Helm 74.8% 29.8% 100.0% 39.8%</pre>[/list]
<font color=red>[*]How do I craft purple Dragon Scale Armour?</font color=red><ul>Purple Dragon Scale Armour is craftable by selecting the "Do not use material color" option when selecting the scale type. It is worth noting that these items will appear a normal color when in the pack or locked down and only take on the purple hue when worn.[/list][/list]
 
N

Nadia of_Sonoma

Guest
<font color=blue>[*]Dracko's Guide to Making UBER-WEAPONS with a Runic Hammer</font color=blue>
By dracko19.
Slightly edited, original post may be found here.


Hail and well met! I am Dracko, Legendary Smith from Great Lakes. This guide is an introduction to weapon crafting with a runic hammer. First up, let's talk about the hammer itself. A runic hammer is a powerful crafting tool; it bestows magical properties onto your item. The strength of these magical properties are called "intensities." The better the hammer, the higher these intensities will be. Of course, everyone wants powerful weapons, so you will want to craft using the most powerful runics you can get your hands on. However, there are even possibilities for making great weapons with the lower end runics. Let's take a look at the different possibilities.

<font color=blue>Runic Hammer vs. Regular Smith Hammer
=============================</font color=blue>
Whether you are crafting weapons with a regular smith or a runic hammer, you will ALWAYS get a 35% Damage increase for EXCEPTIONAL weapons. If you craft NON-EXCEPTIONAL weapons, you do not get any bonus to damage. So, the first rule of thumb is ONLY CRAFT WEAPONS THAT YOU CAN MAKE EXCEPTIONAL QUALITY WITH AN OVERWHELMING CHANCE OF SUCCESS. There is nothing more frustrating than making a Deamon Slayer Katana and NOT getting the damage bonus. Since you get the 35% damage bonus regardless of which hammer you use (as long as you make exceptional weapons), you will always make BETTER weapons with the RUNIC.

<font color=purple>MAGICAL PROPERTIES
================</font color=purple>
Each Runic hammer comes with a chance to get magical properties bestowed onto the item. The higher the runic, the more properties you can get on your item. Each weapon has a chance to get a magical boost in 35 categories. The intensity of each magical boost depends on the strength of the hammer crafting it. Elsewhere in the Smith FAQ, these intensities are represented by a percentage. Some have been confused by these percentages. So, I offer the chart below which shows MINIMUM and MAXIMUM intensities for each category and hammer.
<center>
This chart shows the MINIMUM/MAXIMUM numbers for each property and hammer:

</center>
You can read up on what each one of these modifiers means here as well as above in the AoS crafting changes section.

* -If you get FAST CAST, your weapon will help you to cast your spells quicker while the weapon is equipped but without SPELL CHANNEL it will automatically unequip when casting a Magery spell or attempting to Meditate. If you get SPELL CHANNEL on your weapon, your weapon will stay equipped while casting a Magery spell. When you get SPELL CHANNEL on your weapon, it AUTOMATICALLY comes with a -1 penalty to FAST CAST. If you are lucky enough to get BOTH SPELL CHANNEL AND FAST CAST on the same weapon, the FAST CAST bonus will wipe out the SPELL CHANNEL penalty and you will only see SPELL CHANNEL on your weapon (without penalty). This counts as TWO magical property "hits".

** - For Damage, an EXCEPTIONAL weapon will always have at least 35% Damage. This will NOT count as one of your magical property intensities.

*** -Damage conversion is where the damage % will be split into Physical, Fire, Cold, Poison and Energy. This creates your NEON possibilities. It has been shown that you can get a 100% Elemental attack percentage in ANY category using ANY runic hammer.

To understand this chart, you simply need to know that the number to the LEFT of the slash represents the MINIMUM intensity you will receive if you get a "hit" for this magical category. The number on the right represents the MAXIMUM intensity you will receive. For example, if I am using a SHADOW Runic Hammer and I get a "hit" for Swing Speed Increase, the MINIMUM I will receive for that boost is 10% and the maximum I will receive is 15%.

<font color=red>Weapon Making FAQ
===============</font color=red>
  1. <font color=red>[*]I'd like to make 100% NEON weapons. What hammer and type of metal should I use?</font color=red>

    Well, as mentioned, you can get a 100% NEON (100% damage in any elemental category besides physical) using ANY hammer and ANY metal. Some players choose to use regular iron ingots when crafting so that if they get a hit on an elemental category that is not quite 100% (say 80% Energy/20% Physical) they can still ENHANCE it with a special metal to get it up to 100%. There is a very good essay on how to craft NEON weapons here.


    <font color=red>[*]I would like to make at least a 20% SSI (Swing Speed Increase) Katana with 35%+ Damage and 30%+ Hit Lightning. How strong a Runic do I need to use and how good are my chances?</font color=red>

    Good question. For the first part of your question, let's take a look at the chart and see how possible this is. First up, we want to choose the easiest hammer for this endeavor. So, we want to look at a hammer that will give us at least 20 in Swing Speed for the MAXIMUM and 30 for Hit Lightning as the MAXIMUM. According to the chart, the <font color=8B7500>BRONZE</font color=8B7500> hammer yields a range of 10%-20% for swing speed and 15%-33% for hit lightning. It also will give you 3 magical properties per item. As long as you make EXCEPTIONAL weapons, you will get the 35% Damage boost. So, to answer your question the least powerful runic hammer that could yield this type of weapon would be the <font color=8B7500>BRONZE</font color=8B7500>. Now, the second part of your question was "..how good are my chances?". To get this weapon, we need 2 out of the 3 magical properties to land where you want them AND we need them to be very intense since what you want is at the top of the possible range. I'm not very good at statistics, but basically you need to have 2 out of 3 success with 35 possible categories. Then, on those 2 successes both need to be on the upper part of the intensity range. So, in layman's terms, you have almost no chance to do this with a Bronze and only 35 charges. If you go up to a <font color=green>VERITE</font color=green> however, your ranges get better (SSI=15/30 , LIGHTNING=23/45), and your magical properties increase to 4-5. So, I would say the chances of getting this with a <font color=green>VERITE</font color=green> hammer are much much better.


    <font color=red>[*]All I have is a </font color=red><font color=708090>Dull Copper</font color=708090><font color=red> runic. Looks like most of the ranges up there are very weak. Should I just pitch this? Can I possibly make anything worthwhile?</font color=red>

    YES YOU CAN!!! Here is the beauty of the Runics. Look up at the chart and find a little category called SLAYER BONUS (under the HIT/DMG BONUS area). Notice that you can get a SLAYER BONUS on ANY runic. Slayers give you DOUBLE DAMAGE vs. their respective monster category. Couple that DOUBLE DAMAGE bonus with an exceptional 35% BONUS and you have yourself a very powerful weapon indeed. Now, notice that there are 25 possible slayer categories; you can see the entire list of SLAYERS here. Some are rather useless, like Scorpion. However, some are extremely desirable such as Deamon, Dragon, Blood Elemental and Ogre. In addition there are a few out of that 25 that are called SUPER SLAYERS that score DOUBLE DAMAGE on an entire category of monsters! Some examples include: Demon (not to be confused with the lesser category "Deamon"), Arachnid, Repond, Undead and the almost impossible to find ELEMENTAL! If you were to craft one of those puppies, you can just start adding up the gold you will soon receive if you should decide to sell it! Also, don't forget you can also make a 100% Elemental Damage (NEON) weapon using a weaker runic hammer as well. Those are collectors items and sell very well too!
Well that about covers it! I hope this helps! Good luck on your Crafting!



<font color=blue>Dracko's Guide to Making UBER-ARMOR with a Runic Hammer</font color=blue>
By dracko19.
Slightly edited, original post may be found here.


Ok, so, you have yourself a runic hammer. Congratulations! Whether bought or earned through the bod system, it must be exciting to own a magic crafting tool. These tools can be quite powerful if you know what you are doing. Unfortunately, they can also be objects of disappointment due to the randomness of the magic choosing system. This guide is designed to help you make the correct choices with your hammer and give you an idea of what to expect.

First up, with every runic hammer comes a choice. Do I make Weapons or Armor? Well, there are a few rules of thought on that. As it currently sets, AoS rules dictate that if you make a weapon with either a regular smith hammer OR a RUNIC hammer, you will get a 35% dmg bonus. The only difference would be if you use a RUNIC, you ALSO get MAGIC PROPERTIES on your weapon in addition to that 35% dmg bonus. So, you can NEVER go wrong making weapons with a runic hammer. They will ALWAYS be better than an exceptional GM made weapon. <font color=red>However, this post is about armor.</font color=red> Some of you want to make really good metal suits and know a runic could be the answer. Allow me to expand on the possiblities here.

/php-bin/shared/images/icons/flash.gif As opposed to weapons, there is quite a big difference between GM crafted armor and RUNIC crafted armor. Armor crafted with a regular smith hammer receives 15% total additional resistances. However, if you use a RUNIC, you only get 6% additional resistances. That means in order to make BETTER than ordinary exceptional armor, you must get at least 10% TOTAL additional resistances through the runic enhancement. So, to figure out if we should use a RUNIC hammer to make UBER (better than exceptional) armor, we must look at the possibilities.

When you craft Armor with a runic hammer, there are 20 categories you could receive a magical boost in. Also, with each Runic Hammer, there are minimum and maximum intensity values. These are shown as a precentage above in the Crafting Changes section. Some are confused by these precentages. So, rather than discuss percentages here, I will simply show you what the MINIMUM and MAXIMUM property you can expect to get if you use a particular hammer and get a particular property.
<center>
This chart shows the MINIMUM/MAXIMUM numbers for each property and hammer:

</center>
Now, to understand this chart, you simply need to understand that the number on the left side of the slash in each box is the MINIMUM boost and the number on the right side is the MAXIMUM. For example, if I was using a DULL COPPER runic and got a "hit" on PHYSICAL RESISTANCE, you would see that box shows 2/6. That means at a MINIMUM I would get a 2% boost and at a MAXIMUM I would get a 6% boost.


<font color=red>Armor Making FAQ
==============</font color=red>

  1. <font color=red>[*]Okay, okay, this is all well and good. Just tell me if I can make an ALL 70's RESIST SUIT out of Dull Copper Runic.</font color=red>

    Well, no you can't. And here is why.

    A Dull Copper Runic will give you at least 1 magical boost and possibly 2. If we take the BEST CASE scenario, you would get 2 boosts and they would both fall in an elemental resist cateogry. If you got the MAXIMUM boost in those categories, you would pick up 6% + 6% for a total resist boost of 12%. Add to that boost the RUNIC EXCEPTIONAL BONUS of 6% (as opposed to the GM exceptional non-runic bonus of 15%) and you would get a runic boost of 18% total resist. The base on metal armor is 15% and if you used Valorite to create this armor you would get an additonal 13% total resist bonus. Add that all up and you get 15 + 13 + 6 + 6 + 6 = 46 Total resist. This would be quite a rare piece to craft with a Dull Copper runic. An all 70's resist suit (if you made it with only 6 armor pieces) would require each piece to average at least 58.3% Total Resist (350/6). So, there is no possible way to make your 70's resist suit using a dull copper.


    <font color=red>[*]What type of hammer do I need to make an all 70's suit out of just six pieces?</font color=red>

    Well, as mentioned, we need to average 58.3% for each piece. In order to do that, we need to figure out which hammer can get that high a boost. Assuming we are using valorite (+13% total resist) to craft these pieces and each one will be exceptional runic (+6% total resist), we can therefore add these bonuses to the 15% Base for a beginning total resist of 34%. No matter what you make, it will have AT LEAST 34% total resist. We want 58-59%. So, we need AT LEAST a 24% BOOST to total resist.

    To figure this out, just look at the chart. Along the top is the amount of possible magic category boosts. Notice that Copper could get 2-3 categories. Also look at the MAXIMUM intensity that you could get from a Copper Runic in elemental resists (8%). So, if all the cards fell into place, you COULD get 3 BOOSTS in ELEMENTAL RESISTS from a copper runic and they all could potentially be 8% each. IF THAT HAPPENED (that's a big IF there), you would get a maxium boost of 24%. Add that to our 34% Base and we have 58%! We need to get at least 2 pieces at 59 and the rest at 58 to get an all 70's suit (assuming all the resistances fall where we want them). So, you can't quite do it with a copper hammer no matter how lucky you get. Certainly it is POSSIBLE with a Bronze or higher though.


    <font color=red>[*]Which hammer is the best value considering charges and what you can hope to produce with armor?</font color=red>

    Ah..good question. Well, if you look at the chart, you will notice a fairly good progression on values the higher you go. Each hammer seems to do much better than the last one. With one exception. Notice that GOLD runics and AGAPITE runics are remarkably similar. This is because the game rounds UP when you get a decimal. So, if I get a 2.5% boost, the game will give me a 3% boost. This is great for all the hammers EXCEPT the Agapite. That hammer seems to get shafted because 40% and 80% rarely give out that extra decimal. So the numbers are usually even. Yet, the GOLD hammer gets the benefit of the ROUND UP. So, almost all the GOLD numbers match the AGAPITES. Plus, you get MORE charges on the GOLD. Charge for charge, I think the GOLD Runic is the best value.
Hope this helps some of you. Good luck with your runics!!
 
B

Batir

Guest
Chance for increase in any resist's (i.e. chance to get +3 in any two resists, find the two on the left side, the three on the top, and match them up at 1.28%).

<table border='1'><tr><td rowspan='7'>N
u
m
b
e
r

o
f

R
e
s
i
s
t'
s</td><td colspan='8'><center>Plus to the Resist</td></tr><tr><td></td><td>0</td><td>1</td><td>2</td><td>3</td><td>4</td><td>5</td><td>6</td></tr><tr><td>0</td><td>11.52%</td><td>8.99%</td><td>23.20%</td><td>60.32%</td><td>92.32%</td><td>93.32%</td><td>99.97%</td></tr><tr><td>1</td><td>49.92%</td><td>23.81%</td><td>36.48%</td><td>38.40%</td><td>7.68%</td><td>0.77%</td><td>0.03%</td></tr><tr><td>2</td><td>34.56%</td><td>40.32%</td><td>34.65%</td><td>1.28%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>3</td><td>3.97%</td><td>15.36%</td><td>5.76%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>4</td><td>0.03%</td><td>11.52%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr></table>
Chance for increase in specific resist's (i.e. chance to get +3 in fire and cold, find the two on the left side, the three on the top, and match them up at 0.128%).

<table border='1'><tr><td rowspan='6'>N
u
m
b
e
r

O
f

R
e
s
i
s
t'
s</td><td colspan='8'><center>Plus to the Resists</td></tr><tr><td></td><td>0</td><td>1</td><td>2</td><td>3</td><td>4</td><td>5</td><td>6</td></tr><tr><td>1</td><td>26.21%</td><td>39.32%</td><td>24.58%</td><td>8.19%</td><td>1.54%</td><td>0.15%</td><td>0.0064%</td></tr><tr><td>2</td><td>4.67%</td><td>15.55%</td><td>5.18%</td><td>0.128%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>3</td><td>0.41%</td><td>6.14%</td><td>0.58%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>4</td><td>0.0064%</td><td>2.30%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr></table>
 

Basara

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This FAQ will soon be getting an update....

Please make suggestions as to updates in the UPDATE THREAD, which I will be starting as soon as I hit the send button on this message. DO NOT reply in this thread!
 

Basara

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I will be reply-quoting the old FAQ sections in, one at a time, into a new thread. From there I will be editing them in a post I can directly manage. Don't be alarmed.
 
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