N
Nadia of_Sonoma
Guest
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. & 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 & 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. & 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 & 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 & 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
& 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.
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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%
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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 & 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
<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. & 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 & 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. & 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 & 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 & 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
& 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%
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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 & 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