I added screen shots of the individual pieces in the 2 studded leather suits with orc helms to the two posts above. Hopefully that will make things a lot clearer if you're just now starting to try to wrap your head around this. LOL
This might be a stupid question Tina. When you add refinements to the kilt it says 12 +1 for physical. So is the physical resist of that kilt 13? I can't get my head around this stuff at all.And if you're wondering about whether refining works on armor made of special materials, yes it does. You can also imbue items that have already been refined. The refinement process does not seem to add any weight for imbuing. Also, you can refine a piece more than once. I made a barbed studded leather tunic, refined it, imbued 90 luck on it, and then refined it again without any problems.
Refining also works on looted pieces. Here are some screen shots from the process of imbuing additional stamina regeneration on a looted piece of gargish platemail and then refining it to bump up some of the resist caps. (Probably not a piece anyone would do this to, but just wanted to show it can be done.)
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What MAY be a problem is trying to enhance pieces that are already refined. That is probably something that people will want to experiment with to see what happens. I tried it on piece of studded armor that had only been refined to modify one resist cap. Took two atempts to enhance with barbed leather and the piece blew up and poofed. Not a definitive test, to be sure, but it makes me wonder how much weight the refinement process adds to pieces of armor for enhancing purposes.
Raised your cap in that stat by 1, not the actual resist, which is 12. Don't feel bad, its not a very informative stat.This might be a stupid question Tina. When you add refinements to the kilt it says 12 +1 for physical. So is the physical resist of that kilt 13? I can't get my head around this stuff at all.
Doesn't work. See the exchange below.... (I feel bad for the mages having to work in just their undies.)or is mage armor going to beable to be removed from Med-able items, even though it doesn't show up as a property?
Don't worry, I was on that track myself for quite a while! All the refinement process does is raise the cap for that particular resist. So, in this case, if you only have one piece of armor with +1% on the physical resist, it just means that potentially you can build your suit to have 71% physical resist because you added 1% to the physical resist cap. Whether you actually take advantage of the increased cap is completely separate. And as you can see from the status bars screen shots I posted, the actual resists on those suits were falling far short of their potential.This might be a stupid question Tina. When you add refinements to the kilt it says 12 +1 for physical. So is the physical resist of that kilt 13? I can't get my head around this stuff at all.
Have you tried to add Mage Armor to an item that's already been refined ?Doesn't work. See the exchange below.... (I feel bad for the mages having to work in just their undies.)
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I will make some samurai platemail armor and see what happens when I visit him to take off the mage armor property.
I don't think there is any way to add Mage Armor to armor at this point. It's been removed from the Imbuing gump.Have you tried to add Mage Armor to an item that's already been refined ?
I haven't done any testing with refinements (other than basics) since the details were being changed so much.
If the item has 4 mods or less, you're supposed to beable to add mage armor via the same npcs as long as the item isn't an artifact.I don't think there is any way to add Mage Armor to armor at this point. It's been removed from the Imbuing gump.
Hmm...I just tried getting the mage guildmaster in Haven to put mage armor on some refined pieces my blacksmith made, including a couple that only had one resist cap modified, and his response to every one of the refined pieces was, "What is this!?"If the item has 4 mods or less, you're supposed to beable to add mage armor via the same npcs as long as the item isn't an artifact.
very fine testing!Hmm...I just tried getting the mage guildmaster in Haven to put mage armor on some refined pieces my blacksmith made, including a couple that only had one resist cap modified, and his response to every one of the refined pieces was, "What is this!?"
He did, however, agree to put mage armor on my unimbued mining ringmail blacksmith gloves of mining. Nice to have it on those and still be able to put powder of fortification on them.
Yeah, looks that way.very fine testing!
It's not possible to get refined mage armor then.
That's logical. The notes say " will allow players to apply Refinements to non-medable armor. "very fine testing!
It's not possible to get refined mage armor then.
The question in reference was to add Mage Armor, to an item that's affected by refinements, Not the other way around.That's logical. The notes say " will allow players to apply Refinements to non-medable armor. "
if it has 'mage armor' on it, it's not 'non-medable armor' and therefore doesn't qualify
Wow, just read through all of this as a guild mate asked me if I'd redo all her armor for all her characters last night. I had no idea what she was talking about since I haven't paid attention to stratics for a while. After reading this, I'm telling her "NO WAY IN *@*)@#$" am I going to redo all her armor (yet alone mine).
B-b-but how can this be? Kyronix said Refining was going to REVIVE crafting, and as many as 18% of posters approve of the system. rofl!I'm going to try to convince her not to do anything as nothing will have appeared to change and you don't really need to have the best armor to have fun. We'll be able to do everything we are doing now, so don't mess with anything. My craftsman has officially retired, though. I barely got used to imbuing and reforging and now all this stuff??? NO THANKS!
Vexxed, I just went now and bought some on Origin and they still have the Mage Armor tag. I wonder why yours didn't.OK... What ever is currently live on Sonoma as of 11:20 pm pst 04/10/13 managed to NUKE (Remove) the mage armor property from Faction Fey Leggings that I just picked up at the Faction Base. They are no longer Meddable (with no Mage Armor Tag) and the 2 Mage guild master's I've checked don't show ANY option to add Mage armor yet...
There goes the ability to play 2 of my mages atm... oh what fun.
Those two lines come from a change that was put in last July in Publish 77: http://www.uo.com/article/Publish-770-Comes-All-Shards-0711 . As you'll see, some other changes went in then too that affected the price of faction artifacts.So what's this Moonbound: Indestructable and Lifespan stuff about?
All faction artifacts have a maximum lifespan of 30 days
- The remaining life displays in the item tooltip
- This lifespan is in real time
- Faction artifacts have a new Item Property: Moonbound
- Moonbound items are Indestructible when in a Felucca ruleset area. They will frequently repair themselves to maximum durability, and will not lose maximum durability.
- Moonbound items are Ephemeral when in a Trammel ruleset area. They will lose 1 point of maximum durability per six minutes spent in active combat.
- All existing faction artifacts will convert to this new system with this publish
- Note that faction consumables are not affected by this change
I'm guessing because Origin / Izumo have a different patch version going on them don't they? Sonoma is atm 7.0.30.0 though keeping straight what's where is getting tiresome.Vexxed, I just went now and bought some on Origin and they still have the Mage Armor tag. I wonder why yours didn't.
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I just bought some on Sonoma too and, like yours, they do NOT have the Mage Armor property on them. Very odd. I don't understand why on Origin newly-purchased faction Fey Leggings seem to be okay, since it has what should be considered a more-advanced publish, and yet something's gotten fouled up on another shard where nothing should have changed. And there have been no publish notes for any shard saying this was going to be changed.I'm guessing because Origin / Izumo have a different patch version going on them don't they? Sonoma is atm 7.0.30.0 though keeping straight what's where is getting tiresome.
We are aware of this issue and it will be resolved next maintenance.OK... What ever is currently live on Sonoma as of 11:20 pm pst 04/10/13 managed to NUKE (Remove) the mage armor property from Faction Fey Leggings that I just picked up at the Faction Base. They are no longer Meddable (with no Mage Armor Tag) and the 2 Mage guild master's I've checked don't show ANY option to add Mage armor yet...
There goes the ability to play 2 of my mages atm... oh what fun.
I also noticed the mage armor isnt showing but its still there as ''hidden'' but ''not working''. Its still taking 1 slot and 140 weight but just not showing and not working ''cant meditate''. Question I want to know is, do these newly generated not showing mage armor as they should, will they get their mage armor back or not?OK... What ever is currently live on Sonoma as of 11:20 pm pst 04/10/13 managed to NUKE (Remove) the mage armor property from Faction Fey Leggings that I just picked up at the Faction Base. They are no longer Meddable (with no Mage Armor Tag) and the 2 Mage guild master's I've checked don't show ANY option to add Mage armor yet...
There goes the ability to play 2 of my mages atm... oh what fun.