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What template will you use for Imbuing?

  • Thread starter Old Man of UO
  • Start date
  • Watchers 0
O

Old Man of UO

Guest
Curious, I might have missed any thread on this subject, but was wondering how others planned to put skills together for imbuing when SA is release.

I have two crafters:
one is my smith/tinker/carpenter/tailor/arms lore/miner/mage.
second is my lumberjack/fletcher/swordsman.

I just started thinking how to readjust my skills on these two to cover all my bases. Any ideas?
 

Serafi

Babbling Loonie
Stratics Veteran
Stratics Legend
I am not sure. I think I will train it up perhaps and then decide what other skills to fit on the character. My account(s) are getting cramped and I might need to shuffle skills a bit around. The crafting skills are a bit spread out on many characters.

What is actually my main concern - silly as it might seem, is how to circumvent having a gargoyle character. I would like the plus added to imbuing of course, but I don`t see myself actually playing a gargoyle. So, I might have to add magery and always cast incognito. I mean - a gargoyle. In Zento? Or Yew?
 

Farsight

Crazed Zealot
Stratics Veteran
Stratics Legend
I'll have to run this template idea on Test Center (I'm not in the beta) to see if it works first, but my idea is as follows:
Mysticism
Imbuing (to increase colossus power)
Magery
Meditation
EI
Spellweaving

The intent is to leave my crafters free to craft while still being able to imbue things on the account. But since I don't know how effective mysticism will be with imbuing, being unable to test such things, I don't know if it's a viable template.

Time will tell.

And I have two character slots free on my main shard to make it happen.
 

aoLOLita

Sage
Stratics Veteran
Stratics Legend
I see the Artificer much as 20th century Japan was - great innovators but not creators, they didn't invent much but sure in the heck improved on most every Western invention! I see the Imbuer as a technician, not an artisan or craftsman.

Thus my craftsmen will remain as just that, creative artisans. The goods they make using runic tools and leather, iron, and wood will in turn be examined by the clan's Gargoyle Artificer and Imbued or unraveled.

I have a 7th slot open and will create a Garg using following template:

50 - Imbue (start up) then work to 120
50 - Mysticism (start up) then work to 100 or 120
100 - Item ID (soulstoned awaiting SA)
110 - Magery soulstoned from Inactive char and augmented by Jewels/book
100 - Med (work up naturally)
100 - Focus (for RP mainly, attention to detail!)

If GM Item ID does not give any other benefit than predicting what unravel result will be, then I will replace with Hide. The Garg won't "get out" much, spending his time either home or at the Emerald City of gargoledom's forge...
 

NuSair

Crazed Zealot
Stratics Veteran
Stratics Legend
Once the announcement of SA and imbueing and the extra abilities of Gargoyles based on those abilities, I skilled up another crafted so that I could soulstone off the abilities onto a new Garg crafter.

120 Imbueing* - once SA comes out
120 Tailoring
120 Blacksmith
120 Magery
100 Tinkering
100 Fletching
100 Arms Lore
100 Mining
100 Carpentry
47.4 Musicianship

Yes, I'll need to flop skills around on stones from time to time but I think it's for the best. I'll still have my elven crafter/mule in addition to this one. And I've been thinking about skilling up a human one as well.

But, mostly, I see the Garg having
Imbueing 120
Tailoring 120
Blacksmith 120
Tinkering 100
Magery 120 *Use of skill jewelry/items
Arms Lore 100
Flteching 100
 
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