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[Imbuing] Imbuing armor... VERY confused.

Discussion in 'UO Craftsman' started by Gellor, Dec 26, 2009.

  1. Gellor

    Gellor Guest

    As the title states, I'm VERY confused on imbuing armor. First, I am NOT SA upgraded so I can not just run to test center to try it out.

    My confusion mainly stems from the resists on armor. Basically, at what point does an armor's resist become a mod?

    Let us use a specific example:
    Lets say I'm starting with GM made leather gloves. This gives a base resist of
    2,4,3,3,3. Let's say I'm GM arms lore. So that throws 5% more in.

    If I adjust any of the resists, does it count as a mod?
     
  2. Taylor

    Taylor Former Stratics CEO (2011-2014)
    Professional VIP Stratics Veteran Supporter Alumni Campaign Benefactor Alumni

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    If you imbue a resist higher, that counts as a mod and contributes to the total weight of the item.
     
  3. Gellor

    Gellor Guest

    Hmm... makes sense.

    So I guess the related question would be, how much can I bump a single resist?
     
  4. Storm

    Storm UO Forum Moderator
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    generaly you can take them up to 18! some peaces like your example you could take fire up to 19 you can also enhance them for even more bonus
     
  5. Picus of Napa

    Picus of Napa Slightly Crazed
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    Best is to craft a couple pieces where you have the resist you want maxed to be lowest.

    IE: if you want 18 Fire then try to make a piece that starts with 3 or 4 fire and imbue it up. Reason being that the other resist points will have falled on one of the other 4 resist spots and you have maxed out your item.

    If you don't need it to be medable and you really want to max out a item make it from wood and enhance it. I've made some silly items for my sampire:
    Arms HPI 5, SPI 8, MPI8, HPR2 10 23 16 13 11
    Gorget HPI 5, SPI 8, MPI8, HPR2 16 24 5 18 10
    Gloves HPI 5, SPI 8, MPI8, Damage increase 10, 14 13 17 22 7