Please take care to give the following information in your post: Armor: 1. If armor, where on your body will you be wearing the item? And, what race are you? 1.a. Also, specify if the crafter doesn't have 100.0 Arms Lore skill (we will generally assume you have 100.0 in this skill), or if you're on a Siege Perilous ruleset shard (which gives different Arms Lore bonuses). Reason: Each class of armor (ring, chain, plate, leather, dragonscale, Studded, bone, wood, cloth headgear, wood helms, circlets, metal helmets, etc.) have different distributions of resists. Knowing the spot on the body and what racial armors are allowed, can mean the difference between something being impossible and barely possible. (example: a piece of leather armor is a base of 2/4/3/3/3, while a bascinet is 7/2/2/2/2. If one of the things needed is a physical resist of 25, then it is much easier to get to 25 physical for headgear, than anywhere else. Arms Lore is important, for purposes of crafting the item to imbue. With 0 Arms Lore, an Elf or Gargoyle crafter will only have an exceptional bonus of 15 randomly assigned resist points added to an item made with a normal tool. IF made with a Runic tool, it would be only 6 random resists. Each 20 points of Arms Lore adds another point to those pools of randomly assigned bonus points, up to a total of 20 for normal tools, 11 for runics, on most shards. SP & Mugen shards have their bonus every 12.5 points of Arms Lore, not 20, given the less permanent nature of their gear. 2. Will the piece need to allow active meditation? Reason: Pieces that allow active meditation need to be made of leather (specifically, leather armor, or elven Leaf - or, circlets for headgear). Not only do the items have different distributions of resists than metal armor, the properties from enhancing with leather are a bit more limited than with metal. There is a type of metal armor that when crafted exceptionally gains the Mage Armor property for free, but that property counts against those you can put on the armor. 3. What resists will you need on the item, and what properties? Reason: Well, this is the main part of what you are here for. a. Some levels of properties can only be gained by either imbuing, then enhancing, or crafting the item with a runic tool to get the property level desired, either by crafting in a special material to start with, or crafting in normal material, then enhancing. Luck over 100, and resists that are more than 15 over the base amount for the item, are most common of these types on armor. b. Other properties can't even be imbued onto armor, but are added by certain special wood types (for elf-only wood armor; one type does random properties) in Crafting with it initially, or Enhancing after crafting. If one is looking for one of those random properties from Heartwood, the choice becomes choosing between making multiple pieces directly out of the wood type, to get the desired property (then imbue 4 more properties), or powder up, imbue 5 properties, then risk breaking or imbuing the wrong properties (and throwing away multiple pieces you invested millions in) until you get the random property you want. c. Because of the weighting system for imbuing (where 100% intensity can take as much as 140% of the 500% total), sometimes the only way to fit certain properties is to have slightly lower than desired resists, then enhance the item with a material that brings those resists up to the desired level. Sometimes this can even be done without even imbuing that resist property. 4. Note that we will usually specify crafting in base materials (iron, leather, wood), using Powder of Fortifying, imbuing, then enchancing, in that order. Here's why... a. Some materials will add properties that count against imbuing - so you can fit more stuff on an item if you use base materials. Also, any material bonuses, and bonuses from Arms Lore, in a specific property on a crafted item, are lost when you imbue that property to change it. So, if you imbued a piece of spined leather armor that has 15 physical resist, and 40 luck, with physical resist and luck, you'd only be able to go up to 100 luck (not 140), wasting the 40 from the spined, and only be able to improve the physical resist to 17 (wasting the 5 resist from spined, and the 8 resist that was randomly assigned from the Exceptional/Arms Lore bonuses). b. You will want to get your item's durability up to 255 (or reasonably close to it), as you cannot use POF on an item that's already Imbued. Note that if you end up enhancing with Dull Copper immediately after creating the item, you can get away with a bit lower, as one of the properties of DC is that it doubles the max durability, up to a maximum of 255. c. You will want to get all your non-resist properties added to the item first. Start with any that might already be on the item, that you are raising the existing value for, then any that require relic fragments, then on to the cheaper imbues. d. Enhancing is the last stage, and the most heartbreaking. If you can make an item as you want it, without actually doing it, go ahead and leave it like that. But, most really high-end items that are marginally possible require that you enhance after you imbue, to finish up the resists. Odds are, you'll lose anywhere from a couple to a few dozen attempts. Do note, however, that Mythic is now selling an item for RL cash on their web page that is a 5 or 10 use tool that allows a 100% enhance chance; this works out to about $1 per enhance (or the market equivalent of 3-4 million gold in-game). IF your item doesn't cost more than a couple million to make, and you gathered the resources personally (instead of buying them for gold), that tool might not be worth it to you. On the other hand, if you have put 10 million in resources bought in Luna into an item, buying the tool from uogamecodes gets pretty tempting. Weapons: Weapons have a few more twists than armor. First of all, an exceptional weapon will have at least 35% Damage Increase (and the bonuses from Arms Lore apply as well, so at GM Arms Lore the DI is 40%), taking away one potential property slot, if DI isn't important to you. You choices are to keep the DI property, but reduce it with Imbuing before adding the other 4 properties (then raise it back up to where you get as close to 500% total weighted intensity as you can), or use a normal weapon as your base, to get 5 properties (but be stuck with a cap of 450% instead of 500%). Note that elemental damage (doing damage other than straight 100% physical) does not count as a property, nor can it be imbued. You will still need to POF your weapon up to 255 before imbuing, regardless of its source. Some Mondain's Legacy weapons exist in multiple recipe forms, each recipe adding at least one property to the item. While these properties do count towards total imbuing properties, some of them can be a shortcut to allow you to not have to imbue that specific property onto the item. Also, some of the properties are not acquired on weapons any other way. Note that caps and weights of some properties differ between melee and ranged weaponry. While most metals add only elemental damage to smith and tinker weapons, wood types add much more varied results (random, in the case of Heartwood) to wood weapons, and ones much more likely to take up imbuing slots. As such, it is even more important to craft with normal wood, then wait until after imbuing before enhancing.