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Discussion in 'UO Siege Perilous' started by Blindside, Aug 14, 2009.

  1. Blindside

    Blindside Guest

    kryss
    44 HLA
    44 Harm
    40 stam leech
    43 di
    70 poison
    30 damage
     
  2. Rykus

    Rykus Guest

    Is that thing enhanced, or more to the point, does it qualify for imbuing?
     
  3. Wulf2k

    Wulf2k Stratics Legend
    Stratics Veteran Stratics Legend Crusader of Chaos

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    Is imbuing in-game yet, or something coming in the next gargspansion?
     
  4. Rykus

    Rykus Guest

    It is indeed the next gargtastic thing to happen to UO!
     
  5. Blindside

    Blindside Guest

    it is not enhanced and is quite imbueable(is that a word? :D)
     
  6. Rykus

    Rykus Guest

    I've notified Websters, it is now officially a word.
     
  7. Wulf2k

    Wulf2k Stratics Legend
    Stratics Veteran Stratics Legend Crusader of Chaos

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    Unfortunately, the word Siege had to be overwritten to provide room.

    We are now Imbueable Perilous.

    Thanks guys.
     
  8. Blindside

    Blindside Guest

    highest bid is 1 mill ill stop taking offers by 10 pm ct
     
  9. uomlplayer

    uomlplayer Guest

    that kryss already has 5 mod's on it so it can't be imbued.
     
  10. SoulWeaver

    SoulWeaver King of The Bearded Ladies
    Stratics Veteran

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    You Can Have 5 Mods + DI

    Valorite Runic Can Make 6 Mods + DI

    its in there if u read about the imbuing
     
  11. uomlplayer

    uomlplayer Guest

    Q: I understand we're limited to 5 mods per item. Does that mean you could craft a GM-quality weapon and then add 5 mods of your choice?
    A: In the case of a GM crafted weapon, the damage increase is considered a property already on the item. So an artificer can imbue 4 other item properties to the item.

    Q: What if you have something made by a ruinc hammer and it's made of iron. Can we add more mods to it?
    A: Yes. But you cannot exceed 5 item properties.

    taken from th SA imbueing thread, you cannot exceed 5 mod's!.
     
  12. Blindside

    Blindside Guest

  13. uomlplayer

    uomlplayer Guest

    You're welcome ^_-
     
  14. Ole Cheapy

    Ole Cheapy Guest

    The weapon can be "debued" (contact webster and let them know we have another one) then imbued. You may can take the split damage mod off since it is considered a mod. Actually i dont think any of us nor the decoders thought about that one....maybe someone should ask this on UO Hall.
     
  15. uomlplayer

    uomlplayer Guest

    For unraveling, i don't think it work's as the way you describe i.e you cannot just unravel one property or mod and put another on it, it's usually all or nothing when unravelling.
    you can up the intensity of a weapon i.e make a 35 di mod into a 45 di mod but that's about it.

    when unravelling follow the following guidline's for the intensity vs the ingredient you will get from unravelling.

    Q: How does the system determine what resources to give you when you unravel an item?
    A: I believe the current design is as follows:
    <= 199 Total Intensity = Magical Residue
    200 to 399 Total Intensity = Enchanted Essence
    400+ = Relic Fragment

    ( Taken for SA imbuing/unravelling thread.)
     
  16. uomlplayer

    uomlplayer Guest

    kryss
    44 HLA
    44 Harm
    40 stam leech
    43 di
    70 poison
    30 damage

    This is what you want to unravel for a Enchanted essence ingredient.
     
  17. T'Challa

    T'Challa Certifiable
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    You don't swapout properties during unravelling, you swap them during imbuing. There's a pic somewhere on uhall of the imbuing menu.

    *edit* this thread
     
  18. uomlplayer

    uomlplayer Guest

    In that thread it in say's replace item property's ,... i.e it mean's same thing as 35 di to 45 do....
     
  19. uomlplayer

    uomlplayer Guest

    Quote:
    Originally Posted by uomlplayer If i can do this, I.E unimbue/unravel an item, i.e say relpace Q: an mod with dci 15 to to sdi 15? or is it just all or nothing? I.E if i have a 5 mod item can i pick and choose one mod off it and replace it with another mod?

    A: all or nothing you unravel to get the special ingredients
    then you use them to make the special mods per a menu

    I rest my case.

    Look it up in uhall.
     
  20. T'Challa

    T'Challa Certifiable
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    It's also been mentioned that imbuing has been the *most* tinkered with part of the expansion, and still hasn't been finished. Time will tell, we shall see.
     
  21. Ole Cheapy

    Ole Cheapy Guest

    So what if the imbuer wanted to make the wep have 100% poison damage since the mod is already there and all he has to do is increase the same mod? Could he do that? And if yes what happens to the 30% physical damage?
     
  22. uomlplayer

    uomlplayer Guest

    If the weapon has 30% phy damage and he want's to make it 100 poison, he will need the necessary ingridient to make it 100% poison(i.e. he will need the enchanted essecnce ingredient to convert the 30 phy to poison ingedient) , the the 30 phy damage will just convert to 100
    % poison damage, i.e 30 phy damage will just just say 100% poison damage after inbuing
     
  23. Ole Cheapy

    Ole Cheapy Guest

    Awww now I think I fully understand how this whole imbuing thing is gonna work. Let me try here....

    Lets say I have a godly kryss that only lacks ssi and i want to add ssi to it...i will then need to take a kryss that has near 100 intensity on all mods and unravel it to get the ingredient to add the ssi on the godly kryss.

    A good weapon to unravel would be

    double axe
    ubws
    50 hit dispell
    snake slayer
    50 area attack
    50 hsl

    here you have a wep that is a piece of crap but has max intensity on all 5 properties so it would be perfect. Correct?
     
  24. uomlplayer

    uomlplayer Guest

    If i had a weapon that has 30 phy and i want to converted it to 100 poison i would have to unravel a weapon like this kryss that has 267%
    44 HLA
    44 Harm
    40 stam leech
    43 di
    70 poison
    30 damage

    and get a enchanted ensscense ingredient and make it into a 100 poison weapon , after that it would just say 100% poison damage.
     
  25. uomlplayer

    uomlplayer Guest

    Yes a peice of crap weap like that would give you the highest ingredient as possible to let you imbue whatever mod you want on the weapon as it = to 400% or higher intensity.
     
  26. uomlplayer

    uomlplayer Guest

    So in the end you can buy a npc weap if you have 5 relic fragment(i.e 400% intensiityXs'5)and add any 5 mod's you want on it if you want....
     
  27. uomlplayer

    uomlplayer Guest

    Sold**********:lol:*************
     
  28. uomlplayer

    uomlplayer Guest

    Ih really***********lol*********************
     
  29. uomlplayer

    uomlplayer Guest

    Oh really***********lol*********************
     
  30. uomlplayer

    uomlplayer Guest

    Oh really***********:lol:*********************