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: It was mentioned that now would be a good time to stock up on mundane weapons. Is it also good to stock up on mundane armor and jewlery too?
A: You can. If your intent is to unravel them into Imbuing ingredients.
Q: Does it matter what mods and the mod intensities are on an item when you unravel them, or can you just unravel any item to get the best resources?
A: The total intensity of the item determines the what Imbuing ingredient is received when unraveling a magic item.
Q: Self repair can't be imbued... does that mean you can't imbue to an item that already has self repair, or does imbuing to an SR item just remove SR form the item?
A: Imbuing will remove Self Repair if it is present already.
Q: Will players be able to imbue mods to spellbooks?
A: Currently, no.
Q: Will players get skill gains from unraveling, or will players need to actually apply a mod to an item to get a skill gain?
A: Unraveling will allow an Artificer to gain up to 25.0 skill. To gain the rest of the way, she will have to imbue item properties to gain skill.
Q: When adding mods to an item, does the player just specify a recipe to add a specific mod, or does the player have to get a specific shard to add a specific mod? For Example, If I wanted to add DCI to an item; would I go unravel a DCI item and then use it to add DCI to my other item? Or would I just unravel a bunch of items and need to go get a DCI recipe?
I REALLY hope that recipes are reasonably attainable without mindless grinding (ex. not like heartwood) if the devs do a recipe-based system. I absolutely despise the Heartwood quest system.
A: Imbuing does not require recipes. It's very similar to crafting. You will need 'X' number of Imbuing Ingredients (one of three types depending on the item property and the intensity to Imbue), 'X' number of regular gems, and 'X' number of rare resources such as perfect emeralds, peerless like ingredients, ingredients from epic encounters, etc.
We sure hope so. That's why it will be essential to thoroughly iterate through the design and this system.
If done right, the imbuing system could be the coolest thing to ever hit UO. I really hope the devs nail it.
Are there restrictions as to what mods can be put on Jewelry (i.e , reflect phys, swing speed, etc)
Yes. Whatever properties an item can normally have as random loot is what it can have imbued.
is also possible increase resistances for armor and change damage type in the weapons?
You can increase resists, but you cannot change the damage type with Imbuing.
What if you have something made by a ruinc hammer and it's made of iron. Can we add more mods to it?
Yes. But you cannot exceed 5 item properties.
Can we unravel properties off an item that's using special materials - such as valorite - then imbue it onto an iron weapon?
A: Thank you for reminding me about this. I'll note it and see what it would take to do this.
Q: Will we be able to bulk-unravel items with the soul forge like you can with the recycling bag? It would be ideal if we could just toss a bag of 124 garbage items into the forge and get a bag of stacked shards of varying types.
Note: The current design is to have the new imbuing ingredients be stackable.
Q: Will artificers be able to gain the imbuing skill by casting mysticism spells that use imbuing to determine their power?
Q: Will we be able to start a new character with 50 imbuing and mysticism?
A: Since you said please...Yes (Note: You can also reduce it as well, if you desired.)
Q: If an item already has a mod on it (say 35% DI), can you overwrite that mod with a stronger mod (say 45% DI)? Please say yes
A: You basically will have arrow indicators in the interface where you can increase or decrease the intensity. Similar to the crafting menu, you'll see the ingredients required to perform the Imbuing. So you'll be able to see exactly what is required including success chance.
Q: How is the intensity of the mod you add determined? For Example, it could be determined by the "recipe" you select on the mod menu (ex. greater DI or lesser DI) or it could be determined by your overall skill level in imbuing and some random modifier.
As far as the max intensity for each item property, it essentially is the same as what you would find as monster loot for items.
Can we enhance an imbued item?
Yes. Once you successfully did so, however, you cannot imbue that item again since it will then possess special material.
Note: GM Imbuing and above, gargoyles get bonuses to enhance (1% for GM and every 10 skill above). This bonus stacks with the GM Blacksmithing and above bonus.
Imbued Items with have an 'Imbued' Item property tag.
You raise a really good question with whether imbued items will be recognizeable. That's certainly something that will need to be taken into account.
did I get you correct if I say that the most powerful unraveled items will make the best ingredient for imbuing?
Are the reagents connected to what mods I can imbue or only what intensities I can imbue?
Each mod was assigned one of three different ingredients depending on the item property: Magical Residue, Enchanted Essence, and Relic Fragments.
All imbuing attempts will require the following:
- 'X' number of ingredients listed above
- 'X' of gems.
If the intensity to be imbued is greater than 90% then the following will also be required...
- 'X' number of rare ingredients (boss drops, rare gemstones, etc.)
DISCLAIMER: Every answer given here is the current design and is subject to change as we work on it.
Patrick "Leurocian" Malott
Lead Game Designer, Ultima Online
Mythic Entertainment, an EA Studio