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Damage Increase
Increases the base damage you inflict with your weapon.
Hit Chance Increase
Increases your final chance to make contact with your opponents.
Defense Chance Increase
Defense Chance Increase increases your final attempt to dodge your opponents blows.
Hit Dispel
Will have a percentage chance on each hit to cast the magery spell dispel on the target.
Hit Lower Attack
Will have a percentage chance on each strike to lower the strike chance of the target for a short time.
Hit Lower Defense
Will have a percentage chance on each strike to lower the defensive capabilities of the target for a short time.
Swing Speed Increase
Increases the base speed at which you swing your weapon.
Use Best Weapon Skill
Use Best Weapon Skill means that instead of needing the appropriate weapon skill to wield the weapon effectively you can use any melee weapon skill and still get the best result.
Spell Channeling
Allows you to cast magery spells even though you have a weapon or shield equipped.
Luck
Increases your chances of getting better loot when you kill a monster. It has a chance of increasing the number of items you find, the number of properties the items have and how high the properties are.
Mage Weapon
will allow you to use your magery skill instead of the appropriate combat skill for that weapon.
Hit Mana Leech
Will have a percentage chance on each strike to convert 40% of the damage inflicted on the target into mana for the wielder.
Hit Life Leech
Will have a percentage chance on each strike to convert 30% of the damage inflicted on the target into hit points for the wielder.
Hit Stamina Leech
Will have a percentage chance on each strike to convert 100% of the damage inflicted on the target into stamina for the wielder.
Hit Harm
Will have a percentage chance on each strike to cast the magery spell harm on the target.
Hit Lightning
Will have a percentage chance on each strike to cast the magery spell lightning on the target.
Hit Fireball
Will have a percentage chance on each strike to cast the magery spell fireball on the target.
Hit Magic Arrow
Will have a percentage chance on each strike to cast the magery spell magic arrow on the target.
Hit Cold Area
Will have a percentage chance on each strike to inflict a small amount of cold damage on all hostile creatures within a 5 tile range.
Hit Fire Area
Will have a percentage chance on each strike to inflict a small amount of fire damage on all hostile creatures within a 5 tile range.
Hit Physical Area
Will have a percentage attempt on each strike to inflict a small amount of physical damage on all hostile creatures within a 5 tile range.
Hit Poison Area
Will have a percentage attempt on each strike to inflict a small amount of poison damage on all hostile creatures within a 5 tile range.
Hit Energy Area
Will have a percentage attempt on each strike to inflict a small amount of energy damage on all hostile creatures within a 5 tile range.
Faster Casting
Makes you able to cast Magery and Paladin spells faster than normal.
Faster Cast Recovery
Shortens the time you have to wait between casting spells.
Cold Resist
Allows you to resist a percentage of all cold damage that is inflicted on you.
Energy Resist
Allows you to resist a percentage of all energy damage that is inflicted on you.
Fire Resist
Allows you to resist a percentage of all fire damage that is inflicted on you.
Physical Resist
Allows you to resist a percentage of all physical damage that is inflicted on you.
Poison Resist
Allows you to resist a percentage of all poison damage that is inflicted on you.
Total Resists
This is the total amount of all resists on an item, added together.
Lower Mana Cost
Will lower the amount of mana you need to be able to cast a spell or use a special move.
Lower Reagent Cost
Lowers the amount of reagents you need to cast spells, or use chivalry. Every time you cast a spell there is a chance that no reagents will be used.
Dexterity Bonus
Increases your Dexterity Stat by 1 point for every point of Dexterity Bonus you have.
Intelligence Bonus
Increases your Intelligence Stat by 1 point for every point of Intelligence Bonus you have.
Strength Bonus
Increases your Strength Stat by 1 point for every point of Strength Bonus you have.
Spell Damage Increase
Increases the amount of damage your spells inflict.
Enhance Potions
Increases the effects of heal, cure, strength, agility, refresh and explosion potions when they are used.
Reflect Physical Damage
When a character is damaged by an opponent using an item with this property equipped, a percentage of any physical damage will be reflected back on the attacker.
Hit Poit Regen
Mana Regeneration
Stamina Regeneration
Meditation Armor Only
Night Sight
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Welcome to the Imbuing Calculator, please choose what type of piece you want to calculate.







Total Item Intensity:

  • It is possible to imbue moderate to high total intensity on an NPC purchased item, depending on the properties desired.  Maximum total intensity 450%
  • Maximum intensity for a non-exceptionally crafted item appears to be identical to that of an NPC purchased item.
  • It is possible to imbue high to maximum total intensity on an exceptionally crafted item, depending on the properties desired.
  • Exceptionally crafted base items give a bonus chance to adding a property, as well as to the maximum possible intensity of a property. Maximum total intensity 500%

Property Weight:

  • Property weight only has low to moderate impact on the total possible intensity for armor pieces. Likely due to the specific properties available on armor.
  • Property weight has wide range of impact on the total possible intensity for weapons, also likely due to the specific properties available on weapons.
  • Property weight on jewelry mostly follows the model of property weight on armor. There is some variance due to certain offensive properties being available on jewelry that are not available on armor.
  • Property weight on shields appears to have zero impact. It is likely that none of the properties available on shields have weight.

Imbuing Bonuses to Success Chance:

  • Gemmed Jewelry (non-magical) cannot receive the exceptional bonuses available on other items due to the inablilty to craft the pieces exceptionally. This includes both the 20% success chance bonus as well as the unknown total maximum possible intensity bonus available on all other item types.
  • Magical jewelry (crafted artifact-type) is assumed to benefit from the exceptional bonuses available to other item types.
  • The base value for all imbuing bonuses is that of a human character imbuing onto an NPC purchased item, except the Queen's Forge bonus.
    • Non-Exeptional Crafted Bonus: applied 10%
    • Gargoyle Racial Bonus: applied 10%
    • Exceptional Crafted Bonus: applied 20%
  • The Gargoyle Racial bonus will stack with the bonus obtained from the base item. The Queen's Forge bonus stacks with both racial and base item bonuses.
  • The Queen's Forge base bonus is a flat bonus, rather than an applied bonus, of 2%. There is additional bonus added to the Queen's Forge bonus based on any other bonuses the character may receive. This bonus is the percentage of bonus the character has, applied to 2%. That total is then added to the character's success chance value as it would at any other soulforge.
[for better understanding, the above in mathematical terms]

H = Human Base Value
T = Total Succes Chance

(2 + (2 x .1)) + (H + (H x .1)) = T
[this equation is for a gargoyle using an NPC purchased item at Queen's Forge]

IMBUING BONUSES:

  • Human "Success Chance" is the base value for success. (H)
  • Gargoyles get a 10% racial bonus to success chance. (H x .1) = 10%
  • Non-exceptional crafted items get a 10% bonus to success chance. (H x .1)) = 10%
  • Exceptionally crafted items get an additional 20% bonus to success chance. (H x .2) = 20%
  • Queen's Forge gets 2% [hard value] bonus + bonus value for racial and/or item (see below)
HUMAN:
  • NPC Purchased Item: Base Value (H) ... Queen's Forge: H + 2
  • Non-Exeptional Crafted: H + (H x .1) ... Queen's Forge: (H + (H x .1)) + (2 + (2 x .1))
  • Exceptionally Crafted: H + (H x .2) ... Queen's Forge: (H + (H x .2)) + (2 + (2 x .2))
GARGOYLE:
  • Racial Bonus: H + (H x .1) ... Queen's Forge: (H + (H x .1)) + (2 + (2 x .1))
  • Non-Exceptional Crafted: H + (H x .2) ... Queen's Forge: (H + (H x .2)) + (2 + (2 x .2))
  • Exceptionally Crafted: H + (H x .3) ... Queen's Forge: (H + (H x .3)) + (2 + (2 x .3))
REAL NUMBERS:

HUMAN SUCCESS CHANCE AT 1ST PROPERTY (100% INTENSITY):
Note: The game rounds some of the numbers wrong.

NPC Item: 155.6
NPC Item QF: 157.6

Crafted Item: 171.1
Crafted Item QF: 173.3

Exceptional Item: 186.7
Exceptional Item QF: 189.0

GARGOYLE SUCCESS CHANCE AT 1ST PROPERTY (100% INTENSITY):

NPC Item: 171.1
NPC Item QF: 173.3

Crafted Item: 186.7
Crafted Item QF: 189.0

Exceptional Item: 202.2
Exceptional Item QF: 204.8

Plus Skills On Jewelry:

Being a special case, this subject requires its own category.
  • Property weight for plus skills is 1.4. Non-gemmed jewelry and jewelry with magic properties such as 'ecru citrine ring' and 'brilliant amber bracelet' can be exceptional. Gemmed jewelry such as 'a diamond ring' or 'an emerald bracelet' cannot be made exceptionally, so the maximum number of plus skills possible to imbue is 3 at 100% (+15) and one at 20% (+3).
  • There are five groups of skills that will replace each other:

    Skill Groups
    Group 1: Magery
    Musicianship
    Swords Macing
    Fencing
       
    Group 2: Wrestling
    Provocation Tactics Spirit Speak
    Animal Taming
       
    Group 3: Meditation Discordance Parrying Focus Animal Lore Stealth  
    Group 4: Mysticism Bushido Necromancy Veterinary Stealing Evaluate Intelligence
     Anatomy
    Group 5: Resist Spells Peacemaking Healing Chivalry Archery Ninjitsu
    Throwing
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