Imbuing Guide

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Imbuing – A Guide
By Ailisha, August 2009

 

Success Chance:

  • All success chance has a base value of (human at home soulforge) ie a character with no racial bonus using a forge with no bonus.
  • Success chance is not impacted by the property attempted nor the ingredients necessary for said property.
  • Success chance values are set – only bonuses change them, and those bonuses are set to certain formulae.
Success chances at 100% property intensity & 120 imbuing skill:
HUMAN GARGOYLE
NPC Item NPC Item
Property 1 100 Property 1 100
Property 2 87.4 Property 2 96.1
Property 3 46.4 Property 3 51.0
Property 4 18.8 Property 4 20.6
Property 5 0 Property 5 0
Non-Exceptional Item Non-Exceptional Item
Property 1 100 Property 1 100
Property 2 96.1 Property 2 100
Property 3 51.0 Property 3 55.6
Property 4 20.6 Property 4 22.5
Property 5 0 Property 5 0
Exceptional Item Exceptional Item
Property 1 100 Property 1 100
Property 2 100 Property 2 100
Property 3 55.6 Property 3 60.3
Property 4 22.5 Property 4 24.4
Property 5 0 Property 5 0

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% (550 for 2 handed melee weapons)

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.

  • All jewelry is 500 base, regardless of type. The most skill points that can be on a bracelet is 53 (often done as one +14 skill and three +13 skills, three +14s & one +11 or three +15 and one +8), to the near-exclusion of everything else.
  • 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

Last modified: February 18, 2014

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