User:Immortalbob/Guides/Guide to Imbuing: Difference between revisions

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(Change explanation of quest weapon properties vs tinker imbues, to make things a little more clear.)
 
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{{Related|Armor Tinkering|Weapon Tinkering|Magic Item Tinkering}}<br>
''See also [[User:Joeblow8579/Guides/Guide To Weapon Imbues]]''
{{RightToC}}
== Overview ==
== Overview ==
This guide will explain the different types of imbues, how they work, and how to apply them effectively.
This guide will explain the different types of imbues, how they work, and how to apply them effectively.
== Some notes on imbuing ==
* Imbues should be your first tinker. However, a foolproof tinker can be done as the final (10th) tinker and still retain the 100% chance of landing.
* All imbues count as 1 tinker on your item.
* You may only imbue an item once and it is final.
* When attempting a resistance rend, be sure to verify the element of the weapon matches the type of salvage.
* All imbues have a maximum chance of 33% to land.
* The [[Charmed Smith]] augmentation increases the chances of landing an imbue to 38%.
* Void mages do not need resistance rends, or armor rending.  Void spells do not take life protections, or armor into account.
* War mages do not need Armor Rending, as war spells do not take armor into account.
* Melees and Archers can make use of any and every type of imbue.


== Armor Imbues ==
== Armor Imbues ==
There are three types of imbues available for armor and shields.  These imbues add +1 to your total Melee, Missile, or Magic Defense per piece of armor.  These imbues can stack, and are effective up to a maximum of +10 defense (9 armor slots + shield).  
There are three types of imbues available for armor and shields.  These imbues add +1 to your total Melee, Missile, or Magic Defense per piece of armor.  These imbues can stack, and are effective up to a maximum of +10 defense (9 armor slots + shield).  


Just like weapon imbues, these imbues come with up to a 33% chance of landing on the target (38% with the [[Charmed Smith]] augmentation).
These imbues use the [[Armor Tinkering]] skill.


=== Salvage ===
=== Salvage ===
Line 13: Line 27:
! Use
! Use
|-
|-
| {{Icon Link|Salvaged Peridot}} || Increases Melee Defense by 1.
| {{Icon Link|Peridot Salvage}} || Increases Melee Defense by 1.
|-
| {{Icon Link|Yellow Topaz Salvage}} || Increases Missile Defense by 1.
|-
| {{Icon Link|Zircon Salvage}} || Increases Magic Defense by 1.
|-
|}
 
=== Foolproof Salvage ===
Foolproof salvage is guaranteed to land on the desired item.<Br>
It can be purchased from [[Hisham al-Evv]] for {{Icon Link|Small Olthoi Venom Sac}}s, or found in the [[Grand Casino Chest]].
{|class="wikitable sortable"
! Name
! Cost
|-
| {{Icon Link|Peridot Foolproof}} || 10
|-
|-
| {{Icon Link|Salvaged Yellow Topaz}} || Increases Missile Defense by 1.
| {{Icon Link|Yellow Topaz Foolproof}} || 5
|-
|-
| {{Icon Link|Salvaged Zircon}} || Increases Magic Defense by 1.
| {{Icon Link|Zircon Foolproof}} || 10
|-
|-
|}
|}
Foolproof salvage is also available via [[Alternate Currency]] vendors.
 
== Jewelry Imbues ==
Jewelry imbues can be used to add minor attributes, vitals, and regeneration cantrips.
 
These imbues use the [[Magic Item Tinkering]] skill.
=== Minor Attribute Cantrips ===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Name  
! Name  
! Use
! Use
|-
|-
| {{Icon Link|Foolproof Peridot}} || Increases Melee Defense by 1.
| {{Icon Link|Agate Salvage}} || Imbues the target with [[Minor Focus]].
|-
|-
| {{Icon Link|Foolproof Yellow Topaz}} || Increases Missile Defense by 1.
| {{Icon Link|Bloodstone Salvage}} || Imbues the target with [[Minor Endurance]].
|-
|-
| {{Icon Link|Foolproof Zircon}} || Increases Magic Defense by 1.
| {{Icon Link|Carnelian Salvage}} || Imbues the target with [[Minor Strength]].
|-
| {{Icon Link|Lapis Lazuli Salvage}} || Imbues the target with [[Minor Willpower]].
|-
| {{Icon Link|Rose Quartz Salvage}} || Imbues the target with [[Minor Quickness]].
|-
| {{Icon Link|Smokey Quartz Salvage}} || Imbues the target with [[Minor Coordination]].
|-
|-
|}
|}
=== Vital Cantrips ===
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Azurite Salvage}} || Imbues the target with [[Wizard's Intellect]].
|-
| {{Icon Link|Hematite Salvage}} || Imbues the target with [[Warrior's Vitality]].
|-
| {{Icon Link|Malachite Salvage}} || Imbues the target with [[Warrior's Vigor]].
|-
|}
=== Regeneration Cantrips ===
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Citrine Salvage}} || Imbues the target with [[Minor Stamina Gain]].
|-
| {{Icon Link|Lavender Jade Salvage}} || Imbues the target with [[Minor Mana Gain]].
|-
| {{Icon Link|Red Jade Salvage}} || Imbues the target with [[Minor Health Gain]].
|-
|}
== Trinket Imbues ==
''See [[Trinket Imbuing]].''


== Weapon Imbues ==
== Weapon Imbues ==
There are ten types of imbues available for weapons, and wands. These imbues add 1 special property per weapon. You cannot apply more than 1 imbue to any given weapon.
=== Salvage ===
Below is a list of the salvage types used.
=== Resistance Rending ===
Use [[Weapon Tinkering]] to apply these imbues.
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Aquamarine Salvage}} || Imbues the target with Cold Rending.
|-
| {{Icon Link|Black Garnet Salvage}} || Imbues the target with Pierce Rending.
|-
| {{Icon Link|Emerald Salvage}} || Imbues the target with Acid Rending.
|-
| {{Icon Link|Imperial Topaz Salvage}} || Imbues the target with Slash Rending.
|-
| {{Icon Link|Jet Salvage}} || Imbues the target with Lightning Rending.
|-
| {{Icon Link|Red Garnet Salvage}} || Imbues the target with Fire Rending.
|-
| {{Icon Link|White Sapphire Salvage}} || Imbues the target with Bludgeon Rending.
|-
|}
=== Critical Hit and Armor Rending ===
Use [[Magic Item Tinkering]] to apply these imbues.
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Black Opal Salvage}} || Imbues the target with Critical Strike.
|-
| {{Icon Link|Fire Opal Salvage}} || Imbues the target with Crippling Blow.
|-
| {{Icon Link|Sunstone Salvage}} || Imbues the target with Armor Rending.
|-
|}


== Quest Weapon Imbues ==
=== Foolproof Salvage ===
Foolproof salvage is guaranteed to land on the desired item.<br>
It can be purchased from the [[Colosseum Coin Collector]] for 30 {{Icon Link|Colosseum Coin}}s, or found in the [[Grand Casino Chest]].
{|class="wikitable sortable"
! Name
|-
| {{Icon Link|Aquamarine Foolproof}}
|-
| {{Icon Link|Black Garnet Foolproof}}
|-
| {{Icon Link|Black Opal Foolproof}}
|-
| {{Icon Link|Emerald Foolproof}}
|-
| {{Icon Link|Fire Opal Foolproof}}
|-
| {{Icon Link|Imperial Topaz Foolproof}}
|-
| {{Icon Link|Jet Foolproof}}
|-
| {{Icon Link|Red Garnet Foolproof}}
|-
| {{Icon Link|Sunstone Foolproof}}
|-
| {{Icon Link|White Sapphire Foolproof}}
|-
|}


== How They Work ==
== What do these imbues do? ==
=== Armor Rending ===
=== Armor Rending ===
* Armor Rending reduces the Armor and Shield Level of the target.
* Imperil and Life vulns will stack upon this effect and increase damage output.
* The amount of armor reduced increases with base weapon skill.
=== Critical Strike ===
* Critical Strike increases the frequency of critical hits.
* Frequency grows with base weapon skill.
* Imperil and Life vulns increase damage done.
=== Crippling Blow ===
* Crippling Blow increases the damage of critical hits.
* Damage of critical hits increases with base weapon skill, up to 7x the normal critical hit amount.
* Imperil and Life vulns increase damage done.
=== Resistance Rending ===
=== Resistance Rending ===
=== Critical Strike ===
* Resistance Rending is a global term for the various resistance rends. (Ex: [[Cold Rending]], [[Fire Rending]], [[Slash Rending]])
* Reduces the resistance to the element of the imbue by up to 150%, or a level 6 vuln.
* Imperil stacks with effect, but casting a level 7+ life vuln will surpass it.
* The amount of resistance reduced increases with base weapon skill.
 
== Quest Weapon Imbues ==
Quest weapons can come "pre-imbued" with a variety of special properties.  These special properties are a fixed bonus amount, and do not depend on the skill level of the user. They do, however, vary from weapon to weapon. In other words, a Biting Strike property on a quest weapon may have a different bonus value from another quest weapon with the same Biting Strike property.
 
The table below shows the special property and the tinkering imbue that has the same type of effect, but not the same bonus multiplier.
 
{| class="wikitable sortable"
! Special Property
! Tinkering Imbue
!Effect summary
|-
 
| [[Biting Strike]]
| [[Critical Strike]]
|Increases the rate of critical hits (up to~ 50% in the case of Critical strike.)
|-
 
| [[Crushing Blow]]
| [[Crippling Blow]]
|Increases the damage of critical hits
|-
 
| [[Armor Cleaving]]
| [[Armor Rending]]
|Decreses the armor level of the target, in a similar fasion to an imperil.
|-
 
| [[Resistance Cleaving]]
| [[Resistance Rending]]
|Decreases the targets protection level of a specific elment attack type. All properties and imbues will relate to and mention a specific protection.
|-
 
|}
[[Category:Tinkering Guides]]
[[Category:Player Guides]]

Latest revision as of 14:33, 8 November 2016

Related topics: Armor Tinkering, Weapon Tinkering, Magic Item Tinkering
See also User:Joeblow8579/Guides/Guide To Weapon Imbues

Overview

This guide will explain the different types of imbues, how they work, and how to apply them effectively.

Some notes on imbuing

  • Imbues should be your first tinker. However, a foolproof tinker can be done as the final (10th) tinker and still retain the 100% chance of landing.
  • All imbues count as 1 tinker on your item.
  • You may only imbue an item once and it is final.
  • When attempting a resistance rend, be sure to verify the element of the weapon matches the type of salvage.
  • All imbues have a maximum chance of 33% to land.
  • The Charmed Smith augmentation increases the chances of landing an imbue to 38%.
  • Void mages do not need resistance rends, or armor rending. Void spells do not take life protections, or armor into account.
  • War mages do not need Armor Rending, as war spells do not take armor into account.
  • Melees and Archers can make use of any and every type of imbue.

Armor Imbues

There are three types of imbues available for armor and shields. These imbues add +1 to your total Melee, Missile, or Magic Defense per piece of armor. These imbues can stack, and are effective up to a maximum of +10 defense (9 armor slots + shield).

These imbues use the Armor Tinkering skill.

Salvage

Below is a list of the salvage types used.

Name Use
Peridot Salvage Increases Melee Defense by 1.
Yellow Topaz Salvage Increases Missile Defense by 1.
Zircon Salvage Increases Magic Defense by 1.

Foolproof Salvage

Foolproof salvage is guaranteed to land on the desired item.
It can be purchased from Hisham al-Evv for Small Olthoi Venom Sacs, or found in the Grand Casino Chest.

Name Cost
Peridot Foolproof 10
Yellow Topaz Foolproof 5
Zircon Foolproof 10

Jewelry Imbues

Jewelry imbues can be used to add minor attributes, vitals, and regeneration cantrips.

These imbues use the Magic Item Tinkering skill.

Minor Attribute Cantrips

Name Use
Agate Salvage Imbues the target with Minor Focus.
Bloodstone Salvage Imbues the target with Minor Endurance.
Carnelian Salvage Imbues the target with Minor Strength.
Lapis Lazuli Salvage Imbues the target with Minor Willpower.
Rose Quartz Salvage Imbues the target with Minor Quickness.
Smokey Quartz Salvage Imbues the target with Minor Coordination.

Vital Cantrips

Name Use
Azurite Salvage Imbues the target with Wizard's Intellect.
Hematite Salvage Imbues the target with Warrior's Vitality.
Malachite Salvage Imbues the target with Warrior's Vigor.

Regeneration Cantrips

Name Use
Citrine Salvage Imbues the target with Minor Stamina Gain.
Lavender Jade Salvage Imbues the target with Minor Mana Gain.
Red Jade Salvage Imbues the target with Minor Health Gain.

Trinket Imbues

See Trinket Imbuing.

Weapon Imbues

There are ten types of imbues available for weapons, and wands. These imbues add 1 special property per weapon. You cannot apply more than 1 imbue to any given weapon.

Salvage

Below is a list of the salvage types used.

Resistance Rending

Use Weapon Tinkering to apply these imbues.

Name Use
Aquamarine Salvage Imbues the target with Cold Rending.
Black Garnet Salvage Imbues the target with Pierce Rending.
Emerald Salvage Imbues the target with Acid Rending.
Imperial Topaz Salvage Imbues the target with Slash Rending.
Jet Salvage Imbues the target with Lightning Rending.
Red Garnet Salvage Imbues the target with Fire Rending.
White Sapphire Salvage Imbues the target with Bludgeon Rending.

Critical Hit and Armor Rending

Use Magic Item Tinkering to apply these imbues.

Name Use
Black Opal Salvage Imbues the target with Critical Strike.
Fire Opal Salvage Imbues the target with Crippling Blow.
Sunstone Salvage Imbues the target with Armor Rending.

Foolproof Salvage

Foolproof salvage is guaranteed to land on the desired item.
It can be purchased from the Colosseum Coin Collector for 30 Colosseum Coins, or found in the Grand Casino Chest.

Name
Aquamarine Foolproof
Black Garnet Foolproof
Black Opal Foolproof
Emerald Foolproof
Fire Opal Foolproof
Imperial Topaz Foolproof
Jet Foolproof
Red Garnet Foolproof
Sunstone Foolproof
White Sapphire Foolproof

What do these imbues do?

Armor Rending

  • Armor Rending reduces the Armor and Shield Level of the target.
  • Imperil and Life vulns will stack upon this effect and increase damage output.
  • The amount of armor reduced increases with base weapon skill.

Critical Strike

  • Critical Strike increases the frequency of critical hits.
  • Frequency grows with base weapon skill.
  • Imperil and Life vulns increase damage done.

Crippling Blow

  • Crippling Blow increases the damage of critical hits.
  • Damage of critical hits increases with base weapon skill, up to 7x the normal critical hit amount.
  • Imperil and Life vulns increase damage done.

Resistance Rending

  • Resistance Rending is a global term for the various resistance rends. (Ex: Cold Rending, Fire Rending, Slash Rending)
  • Reduces the resistance to the element of the imbue by up to 150%, or a level 6 vuln.
  • Imperil stacks with effect, but casting a level 7+ life vuln will surpass it.
  • The amount of resistance reduced increases with base weapon skill.

Quest Weapon Imbues

Quest weapons can come "pre-imbued" with a variety of special properties. These special properties are a fixed bonus amount, and do not depend on the skill level of the user. They do, however, vary from weapon to weapon. In other words, a Biting Strike property on a quest weapon may have a different bonus value from another quest weapon with the same Biting Strike property.

The table below shows the special property and the tinkering imbue that has the same type of effect, but not the same bonus multiplier.

Special Property Tinkering Imbue Effect summary
Biting Strike Critical Strike Increases the rate of critical hits (up to~ 50% in the case of Critical strike.)
Crushing Blow Crippling Blow Increases the damage of critical hits
Armor Cleaving Armor Rending Decreses the armor level of the target, in a similar fasion to an imperil.
Resistance Cleaving Resistance Rending Decreases the targets protection level of a specific elment attack type. All properties and imbues will relate to and mention a specific protection.