User:Immortalbob/Guides/Guide to Imbuing: Difference between revisions
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== | == Some notes on imbuing == | ||
* Unless you are using foolproof salvage, imbues should be your first tinker. A foolproof tinker can be done as the final (10th) tinker and still retain the 100% chance of landing. | |||
* 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. | |||
* The [[Charmed Smith]] augmentation increases the chances of landing an imbue by 5%. |
Revision as of 19:38, 1 August 2011
Overview
This guide will explain the different types of imbues, how they work, and how to apply them effectively.
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) and use the Armor Tinkering skill.
Just like weapon imbues, these imbues come with up to a 33% chance of landing on the target (38% with the Charmed Smith augmentation).
Salvage
Below is a list of the salvage types used.
Name | Use |
---|---|
Salvaged Peridot | Increases Melee Defense by 1. |
Salvaged Yellow Topaz | Increases Missile Defense by 1. |
Salvaged Zircon | Increases Magic Defense by 1. |
Foolproof salvage is also available, and can be purchased from Hisham al-Evv for Small Olthoi Venom Sacs.
Name | Cost |
---|---|
Foolproof Peridot | 10 |
Foolproof Yellow Topaz | 5 |
Foolproof Zircon | 10 |
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.
These imbues come with up to a 33% chance of landing on the target (38% with the Charmed Smith augmentation), and use the Weapon Tinkering, and Magic Item Tinkering skills.
Salvage
Below is a list of the salvage types used.
Name | Use |
---|---|
Salvaged Aquamarine | Imbues the target with Cold Rending. |
Salvaged Black Garnet | Imbues the target with Pierce Rending. |
Salvaged Black Opal | Imbues the target with Critical Strike. |
Salvaged Emerald | Imbues the target with Acid Rending. |
Salvaged Fire Opal | Imbues the target with Crippling Blow. |
Salvaged Imperial Topaz | Imbues the target with Slash Rending. |
Salvaged Jet | Imbues the target with Lightning Rending. |
Salvaged Red Garnet | Imbues the target with Fire Rending. |
Salvaged Sunstone | Imbues the target with Armor Rending. |
Salvaged White Sapphire | Imbues the target with Bludgeon Rending. |
Foolproof salvage is also available, and can be purchased from the Colosseum Coin Collector for 30 Colosseum Coins.
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.
- 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 "imbues" are not static amounts, and can be different from weapon to weapon.
Imbue | Equivalent |
---|---|
Biting Strike | Critical Strike |
Crushing Blow | Crippling Blow |
Armor Cleaving | Armor Rending |
Resistance Cleaving | Resistance Rending |
Some notes on imbuing
- Unless you are using foolproof salvage, imbues should be your first tinker. A foolproof tinker can be done as the final (10th) tinker and still retain the 100% chance of landing.
- 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.
- The Charmed Smith augmentation increases the chances of landing an imbue by 5%.