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Material Bonus
These are the bonuses that are added to a piece of armor's or weapon's base properties, whether you create it from the special material, or enhance it with the special material.

ORE TYPE
Armor
Dull Copper
Shadow
Copper
Bronze
Golden
Agapite
Verite
Valorite
Physical Resist
6
2
1
3
1
2
3
4
Fire Resist  
1
1
 
1
3
3
 
Cold Resist      
5
2
2
2
3
Poison Resist    
5
1
 
2
3
3
Energy Resist  
5
2
1
2
2
1
3
Durability
50
100
         
50
Luck        
40
     
Lower Requirements
20
     
30
     
 
Weapons
Dull Copper
Shadow
Copper
Bronze
Golden
Agapite
Verite
Valorite
Physical Damage
Always Takes Remaining Damage % From Physical
Fire Damage      
40%
     
10%
Cold Damage  
20%
     
30%
 
20%
Poison Damage    
10%
     
40%
10%
Energy Damage    
20%
   
20%
20%
20%
Durability
100
50
           
Luck        
40
     
Lower Requirements
50
     
50
     

LEATHER TYPE
Armor
Spined
Horned
Barbed
Physical Resist
5
2
2
Fire Resist  
3
1
Cold Resist  
2
2
Poison Resist  
2
3
Energy Resist  
2
4
Luck
40
   

DRAGON SCALE
Armor
Red
Yellow
Black
Green
White
Blue
Physical Resist  
-3
10
 
-3
 
Fire Resist
10
   
-3
   
Cold Resist
-3
     
10
 
Poison Resist      
10
 
-3
Energy Resist    
-3
   
10
Luck Increase  
20
       

WOOD TYPE
Armor
Oak
Ash
Yew
Heartwood *
Bloodwood
Frostwood
Physical Resist
3
2
6
2
3
2
Fire Resist
3
 
3
3
8
1
Cold Resist  
4
3
2
1
8
Poison Resist
2
1
 
7
3
3
Energy Resist
3
6
3
2
3
4
Durability
50
         
Luck
40
         
Lower Requirements  
20
       
Hit Point Regeneration    
1
 
2
 
Lower Weight  
75%
       
 
Weapons
Oak
Ash
Yew
Heartwood **
Bloodwood
Frostwood
Physical Damage
Always Takes Remaining Damage % From Physical
Cold Damage          
40%
Damage Increase
5%
 
10%
   
12%
Swing Speed Increase  
10%
       
Hit Chance Increase    
5%
     
Durability
50
         
Luck
40
         
Hit Point Regeneration        
2
 
Hit Life Leech        
variable
 
Lower Requirements  
20
       
Lower Weight  
75%
       
 
Shields
Oak
Ash
Yew
Heartwood ***
Bloodwood
Frostwood
Physical Resist
1
 
3
     
Fire Resist
1
     
3
 
Cold Resist
1
       
3
Poison Resist
1
         
Energy Resist
1
3
       
Spell Channeling          
Yes
Luck        
40
 
Lower Requirements  
20
       
Hit Point Regeneration    
1
 
2
 
 
Other
Oak
Ash
Yew
Heartwood ****
Bloodwood
Frostwood
"Other" Items
Equippable items that are not considered weapons (ex. fishing poles)
Spell Channeling          
Yes
Luck
40
     
20
 
Hit Point Regeneration    
2
 
2
 
Lower Requirements  
20
       


*
Heartwood Armor also has one random property from the following list: Luck 40, Durability 50%, Lower Requirements 20%, Damage Increase 10%, Lower Weight 50%, Hit Chance Increase 5%, Mage Armor

**
Heartwood Weapons also have one random property from the following list: Luck 40, Durability 50%, Lower Requirements 20%, Swing Speed Increase 10%, Lower Weight 75%, Hit Chance Increase 5%, Hit Life Leech (variable), Luck 10

***
Heartwood Shields also have one random property from the following list: Dexterity Bonus 2, Strength Bonus 2, Physical Resist 5%, Reflect Physical Damage 5%, Self Repair 2, Cold Resist 3%, Spell Channeling

****
Other equippable items crafted from Heartwood also have one random property from the following list: Luck 40, Hit Point Regeneration 2, Lower Requirements 20, Spell Channeling, Luck 10

Enhancement

Enhancing an item would be wasted on plain armor or weapons, as you could gain the same bonuses from just crafting the item out of the material itself. You want to save enhancing for the magic items you find as loot, so that you could potentially make something even more powerful from something you find that's only mediocre.

But remember, enhancing items is risky business, especially if the item already has magical properties. The more property bonuses you try to force into an object, the more likely you'll fail. For instance, Valorite adds a bonus to 5 properties, whereas Dull Copper only adds to 3. So, it would be easier for you to successfully enhance an item with Dull Copper than it would be to enhance it with Valorite.

This also applies to increasing a property value that already exists on a magic item. For instance, if you have a piece of armor with 15% physical resistance and you try to enhance it with Dull Copper, which adds 6% to physical resistance, your chance of failing is quite high. Alternately, enhancing a piece of armor that only had 5% physical resistance on it, instead of 15%, would be substantially easier.

All crafting skills use the same calculations - success chance varies depending on the number and intensity of properties involved, not by any other factor.

High skill (specifically at GM, Elder, and Legendary) slightly decreases your chance of failure.

Example: Crafting a Verite Ring Mail Tunic.

Let's say you want to craft a Verite Ring Mail Tunic for your warrior friend. In order to calculate the properties of the finished item, we add the properties of the base item (a Ring Mail Tunic) with the properties of the special material used (Verite Ingots).

 
Physical
Fire
Cold
Poison
Energy
Ring Mail Tunic
3
3
1
5
3
+
Verite Ingots
3
3
2
3
1
=
Verite Ring Mail Tunic
6
6
3
8
4


Example: Crafting an Agapite Katana

The bonuses that are applied to a weapon from crafting it out of colored ore is actually taken from the base physical damage of that weapon and applied as an elemental bonus. The totals of all elemental properties on a weapon must add up to 100%. For instance, let's say you want to craft an Agapite Katana. In order to calculate the properties of the finished item, we subtract the elemental bonuses from the base physical property of the item (a plain katana), and then apply them to the appropriate elemental columns based on the material use (Agapite ingots).

 
Physical
Fire
Cold
Poison
Energy
Normal Katana
100%
0
0
0
0
+
Agapite ingots
0
0
30%
0
20%
=
Agapite Katana
50%
0
30%
0
20%

Last Updated: Thu, 26 Mar 2009 16:28:26 +0000
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