Imbue: Prime : Spirit | Uses : Active | Awareness : Obvious
This skill denotes your ability to imbue special properties into weapons and armors. They can be boosted with shards to give the native using them special elemental advantages. Imbuing can make an item more powerful or effective in terms of elements, but it tends to lower the durability of the item because the imbuing process requires making spots for shards to be sewn or embedded into. While weapons gain the ability to deal elemental damage, armors can better protect against the elemental damage of your enemies.
Cost of Imbuing
Items that are imbued lose permanent duribility per enhancement.
Prefix: 3 durability
Weak Suffix: 1 durability
Strong Suffix: 3 durability
Prism: 6 durability
Imbue Requirements
Imbuing an item requires a competence roll against the threshhold of the finished product. It takes one meal for every 100 shards being used in the imbue process. Failed competence check results in loss of half the shards, and the item being imbued loses one permanent durability. The check is made at the end of the time, and any major distractions like combat cause only the time distracted to be lost. So if you travel three meals a sun, imbue for one and rest for one, and an item takes five meals to complete, it will take you five suns to finish with the item. The item cannot be used in combat during this time or the check will fail automatically.
In addition to the durability loss, there is a shard cost for imbuing the item.
For every durability to be lost, 50 shards of the proper type are consumed in the process times the boost of the finished product. Making a normal dagger into a +3 Bone Dagger requires three seperate imbues. The first costs 150 bone shards, the next 300, and the final 450, for a total of 900 bone shards to imbue this item (in addition to the other requirements).
Skill Required to Imbue
The following thresholds are added together to get a final threshold.
- Boost 1 = threshhold + 1
- Boost 2 = threshhold + 3
- Boost 3 = threshhold + 6
- Boost 4 = threshhold + 10
- Boost 5 = threshhold + 15
- Boost 6 = threshhold + 21
- Boost 7 = threshhold + 28
- Prefix = threshhold + 2
- Weak Suffix = theshhold + 2
- Strong Suffix = threshold + 3
- Prisim = threshold + 6
- Armor = threshold +1
- Weapon = threshold + 6
Imbuing Equipment
To start the process of imbuing an item, you will need an item with a fair amount of durability. How much will largely depend on what boost amount and traits you intend to apply. The first boost must always be 1 and the first attribute must always be a prefix. A prefix adds initial elemental traits to an armor or a weapon. A prefix can never be changed once set.
For an example, let's work with a simple dagger. This dagger was forged by an expert crafter with a skill of 16. This gives the dagger 8 stability and 13 durability. Let's make the prefix bone, making this a +1 Bone Dagger, and reducing its durability by 3, bringing it to 10 durability. An item loses 3 durability when it gets the first prefix and again each time you increase the boost.
At this point we have four choices.
- Raise the boost
- Add a weak suffix
- Add a strong suffix
- Convert to prism
We are going to add a weak suffix to this dagger. Our choices are Decay, Plague, Sepulcher, and Shade. Shade seems like a good choice, so let's go with that. Adding the weak suffix Shade gives us a +1 Bone Dagger of Shade. When it strikes an opponent, they will take an additional 1 point of bone and dark elemental damage. This came at a cost, however, as the durability of our dagger dropped by 1 more, bringing it to 9 durability. An item loses 1 durability when it gets a weak suffix multiplied by the current boost and 1 more each time you increase the enhancement.
At this point we have 3 choices as an item can only have one prefix and one suffix.
- Raise the boost
- Change the weak suffix to a strong suffix
- Convert to prism
We want to change the weak suffix to a strong one. While we didn't have to make it weak to start with, it didn't cost us anything but more time to wait, either. Because we have a weak suffix of Shade, our only choice for a strong suffix is Chill. Adding the strong suffix Chill gives us a +1 Bone Dagger of Chill. We no longer have a weak suffix, as it was replaced. This means if we raise the boost, we don't suffer durability loss from having a weak suffix. Upgrading to Chill added ice elemental damage to our dagger but reduced its durability by 2 more, bringing it to 7 durability. An item loses 3 durability when it gets a strong suffix multiplied by the current boost and 3 more each time you increase the boost. An item only loses 2 durability when it gets upgraded from a weak suffix to a strong suffix multiplied by the current boost.
At this point we have 2 choices as an item can only have one prefix and one suffix.
- Raise the boost
- Convert to prisim
After all this hard work we still are not happy. So we are going to make this dagger awesome! We are going to make it a prism dagger. We could have just gone from making it a +1 Bone Dagger to a +1 Bone Prism Dagger, but we didn't think of that. Not a problem, though; we don't lose anything but time. No extra cost for taking the long road. Converting to prism will add 1 water and shadow elemental damage to our dagger, making it do 1 damage from 5 elements. Upgrading our dagger to prism has a huge toll on the durability, however, reducing it by 3 more, bringing it to 4 durability. It can't take much more of this. On the plus side, it lost the strong suffix, so it won't suffer any more durability loss from that when we raise the boost later. We are going to have an unstoppable dagger! An item loses 6 durability when it gets made prism multiplied by the current boost and 6 more each time you increase the boost. An item only loses 3 durability when it gets upgraded from a strong suffix to prism multiplied by the current boost. An item loses 5 durability when it gets upgraded from a weak suffix to prism multiplied by the current boost.
Now we have only one thing left we could do to this +1 Bone Prism Dagger. Since prism items cannot have a suffix, and we can never change its prefix, we can only improve the item by raising its boost. So we take our powerful dagger that deals 1 bone, shadow, water, ice, and dark elemental damage on each and every hit. We raise it to a +2 Bone Prism Dagger, meaning it will deal 2 bone, shadow, water, ice, and dark elemental damage on each and every hit. This reduced its durability by 3 from the prefix bringing it to 1 durability, cut it close but we will be godly! But then we reduce its durability by 6 more for it being prism, bringing the durability to -5. The item breaks instantly and we lost everything: the item itself, the shards, and the time we spent imbuing it. However, we learned that too many shards in an object will break it. We will plan better next time.
A table of the element combinations that can be imbued into an item will be coming soon.
You may improve the Imbue skill with Perfect Focus.
The page you are viewing was last modified: 26APR2011