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Ultima Online Imbuing - weights, the five-property limit, and every imbuable intensity

For official shards · Magic skill · Int/Str · goes to 120 with a Power Scroll · every figure sourced

uo.com: “Imbuing is a skill that allows player characters to add resists and/or magic properties to loot or crafted items in a controlled, though limited way.” The words doing the work are controlled and limited. Every other route to a magic item — loot, runic reforging, artifacts — gives you what it feels like giving you. Imbuing lets you name the property and the number, then charges you for it against a budget.

Three things sit under the skill: unravelling magic loot into resources, imbuing those resources onto an item, and — with Carpentry — building the soulforge it happens at. This page is mostly about the budget, because the budget decides whether the suit in your head can exist.

The soulforge, and how you open the menu

Imbuing has no tool. You stand at a soulforge and open the gump through the skill list — in the Classic Client a macro of use skill > imbuing, in the Enhanced Client the skill icon dragged to a hotbar. uo.com spells this out because it is what new imbuers get stuck on.

Which forge you stand at changes your success chance:

SoulforgeWhat is published
Player-craftedMade by carpenters who also have Imbuing skill, placed in a house. The baseline.
Royal City public forgeCentre of town; grants a success bonus, a slight one [!].
Queen’s SoulforgeIn the Royal Palace. Requires 10,000 loyalty points toward the Gargoyle Queen; the largest bonus of the three.
Small soulforgeRare drop from Osiredon the Scalis Enforcer.
Mini-soulforgeFrom the Primeval Lich champion spawn. Decorative only — it does not work.

Unravelling - the resource engine, and the one threshold that matters

Unravelling turns a magic item into imbuing resources based on its total property intensity, and it is also, by uo.com’s own account, the best way to train the skill.

Total intensityResource producedImbuing needed
Below 199Magical ResidueNone
200 to 449Enchanted Essence45.1
450 and aboveRelic Fragment90.1

[!] The Enchanted Essence threshold is not quite settled. uo.com prints 45.1, the documented figure; there is also an unpublished figure of 45+ [!]. A tenth of a point, and it only matters if you are sitting at exactly 45.0 wondering why you keep getting residue.

Unravelling destroys the item — uo.com’s words. You can target one item or a whole container, which is how a night’s farming gets processed. Items that cannot be recycled, or that are made of special material, cannot be unravelled [!].

90.1 is the number to clear. Below it no amount of good loot yields Relic Fragments, and relics are what high-intensity imbues are bought with.

The weights system - the budget every suit is built against

This is the mechanic. Every imbuable property carries a property weight multiplier, and the weight an instance of it consumes is published as:

( current intensity ÷ maximum intensity ) × property weight × 100, rounded

A worked example [!] shows the arithmetic in full, and it is the shape of every decision you will make at a forge:

PropertyValueMax usedWeight × 100Weight consumed
Hit Chance Increase1315130(13 ÷ 15) × 130 = 112.666 → 112
Lower Mana Cost78110(7 ÷ 8) × 110 = 96.25 → 96
Damage Increase2025100(20 ÷ 25) × 100 = 80
Fire Resist1115100(11 ÷ 15) × 100 = 73.333 → 73
Total361

Two lessons fall out. Cost is proportional to how close to maximum you push a property, not to its absolute value — 13 of 15 Hit Chance Increase costs far more than 13 of 50 Damage Increase. And weight varies by property: Skill Bonus, Faster Casting and Use Best Weapon Skill are the expensive ones at 1.4; resists, Luck and Damage Increase are cheap at 1.0.

[!] Damage Increase’s imbuable maximum is not settled. uo.com’s Magic Item Properties table gives 1–50. The worked example above divides by a maximum of 25 [!]. That is not rounding — it halves or doubles the weight any given Damage Increase costs. uo.com’s table is the current listing and the example may predate a change, but uo.com does not say so. Both are recorded.

The total weight you get to spend

Every item type has a maximum total imbuing weight. This is the number you plan a piece around:

Item typeMaximum total weight
Non-exceptional and looted items (excluding jewellery, bows, two-handed weapons)450
Exceptional armour500
One-handed weapon500
Jewellery500
Non-exceptional bow500
Exceptional bow550
Non-exceptional two-handed melee weapon550
Exceptional two-handed melee weapon600

Exceptional crafted gear is worth 50 to 150 more weight than looted gear — a whole extra property, or the difference between a capped resist and a nearly-capped one. That is the real link between Blacksmithy, Tailoring, Bowcraft & Fletching, Tinkering and this skill: they raise the ceiling of what can be imbued.

Three more limits, none published by uo.com: a maximum property intensity limit of 500% [!]; an item can be imbued up to 20 [!] times before gains diminish; and items marked (Imbued) cannot be affected by Powder of Fortification [!] — imbuing a piece permanently forfeits restoring its durability.

Five properties, and the groups that overwrite each other

“An imbued item may have up to 5 properties in total.” A hard limit independent of weight: a piece can be well under its weight cap and still be full.

Some property types cannot be duplicated, and adding a second overwrites the first rather than failing. On weapons that means Slayer properties, hit spell effects and hit area effects — one of each at most. On jewellery, skills are divided into five groups, and “trying to add two skills from the same group will result in the second skill overwriting the first”:

GroupSkills
1Magery, Musicianship, Swords, Macing, Fencing
2Wrestling, Provocation, Tactics, Spirit Speak, Animal Taming
3Meditation, Discordance, Parrying, Focus, Animal Lore, Stealth
4Mysticism, Bushido, Necromancy, Veterinary, Stealing, Evaluate Intelligence, Anatomy
5Resist Spells, Peacemaking, Healing, Chivalry, Archery, Ninjitsu, Throwing

Read Group 4 from a mage’s seat: Mysticism, Necromancy, Evaluate Intelligence and Anatomy share a group, so a mage cannot put Eval Int and Anatomy on the same piece for defensive wrestling. Skill Bonus imbues at +1 to +15 at weight 1.4, the most expensive weight in the table, though loot can carry up to +20.

Every imbuable property, with its range and its weight

From uo.com’s Magic Item Properties table. The column below is the imbuable range specifically — runic reforging and loot generation have their own, wider ranges on the same table.

PropertyImbuable rangeWeight
Damage Increase1–50 [!] see the note above1.0
Defense Chance Increase1–151.1
Dexterity Bonus1–81.1
Enhance Potions5–251.0
Faster Cast Recovery1–31.2
Faster Casting11.4
Hit Area Damage2–501.0
Hit Chance Increase1–151.3
Hit Dispel2–501.0
Hit Fireball2–501.4
Hit Harm2–501.1
Hit Life Leech2–931.1
Hit Lightning2–501.4
Hit Lower Attack2–501.1
Hit Lower Defense2–501.3
Hit Magic Arrow2–501.2
Hit Mana Leech2–931.1
Hit Point Increase1–51.1
Hit Point Regeneration1–21.0
Hit Stamina Leech2–931.0
Intelligence Bonus1–81.1
Lower Mana Cost1–81.1
Lower Reagent Cost1–201.0
Lower Requirements10–1001.0
Luck1–1001.0
Mage Weapon−29 to −201.0
Mana Increase1–81.1
Mana Regeneration1–21.0
Night SightN/A1.0
Reflect Physical Damage1–151.0
Resist — Physical, Fire, Cold, Poison, Energy1–15 each1.0
Skill Bonus1–151.4
SlayerN/A1.1, and uo.com’s table also shows 1.3 for a second slayer tier
Spell ChannelingN/A1.0
Spell Damage Increase1–121.0
Stamina Increase1–81.0
Stamina Regeneration1–31.0
Strength Bonus1–81.1
Swing Speed Increase5–301.1
Use Best Weapon SkillN/A1.4
Velocity2–501.3

The three things a soulforge will never give you

uo.com’s table marks three properties “No” in the Imbue Weight column, and the first shapes an entire class of character:

A long further set comes only from runic reforging or loot — Antique, Balanced, Bane, Battle Lust, Blood Drinker, Bone Breaker, Brittle, Chaos Damage, Cursed, Damage Eater and more. That is the honest boundary of the skill: Imbuing builds a competent suit reliably and cannot build a best-in-slot one.

Resources, failure, and what it costs you

Three ingredient types feed an imbue. Type one is the unravelled resources. Type two is small gemstones, from NPC jewellers or loot. Type three is special ingredients, “only needed to imbue properties at greater than 90% intensity”.

On failure the item survives. uo.com: “Failure will cause the loss of some of your type one and type two resources. Type three resources, the special ingredients, are not lost on failure.” You try again once the resources are replaced — which is why pushing an imbue to a marginal success chance is a resource decision, not a gamble with the piece.

[!] How much of the type one and type two resources is lost is not published — uo.com says only “some” — and [!] nor is how much any given imbue consumes in the first place.

Type three ingredients map to properties on uo.com’s Imbuing Ingredients table: Seed of Renewal for the regenerations, Boura Pelt for all resists, Chaga Mushroom for Luck, Essence of Achievement for Faster Casting, Essence of Diligence for Faster Cast Recovery, Essence of Order for Lower Mana Cost, Void Orb for the three leeches, Essence of Control for Swing Speed Increase, Crystalline Blackrock for jewellery Skill Bonus, and eight separate creature parts for the slayers.

Success chance - one measured test case, and no formula

The gump shows the success percentage before you commit, with the weight, the resource cost and a description. What it does not show is why. uo.com states only that “the more properties, and higher intensities you try to squeeze into a piece the more difficult it becomes and the lower your percentage success chance”, and publishes one measured case — adding 20% Lower Reagent Cost to a ring that already had two properties:

SoulforgeHumanGargoyle
Player’s Soulforge73.5%80.8%
Royal City Soulforge75.1%82.6%
Queen’s Soulforge78.5%86.3%

[!] Those six numbers are one test case for one imbue, not a general table. They are the only published success figures anywhere and must not be read as the gargoyle bonus or a forge bonus in general. [!] No success-chance formula is published at all.

[!] Nor is the maximum intensity achievable at a given Imbuing skill. uo.com quotes no Imbuing figure other than 45.1 and 90.1, and does not give these thresholds. Any skill-to-intensity table is unpublished. Gargoyles get an enhanced success bonus at 100+ [!] Imbuing.

Imbuing as a second job - the mystic's damage skill

Imbuing is not purely a crafting skill on a caster. uo.com’s Mysticism page makes it one of two permitted support skills alongside Focus: “when damage spells are cast, if both skills are present, the effectiveness will be determined by whichever of these two skills is the higher.” Imbuing also scales Stone Form’s resist and maximum-resist bonus.

So an artificer with high Imbuing has a Mysticism damage skill for free — and the reverse is not true, since uo.com notes “there is no bonus to an artificer in having mysticism unless you plan use it for combat”.

The choice is not cosmetic. Focus adds a second casting school to the template and forfeits the 30% single-school Spell Damage Increase cap; Imbuing keeps the school count down and hands you a craft. Focus gives regeneration armour cannot block. Those are the two options and they pull opposite ways.

In PvP - how a suit actually gets built

Imbuing has no combat ability of its own. Its whole PvP relevance runs through gear — which is enough to make it one of the most consequential skills in the game.

In PvM

Caps - and the only Power Scrolls that come from a quest

Imbuing has Power Scrolls to 105 / 110 / 115 / 120 against the 720 total cap, non-cumulative. But it is one of only two skills whose scrolls do not come from champion spawns — uo.com lists Imbuing with Fishing under quest acquisition. The quests are given by gargoyle NPCs in Royal City:

NPCQuestCostReward
BeninortSecrets of the Soulforge50 Magical Residue105 or 110 power scroll
AurvidlemKnowledge of the Soulforge50 Enchanted Essence115 power scroll, rarely a runic hammer or chisel instead
AnsikartMastery of the Soulforge50 Relic Fragments120 power scroll

A different economy from every other skill on the list: no Felucca, no spawn, no competing for a drop. You farm your own scroll out of loot you were unravelling anyway. Primary stat Intelligence, secondary Strength. The item-level caps matter more day to day: 5 properties per item, and 450 to 600 total weight by type.

Training, and no mastery

uo.com is unambiguous: “Unravelling is by far the easiest, and least costly method of gaining skill.” High-level treasure chests yield multiple relic fragments. The properties it names for training imbues are hit dispel, reflect physical damage, luck and lower reagent cost — all cheap-weight, all low-ingredient.

RangeUnpublished method [!]
0–40Buy training from NPCs
40–50Leather Caps with Reflect Physical Damage at 8–11% [!]
50–70Butcher Knives or Daggers with Hit Dispel
70–120Heavy Platemail Jingasas with Reflect Physical Damage

Aim for roughly a 50% [!] success rate while training. Imbuing does not appear in uo.com’s Accelerated Gains quest table, so there is no New Haven shortcut. And Imbuing has no Skill Mastery — it is not among uo.com’s nineteen.

What is not published

Searched for on uo.com, and absent:

Where these come from

uo.com Imbuing · uo.com Magic Item Properties · uo.com Imbuing Ingredients Table · uo.com Mysticism · uo.com Magery, Evaluate Intelligence and Meditation · uo.com Scrolls of Power · uo.com Skills, Stats & Attributes · uo.com Skill Masteries · uo.com Accelerated Gains for New Characters. Everything here is from uo.com or the game itself; anything uo.com does not publish is marked [!] as unpublished where it appears.

Every skill in the game

This is one of fifty-eight. The full skill list has all of them — what each does, its stats, where it caps, and which skills it works with.

The other 11 magic skills:
Bushido · Chivalry · Evaluating Intelligence · Magery · Meditation · Mysticism · Necromancy · Ninjitsu · Resisting Spells · Spellweaving · Spirit Speak

The spell books

Magery · Necromancy · Chivalry · Bushido · Ninjitsu · Spellweaving · Mysticism

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