Search:

Latest Publishes

Popular

Tools

New Player Guide

Training room

Pandora Lore

Pandora's Unique Items

Collection Quests

pmwiki edit

edit SideBar

TrainingRoom / BasicImbuing

Introduction

Sometimes it's hard to filter what you can do with an item and where to begin. Especially for new and/or unexperienced players. This guide will help you dealing with complications, setups and other aspects to get the maximum properties without imbuing useless properties you can imbue later on.

In this guide it is assumed that you will level up your items to tier 5, to get the maximum space of rune slots; at the same time the guide will follow you through the different stages (tiers) of your items: What is useful now and what can you do later, when your gear is getting better?

At the moment there is not only a rune slot cap, but also a rating cap. It is possible that later patches will ignore rating caps at all (then your rating is just a fashion statement and has no function in your calculations). We will try to deal with both scenarios.

Imbuing Guide: Imbuing Guide

Crafting Guide: Complete Crafting Guide

Slayer and Slayer Types: Slayer Guide

Stat Caps: Stat and other Caps

General Informations: Mystats: Attributes of your Character

Imbuing Calculator: https://drive.google.com/file/d/0Bz-2bxkyVM2TT213ajRDb1BxSms/view?usp=sharing&resourcekey=0-dqoTmmmUlIZPTqFcf_Fqgw

(Download, start program. Self explainable.)


Training Imbuing

This will show you how to train your Imbuing Skill.

New Players

You get 1 Skill Codex when you create a character that is good for any 3 skills set to 75.0 -- Imbuing should definitely be one of them. But wether you have 75.0 to start or 0.0 (you can get to 30 by visiting the Gargoyle Mystic Vendor in Insula. Click on him, Click Train Imbuing)...

Training Imbuing

1. You need multiple Rune Chisels (You can buy them at vendors in Ter Mur's Royal City) and lots of Rough Stones (they have a chance to drop in loot on all monsters / animals and can also be created from Granite).

2. Double-click the Rune Chisel once you have your Rough Stones and click 'Items' on the left, then on the right click 'Item Unraveling Rune'.

3. In the 'Unraveling Menu' click 'Make Now' at the bottom. Doing this over and over can take you all the way to 100.0, then 120.0 if you have the Imbuing Powerscrolls.


Imbuing Items

Not only make sure that you have all materials you need (check Imbuing Guide), but also enough materials as a reserve: You may have to invert Relic Fragments or Crystals to get the Crystals you need for certain properties you want to imbue.

Preparation

Crystals are sometimes hard to get, so a reserve will prevent you from starting your Imbues and stopping half way through because you ran out of certain materials.

So when you start with your Imbuing begin with the most important properties and also check how many crystals and other needed materials you got for these properties!

Basic Rules for Imbuing

Before you start check where a property can be put on: Not only you should start with the most important item, but also with the item where the property fits and therefore you can save space on other items.
Example:
If you need more Hit Chance Increase, put it on a Quiver first and not on your Talisman, because Regenerations fit on talis but not on quivers.

Also maximize properties, even when you don't need it. It may help you in the future. Maybe you will change gear and don't want to worry about Lower Reagent Cost again?

Your basic rules should be:

Start with the most important property and then move on to the next property.

Imbue the least important properties when you are finished with what you need the most!

Do not waste materials on not important or useless properties, unless you can afford it.

Begin with the most important item and then move on to the next item.

Make wise decisions: Where do i need a property, where can it go and what can I change?

Create space, always create space. Space is everything!

If you can maximize a property - do it, even when you don't have to!


Properties and Items

The following list will show you where you can put which property on. That doesn't mean that it has to go there. This is just a summary of what is possible! We will deal with weapons and shields later.

Clothing

Luck
Lower Reagent Cost
Perception
Evasion
Healing Increase
Faster Etheral Casting
Night Sight
Tier XP Increase

Jewelery

Luck
Lower Mana Cost
Lower Reagent Cost
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Spell Damage Increase
Faster Casting
Faster Cast Recovery
Swing Speed Increase
Defense Chance Increase
Damage Increase
Hit Chance Increase
Critical Hit Chance Increase
Resilience
Faster Ethereal Casting
Tier XP Increase
Enhance Potions
Craft Success Bonus
Night Sight
Combat Threat Increase
Resists

Armor

Luck
Lower Mana Cost
Lower Reagent Cost
Hit Point Increase
Stamina Increase
Mana Increase
Hit Point Regeneration
Stamina Regeneration
Mana Regeneration
Critical Hit Chance Increase
Resilience
Reflect Physical Damage
Faster Etheral Casting
Tier XP Increase
Mage Armor
Night Sight
Combat Threat Increase
Resists

Talisman

Luck
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Spell Damage Increase
Faster Casting
Faster Cast Recovery
Lower Mana Cost
Lower Reagent Cost
Hit Point Increase
Stamina Increase
Mana Increase
Hit Point Regeneration
Stamina Regeneration
Mana Regeneration
Critical Hit Chance Increase
Resilience
Faster Etheral Casting \\ Tier XP Increase
Healing Increase
Hit Chance Increase
Craft Success Bonus
Combat Threat Increase
Damage Increase
Evasion
Perception
Night Sight

Quiver

Luck
Hit Point Increase
Stamina Increate
Mana Increase
Swing Speed Increase
Hit Chance Increase
Critical Hit Chance Increase
Resilience
Healing Increase
Faster Ethereal Casting
Tier XP Increase
Combat Threat Increase Evasion
Perception
Lower Reagent Cost
Damage Increase
Night Sight

Spellbook

Slayer
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Hit Point Increase
Stamina Increase
Mana Increase
Hit Point Regeneration
Stamina Regeneration
Mana Regeneration
Critical Hit Chance Increase
Combat Threat Increase
Faster Casting
Faster Cast Recovery
Lower Mana Cost
Lower Reagent Cost
Spell Damage Increase
Faster Ethereal Casting
Enhance Potions
Luck
Healing Increase
Tier XP Increase


The Importancy of Properties

Not each property is the same important as others might be. There are some bonus properties you can imbue later on, others take no rune slot at all. But there are certain properties you must have and you should imbue first or at least keep them in mind while finishing an item.
The following descriptions are no iron rule that cannot be changed. It is just a recommendation what you can do or should imbue to avoid possible bad surprises (a property won't fit or you change your gear and have to re-imbue because you missed one single property to maximize etc.).

Lower Reagent Cost (LRC) and Lower Mana Cost (LMC)

LRC

As you can see above LRC fits on a lot of different items. This is a fact you can use to your advantage:

LRC does fit on your clothing. So imbue it on every single clothing item you are wearing.
Including a body sash and half apron a human/elf can wear six clothing items. That means your LRC will be on 120 and you are done with it!

You might want to maximize it even more, use it as a placeholder (you can remove it when you need the space, without worrying about LRC later) or make sure you still have enough LRC when you have to remove it from some items or change gear:
So just imbue it also on armor pieces or jewelery, if it fits. You can always remove it later if there are changes.

Imbue it on armor pieces and jewelery AFTER you imbued other more important properties on those items!

Do not waste time and materials imbuing LRC on a Talisman or Quiver, you need rune slots for other properties there!

Also make sure you craft armor pieces with LRC. Maximize them if you have enough materials.

LMC

The same rules apply to LMC:

Do not waste Relic Fragments when you do not have to! Better prefer a piece of jewelery (if it fits after all other imbues!) and an armor piece with high LMC than waste materials to imbue it. Also do not imbue LMC on a Talisman if you don't need it. There are more important properties to imbue on talismans and their slots are very precious.
You can still make sure to maximize LMC (it is vital in PvM and PvP), use it as a placeholder (see LRC) or just make sure you are prepared for changes.
If you are low on LMC and there is no slot or no materials left, try to get a "Totem of the Void" Talisman; it has already LMC on it.

Swing Speed Increase (SSI)

If you are imbuing weapons remove SSI. It only takes space you might need for other properties (Hit Effects for example). Do not imbue SSI on any weapon!
If you get a weapon that has already 40 SSI by crafting, you might consider to keep it as long as you can, because you cannot imbue more than 30 SSI.

So how to maximize your SSI then? It is simple:
Keep one slot on each of your jewels free and use it for SSI. There are 4 pieces of jewelery, that makes 120 SSI (or at least 90 when on 3 pieces or 60 when on 2 pieces) in total.

If there is not enough space on your jewels, imbue SSI on your quiver (also when wearing a gorget instead of a necklace!).

Hit Chance Increase (HCI) and Defense Chance Increase (DCI)

HCI and DCI are vital in any combat situation. Make absolutely sure that both are maximized as soon as possible!

Four pieces of jewelery will give you 60 of each. To reach the cap 15 of each are missing now:

If possible imbue HCI also on your quiver. Prefer it to your talisman, because there you might need the space for other properties. If there is enough space, just imbue it as you like.

DCI cannot be imbued on any other items than jewelery and weapons and shields. To maximize it you might use Glasses with DCI (such as "Folded Steal Reading Glasses") or artifacts (such as "Spirit of the Totem"). This also goes for HCI.
The Royal Zoo Armor pieces also come with DCI, so does the "Slither" talisman.
There are other artifacts (both human and gargoyle versions) who can give you DCI and/or HCI and that are imbuable!

HCI and DCI are the first properties you have to imbue on jewel pieces!

Critical Hit Chance Increase (Crit) and Resilience (Res)

It takes a lot of slots to maximize Crit and Res. Put them both first on armor pieces and save space on other items as quivers and talismans.

The next place for both properties are your jewel pieces. If you still need Crit and Res, move to your quiver, before you begin with the talisman.

Make sure that there is enough space left on jewelery for increases and other properties, before you apply Crit and Res. Split both properties up between jewelery and armor pieces before you apply them on quiver and talisman!

Once starting with Crit and Res, do not stop. It is a waste of time and materials running around with not maxed out Crit or Res.

Damage Increase (DI)

The total cap of DI is 300%. The total cap of DI from items is 100%.

Use one slot on each jewel piece for DI. Then you are done with it. If it does not fit on one piece, try to get "Stormgrips" (Treasures of Tokuno, Greater ToT, gloves). They come with 25%.
Only if this does not work in any way: Put it on quiver or talisman. (Do not put it on those items if you don't have to!)

Do not put it on weapons. Only if there is enough space and you can afford it. Most weapons already come with DI. If you remove it you will still have 20% DI on the weapons but no slot will be taken!

Spell Damage Increase (SDI)

(Note: After the coming patch the cap of SDI will change to 50% in PvP.)

Make absolutely sure you have one slot free on each jewel piece for SDI. Use it!

You can also imbue SDI on your Talisman, but only if there is a slot left. There are other properties for talismans and they are more important for now, especially when you are just starting with your gear. With more tiers you can imbue SDI also later on the talisman.

There are also artifacts that will come with SDI (such as "Crystalline Ring").

Strength, Dexterity, Intelligence Increase (Str, Dex, Int)

It is absolutely vital and necessary to imbue these increases on every piece of your jewelery. Never ever forget that, always do that!

Besides HCI and DCI these are the most important aspects of jewelery!

The next and only piece where Str, Dex and Int will fit is your talisman. Use this space, apply whenever possible! If you have to decide between the three (because you need the slots for other properties at the moment), prefer Dex, then Str and in the end Int (you get enough mana from other properties and items).

Always maximize these increases, whenever possible.

Prefer this order: Dex comes first, then Str, then Int! You can increase mana easily!

Hit Point Increase (HPI), Mana Increase (MPI), Stamina Increase (SPI)

Imbue all three properties on every piece of armor. Maximize whenever possible.
Keep in mind that you also need regenerations (see below) on your armor.

If the increases are messing (slots) with your regenerations:
You can put all three increases also on your quiver and your talisman. Use these slots!

The higher the maximum increases, the better. There is no total cap!

If you have to decide between the three, keep the following basic rules in mind (with rule 1 being the most important!):

1. The more HP you have the longer it will take until you die.

2. The more SP you have the faster you will swing because high stamina = high speed (also bandage speed, see 1!).

3. The more MP you have the more you can cast, but you can always rely on a high mana regeneration.

4. If you cannot maximize them all, prefer HP, then SP, then MP. Or make them all even and/or average!

Hit Point Regeneration (HPR), Mana Regeneration (MR), Stamina Regeneration (SR)

Imbue all three properties on every piece of armor. Maximize whenever possible.
Keep in mind that you also need increases (see above) on your armor.

Always try to keep enough space for necessary regenerations on your talisman!

If you have to decide between the three, follow these basic rules (with rule 1 being the most important!):

1. A high mana regeneration will compensate you when you're low on total mana.

2. A high hit point regeneration will support your healing.

3. A low stamina regeneration can be compensated with "Divine Fury" (Chivalry spell)!

Put it ALWAYS on armor first before you put it on your talisman!

Resists

Always make sure that your total resists are on maximum!

When crafting the armor pieces you are going to imbue, take those with already high resists.

Maximize and imbue resists after you've imbued ALL OTHER PROPERTIES on your armor pieces!

If you are still missing resists or want to go over the cap you can use free slots on jewelery. Do not imbue resists if you still need slots for other properties that are more important!

Do NOT imbue resists on weapons! (If you are using a shield you can try to imbue resists on it.)

Craft Success Bonus (CSB)

Do not waste slots on your main character if you still need other properties on your items.

Set up a second character - if necessary - for crafting and imbuing and use items with CSB or imbue a second set of talisman and jewelery for your main character!

Tier XP Increase

Tier XP Increase won't use any space on your items. Put it on all items!

Heal Increase (HeI)

When you start with this property, finish it, maximize it.

Start imbuing HeI on your clothing, move on to your quiver and in the end put it on the talisman, if necessary.

Imbue it when you have finished other properties, such as increases and regenerations.

Evasion and Perception

These are very useful properties but others (see above) are more useful.

Start imbuing these properties when you are finished with everything else. Maximize it when it's possible. You can take your time with it. Imbue them after you get more tiers.

Start with clothing!

Faster Casting (FC) and Faster Cast Recovery (FCR)

Make ALWAYS sure that FC and FCR are on maximum!

Use jewel pieces where both or at least one are already applied (loot, buy from other players, craft) to save materials.

Do not waste space on other items than jewelery!

Only if necessary and not avoidable put these properties on a talisman.

You can craft jewel pieces with FC and/or FCR over the normal cap to save space on other pieces.
Examples: Brilliant Amber Bracelet, Blue Diamond Ring

The Venom Bracelet (Medusa and Poseidon loot) comes with FC2 for example.

Reflect Physical Damage (RPD)

Put RPD on your armor pieces after the regenerations, increases, res and crit have been imbued.

Also check for LRC and LMC before you start. If both are on maximum you can imbue RPD. Do not waste space anywhere else, except for shields.

Combat Threat Increase (CTI)

(Note: After the coming patch this will work in both directions: -CTI or +CTI.)

Imbue this property as one of the last. Do not waste materials too early.

Note that your pet will have the SAME CTI you will have.

Also keep in mind:

Do you want to be a target for every monster?
Do you want to be left alone and let the monsters target someone else?
Do you need this property and do you prefer it above other properties?

Faster Ethereal Casting (FEC)

Always try not to waste materials.

Imbue FEC as one of the last properties because others are more important and FEC does cost tons of materials and needs 10 slots to work properly.

Imbue it when everything is done and you prefer it above CTI, Perception and Evasion.

Do not waste space on talismans, prefer clothing above everything else.

Luck, Night Sight, Mage Armor and other properties

These are properties that do not take any slot and do not cost anything besides materials.

You can imbue them after finishing everything else.

Do not waste materials before you have imbued all properties taking slots!


Imbuing Weapons

Imbuing weapons is a lot different than imbuing other pieces. They use other materials and another set of properties. The follwing descriptions will provide you with useful and necessary informations. These are no rules (even when called so) but recommendations or examples how to work effectively.

General Rules

1. Do not apply resists on weapons!

2. Do not apply useless effects on any weapon!

3. Start with the most important effects for your use of the weapon!

4. Do not imbue area effects on a weapon that is not a champ weapon.

5. If you imbue area effects on a weapon that is not a champ weapon, be exactly sure that you want to be attacked by more than one creature.

6. Imbue area effects only on a weapon that is not a champ weapon if you are about to level up this weapon (see below).

7. Do not apply SSI on a weapon if you do not need it and it would take space for more important properties!

8. Do not apply FC on a weapon.

9. Do not apply Balanced on a weapon where it is not necessary (such as Soul Glaives for example).

10. Do not apply Hit Dispel on a weapon if you need the space for more important effects.

11. Do not apply a Slayer on a weapon you do only use in PvP (except for Undead Slayer, see Slayer Guide).

12. Only apply HCI and/or DCI on a weapon if you have enough slots and space free. If you have the space, do it!

Ranged Weapons

Weapon of Choice

Before you imbue a ranged weapon you have to decide its purpose:

Will it be for PvP?
Will it be for PvM?
Will it be for both aspects of the game?

When it comes to PvP you will prefer a Composite Bow and a Crossbow. Also you might think about a regular bow (has Paralyzing Blow). In PvM the Composite Bow is the most useful weapon.
A Gargoyle will prefer a Soul Glaive as his main weapon in PvM and PvP. Also the Cyclone may be a weapon of choice to dismount the target.

In any case the way you imbue your weapon will be the same. Note that the gargoyle weapons do not need "Balanced".

Imbuing the Ranged Weapon (Assuming "Balanced" is needed!)

There is of course a Rune Slot cap.

Imbue the following effects on your ranged weapon while getting more tier levels (and therefore more slots and maximum rating). With the first effect being the most important and so on:

Balanced (if chugging potions)
Velocity
Hit Magic Arrow
Spell Channeling
Hit Life Leech
Hit Mana Leech
Hit Fireball
Hit Lightning
Hit Lower Attack
Hit Lower Defense
Hit Stamina Leech
Hit Harm

If your weapon is for PvP and you want to add Undead Slayer (see Slayer Guide) put it on after adding some basic damage dealing effects such as Lightning and/or Fireball.

If your weapon is for PvM and you want to add a Double Slayer (the second Slayer won't cost anything except materials) start the weapon with adding both Slayers in a row!

Melee Weapons

Weapon of Choice

Before you imbue a melee weapon you have to decide its purpose:

Will it be for PvP?
Will it be for PvM?
Will it be for both aspects of the game?

When it comes to PvP you can decide between a lot of weapons, especially as elf or human. In PvM the Hammerpick is the most useful weapon for single targets.
A Gargoyle will prefer a Soul Glaive as his main weapon in PvM and PvP. Also the Cyclone may be a weapon of choice to dismount the target (see above, imbuing Ranged Weapons!)

In PvP for humans and elves there are a lot of different weapons to fight with. You may see an advantage in the hammerpick or maybe executioner's axe. Some people like to disarm and use ornate axes or war forks. To paralyze you might want to use a bone harvester. Maybe you want to use a war axe or other exotics. The choice depends on the abilities you want to use and combine.
Also you might want to decide to use Bushido or a shield, prefer a one handed above a two handed weapon. The choice is yours!

When it comes to imbuing it all works the same.

Imbuing the Melee Weapon

Of course there is a Rune Slot Cap.

Imbue the following effects on your weapon while getting more tier levels (and therefore more slots and maximum rating). With the first effect being the most important and so on:

Spell Channeling
Hit Lightning
Hit Life Leech
Hit Mana Leech
Hit Harm
Hit Fireball
Hit Lower Attack
Hit Lower Defense
Hit Stamina Leech
Hit Magic Arrow

If your weapon is for PvP and you want to add Undead Slayer (see Slayer Guide) put it on after adding some basic damage dealing effects such as Lightning and/or Fireball or Harm.

If your weapon is for PvM and you want to add a Double Slayer (the second Slayer won't cost anything except materials) start the weapon with adding both Slayers in a row!

Imbuing Champ Weapons

A Champ Weapon is a weapon that has the Whirlwind Effect to hit multiple targets and kill a spawn. Do not attack single monsters if you do not have to!

There are also Magical Shortbows you can use in Spawns. The same rules apply, but also keep in mind it's a Ranged Weapon (see there).

Weapons with Whirlwind Attack that should be prefered are:
Radiant Scimitar (you can use a shield, damage is low), Double Axe (high damage), War Hammer (high damage), Helberd (high damage) and Large Battle Axe (high damage)

The key for Whirlwind Attack weapons to work effectively are the Hit Area Effects. If you use Whirlwind Attack the damage is dealed on multiple monsters.
You don't need to imbue all area effects at once, because also leech effects will keep you alive in a spawn.

While getting more tier levels you can imbue more (area) effects on your weapon, so the following list will show you one of a few possible setups for your champ weapon:

Hit Fire Area
Hit Poison Area
Hit Cold Area
Hit Life Leech
Hit Mana Leech
Spell Channeling
Hit Lightning
Hit Energy Area
Hit Physical Area
Hit Harm
Hit Fireball
Hit Stamina Leech
Hit Lower Attack or Hit Lower Defense

If you want to add Slayers prefer a Double Slayer (see Slayer Guide). Add both slayers at once before you start imbuing the other properties!

Tiering your weapons

It is easier to level up a weapon when every other piece of your gear is on Tier 5. All earned XP will move to the weapon then!

A Champ Weapon is easy to level in a spawn.

Other weapons:

You can imbue Hit Area Effects on free slots to deal damage in spawns and gain XP. You can remove these effects later.

Also you can use Wither, Holy Light, Thunderstorm and Wildfire in spawns to level your weapon.


Imbuing Shields

If you are using a shield you will imbue it sooner or later. The advantage of a shield is: You can put and use resists, RPD and other properties to save space on the rest of your gear.

Imbue as follows:

Reflect Physical Damage, Defense Chance Increase, Faster Casting and all other working properties that would fit to compensate low space on the rest of your items!


Imbuing Spellbooks

Especially when maximizing your SDI to smash monsters into nirvana a well imbued spellbook is a weapon of choice. Also it could compensate low space on other items.

Keep in mind that a spellbook must be equipped to get the benefits of all (imbued) properties.

You might want to use "Tome of Lost Knowledge" (Treasures of Tokuno, a greater ToT, a book) or a craftable Scrapper's Compendium. Add Slayers if you want to fight special monster types with your spellcasting.

The following is just an idea what to imbue in a spellbook with Tier 5 if you want to use it as one of your primary "weapons":

Spell Damage Increase
Mana Increase
Mana Regeneration
Intelligence Increase
Faster Casting (if necessary)
Faster Cast Recovery (if necessary)
Slayers and other additional properties


Finally this should be a little help to start your Imbuing without useless confusion. It can help you to avoid mistakes and bad decisions.

GOOD LUCK!



by Tys


Page last modified on March 20, 2022, at 03:25 PM