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From the Codex of Ultimate Wisdom

Armor Refinement

A folio of the realm

Armor Refinement

Armor Refinements are crafted modifiers applied to non-medable armor to push individual resistance caps higher (a Reinforced refinement) or push the Defense Chance Increase cap higher (a Deflecting refinement). Refinements only adjust the caps — the underlying armor still needs to carry the property values to reach the new ceiling. Introduced in Publish 81; the system was expanded in subsequent publishes with the Refinement Amalgamator and the central Armor Refiner NPCs.

Two restrictions worth knowing up front:

  • Mage-Armor armor is normally non-medable but can be made medable by removing the Mage Armor property at any NPC mage guildmaster for 250,000 gp. The property can later be re-added under the same NPC, provided the armor has fewer than five properties and is not an artifact. The New Haven mage guildmaster will not remove Mage Armor from a blessed item — every other city's mage guildmaster will.
  • Transmogrified armor (Transmogrification Potion -altered) cannot be refined.

How Refinements Work

Each refinement raises one cap and lowers another by one point. The trade is paid in cap headroom, not in current values:

  • Reinforced — raises the chosen individual resist cap by 1; lowers the DCI cap by 1.
  • Deflecting — raises the DCI cap by 1; lowers the chosen individual resist cap by 1.

Re-refining a piece of armor overwrites the previous refinement. The re-applied refinement gump lets you pick which resist (Phys/Fire/Cold/Pois/Enrg) is being adjusted on a Reinforced application. The hard ceilings are documented in the reference section below.

Refinement Components

Refinement components drop in five levels, each producing a different number of cap modifications:

Level Guaranteed Modifications Bonus Chance
Defense 1 0 (no bonus possible)
Protection 1 up to +1 (chance to apply 2)
Hardening 2 up to +1 (chance to apply 3)
Fortification 3 up to +1 (chance to apply 4)
Invulnerability 4 up to +1 (chance to apply 5)

Each component carries a type (Reinforce or Deflect) and a material family (Tailor / Blacksmith / Carpenter), determined by the armor type the refinement is intended for. The full component-to-armor-type map:

Armor Type Reinforce Component Deflect Component Crafter Raw Material
Bone, Hide, Studded Leather, Studded Samurai Cure Wash Tailor Leather Braid
Chainmail, Dragon, Gargish Platemail, Plate, Ringmail, Samurai Plate Scour Polish Blacksmith Malleable Alloy
Gargish Stone, Woodland Varnish Gloss Carpenter Solvent Flask

Where Components Drop

Refinement components are insurable and drop from:

Refinement Amalgamator

Combine lesser-level refinements into greater ones using a Refinement Amalgamator, available from Cleanup Britannia rewards at 10,000 points. The amalgamation ratios:

  • 2 Defense → 1 Protection
  • 3 Protection → 1 Hardening
  • 4 Hardening → 1 Fortification
  • 5 Fortification → 1 Invulnerability

A full Defense → Invulnerability climb requires 120 Defense components (2 × 3 × 4 × 5).

Crafting the Final Refinement

A GM crafter combines a component with 20 of its raw material to produce the usable refinement. The output names by skill family:

Crafter Reinforcing Output Deflecting Output
Tailor Cured Thread Washed Thread
Blacksmith Scoured Plating Polished Plating
Carpenter Varnished Resin Glazed Resin

Examples:

Once crafted the refinement can be used by any character regardless of crafting skill, but only at one of the Armor Refiner NPC locations.

Armor Refiner NPC Locations

Crafter Type Shop City Facet
Blacksmith The Hammer and Anvil Britain Trammel
Blacksmith Warrior's Supplies Cove Felucca
Carpenter Bloody Thumb Woodworks Yew Trammel
Carpenter From Tree to Yew Jhelom (Felucca)
Tailor Adventurer's Clothing Trinsic Trammel
Tailor A Stitch in Time Ocllo Felucca

Double-clicking a refinement at an Armor Refiner NPC opens the application gump; the player picks which resist (or DCI) to modify, the gump rolls the bonus-modification chance based on the refinement level, and the cap shifts accordingly.

Authoritative Mechanics Reference — Caps and Limits

The hard ceilings on resistances and DCI through refinement, transcribed from the Broadsword authoritative reference:

Cap Floor (when reduced) Ceiling (when raised)
Individual resist (Phys/Fire/Cold/Pois/Enrg) 65 75 (80 for Elves on Energy Resist; Elves cap individually higher on certain resists by race)
Defense Chance Increase 25 70

Other authoritative facts:

  • Same raw material is used for both Reinforce and Deflect refinements within an armor family — the divergence happens at the component step, not the raw-material step.
  • Refinements are insurable and survive death.
  • Component vs. final refinement: components are the dropped ingredient; the final refinement is the GM-crafted output that is actually applied to armor at the Armor Refiner NPC.
  • The Mage Armor removal fee (250,000 gp at NPC mage guildmaster) is a separate, parallel system — it is not a refinement, but it gates whether a piece of armor can become medable and therefore usable by mages who want meditation regen on a normally non-medable suit.
  • The gump during application shows the bonus-modification chance percentage for the selected level (e.g., a Defense-level refinement shows 0% chance of a bonus modification; a Protection-level shows roughly the bonus chance for an additional cap shift).

See Also

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