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The <b>Refinement System</b> is an upgrade system where [[Artifact|artifacts]], [[Equipment|armor]], and [[Equipment|weapons]] can be improved through the use of special materials.
The Refinement System upgrades [[Artifact|artifacts]], [[Equipment|armor]], and [[Equipment|weapons]] through the use of special materials. Refinement serves as the primary method of pushing gear beyond base stats, providing higher attack, defense, and artifact-specific bonuses.


==How To Upgrade==
== How To Refine Items ==


Upgrading [[Equipment|equipment]] and [[Artifact|artifacts]] can be done at the [[NPC|Blacksmith]] in Nevaris.
Refinement is performed at the [[NPC|Blacksmith]] in Nevaris.


Each type of upgrade requires a specific material:
Each item type requires a specific refinement material:


* Weapons require [[Item|Vulkanite]].
* <b>Weapons</b> → [[Item|Vulkanite]]
* Armor require [[Item|Gravion]].
* <b>Armor</b> → [[Item|Gravion]]
* Artifacts require [[Item|Lunaris]].
* <b>Artifacts</b> → [[Item|Lunaris]]


In addition to a material cost, there is also a [[Gold]] cost that will increase as the item's level increases.
All refinement attempts also consume [[Gold]], with the cost scaling upward at each refinement level.


==Benefits==
==Benefits==


Upgrading an item increases it's refinement level. For each level an item gains it will gain various benefits, depending on the type of item.
Refinement increases an item’s level, granting additional stats or bonuses depending on item type:


* All items with <b>X per Refine</b> gain the corresponding benefit per refinement level of the item.
* All items with X per Refine gain the listed benefit at each refinement level.
* [[Equipment|Armor]] gains additional [[Character|Defense]] and [[Character|Magic Defense]].
* [[Equipment|Armor]] receives additional [[Attributes#Defence_(DEF)_/_Flat_Defence|Defence]] and [[Attributes#Magic_Defence_(MDEF)_/_Flat_Magic_Defence|Magic Defence]].
* [[Equipment|Weapons]] gain additional [[Character|Attack]] and [[Character|Magical Attack]].
* [[Equipment|Weapons]] receive additional [[Attributes#Attack_(ATK)_/_Offhand_Attack|Attack]] and [[Attributes#Magic_Attack_(MATK)|Magic Attack]].
* [[Artifact|Artifacts]] have an innate <b>Refine</b> bonus per Refine level.
* [[Artifact|Artifacts]] unlock their innate Refine Bonus each level.
* Certain [[Card|Cards]] also scale with refinement.


Note that while the refinement level does improve an item's basic qualities it does not affect the following:
<b>Note</b>: Refinement does not improve randomly rolled stats, primary attributes, or most [[Card System|Card]] bonuses. [[Equipment|Utility gear]] also receives no benefit from refinement.


* All randomly rolled stats do not gain any additional levels of improvement, including the main [[Character|Primary Stat]] of the item.
==Refinement Progression==
* Benefits that [[Card System|Cards]] provide, with a few exceptions.


==Refinement Levels==
Items receive a numerical update to their name as they are refined, indicating the current refinement level.


Whenever an item is refined it will receive an numerical update to it's name, signifying that the item has a certain refinement level:
* +1 Novice Boots
* +10 Stormpiercer


All items start at refinement level +0 and can be improved up to +10.


==Costs and Failure Risks==


All items start at zero when obtained, and can gain a total of nine refinement levels.
Refinement consumes both materials and [[Gold]], with requirements increasing at higher levels. Each refinement attempt after the first also carries a risk of failure, which may downgrade the item's refinement level by one.  


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* Material costs vary depending on item type and refinement rank. Higher-quality materials remove the risk of downgrade but do not affect success rates. 
* Gold costs increase progressively with each refinement level. 
* All items start at +0. Except at +0, refinement attempts can fail, lowering the refinement level by one if unsuccessful. 
 
Safe upgrades consume higher-quality materials to prevent downgrades: 
* <b>Weapons</b> → [[Item|Vulkanite Chunk]] or [[Item|Vulkanite Crystal]] 
* <b>Armor</b> → [[Item|Gravion Chunk]] or [[Item|Gravion Crystal]] 
* <b>Artifacts</b> → [[Item|Lunaris Chunk]] or [[Item|Lunaris Crystal]]
 
However, the upgrade to +10 requires a Crystal as the base material, and with no safety material to protect the upgrade.
 
==Early Refinement Levels==
 
The first levels of refinement are intended to be completed once the necessary materials are obtained. Three types of materials are required at this stage:
 
* Weapon refinement requires [[Item|Vulkanite Shard]].
* Armor refinement requires [[Item|Gravion Shard]].
* Artifact refinement requires [[Item|Lunaris Shard]].
 
These materials can be purchased from the [[NPC|Materials Vendor]] for 1,000 [[Gold]] per item. Gold costs for early refinement levels are lower than higher levels, and the consequences of failed attempts are minimal.
 
Safe upgrades consume higher-quality materials to prevent downgrades:
 
* <b>Weapons</b> → [[Item|Vulkanite Chunk]]
* <b>Armor</b> → [[Item|Gravion Chunk]]
* <b>Artifacts</b> → [[Item|Lunaris Chunk]]
 
Using a higher-level material consumes only that material and not the lower-level version.
 
{| class="infobox custom-table"
|-
! colspan="3" |
'''Refinement +1 to +6'''
|-
! Refinement
! Gold
! Success %
|-
| +1
| 0
| 100%
|-
| +2
| 500
| 90%
|-
| +3
| 1,000
| 80%
|-
| +4
| 2,000
| 70%
|-
| +5
| 5,000
| 60%
|-
| +6
| 10,000
| 50%
|}
 
==Advanced Refinement Levels==
 
The final stages of refinement are more costly and carry higher failure risks. Three types of materials are used for standard refinement at this level: 
 
* Weapon refinement requires [[Item|Vulkanite Chunk]]. 
* Armor refinement requires [[Item|Gravion Chunk]]. 
* Artifact refinement requires [[Item|Lunaris Chunk]]. 
 
These materials can be purchased from the [[NPC|Materials Vendor]] for 15,000 [[Gold]] per item. 
 
Safe refinement requires the highest-quality materials, known as Crystals, which are rare drops from high-level monsters. The Boss Monster [[Boss Monsters|Death Mage]] guarantees a Crystal drop. 
 
* Safe weapon refinement requires [[Item|Vulkanite Crystal]]. 
* Safe armor refinement requires [[Item|Gravion Crystal]]. 
* Safe artifact refinement requires [[Item|Lunaris Crystal]]. 
 
Attempting refinement without Crystals carries a higher chance of failure and potential downgrade. 
 
For the jump from +9 to +10, it requires a crystal as the base material, and with no safety material and the lowest chance of success it may require multiple Crystals to ensure the upgrade.
 
{| class="infobox custom-table"
|-
! colspan="3" |
'''Refinement +7 to +9'''
|-
! Refinement
! Gold
! Success %
|-
| +7
| 20,000
| 40%
|-
| +8
| 50,000
| 30%
|-
| +9
| 70,000
| 20%
|-
| +10
| 100,000
| 10%
|}
 
==Refinement Tips and Strategies==
 
Refinement enhances the power and survivability of characters by improving weapons, armor, and artifacts. Proper prioritization can maximize efficiency and performance. 
 
* <b>Weapons</b> – It is recommended to refine weapons as early as possible. Each refinement level increases [[Attributes#Attack_(ATK)_/_Offhand_Attack|Attack]] and [[Attributes#Magic_Attack_(MATK)|Magic Attack]], providing immediate improvements in combat effectiveness. 
* <b>Armor</b> – Refining armor improves [[Attributes#Defence_(DEF)_/_Flat_Defence|Defence]] and [[Attributes#Magic_Defence_(MDEF)_/_Flat_Magic_Defence|Magic Defence]], increasing survivability against enemies. 
* <b>Artifacts</b> – Artifacts provide unique refinement bonuses at each level. For example, the Pioneer Artifact Set grants an additional +0.25% experience gain per refinement level, up to 2.25% per piece. With four pieces in a set, these bonuses stack, further enhancing their effect. 
 
Weapons should be the highest priority for refinement, then artifacts, and finally armor. This ensures characters maintain both offensive and defensive advantages throughout progression.
 
==Refinement Progression Table==
{| class="infobox custom-table"
|-
! colspan="5" |
'''Refinement +1 to +10'''
|-
! style="border-right:1px solid #555;" | Level
! style="border-right:1px solid #555;" | Base Material
! style="border-right:1px solid #555;" | Gold
! style="border-right:1px solid #555;" | Success %
! Safe Material
 
|- class="middle-header"
! colspan="5" | '''+1 to +6'''
|-
| style="border-right:1px solid #555;" | +1
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 0
| style="border-right:1px solid #555;" | 100%
| Chunk
|-
| style="border-right:1px solid #555;" | +2
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 500
| style="border-right:1px solid #555;" | 90%
| Chunk
|-
| style="border-right:1px solid #555;" | +3
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 1,000
| style="border-right:1px solid #555;" | 80%
| Chunk
|-
| style="border-right:1px solid #555;" | +4
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 2,000
| style="border-right:1px solid #555;" | 70%
| Chunk
|-
| style="border-right:1px solid #555;" | +5
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 5,000
| style="border-right:1px solid #555;" | 60%
| Chunk
|-
| style="border-right:1px solid #555;" | +6
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 10,000
| style="border-right:1px solid #555;" | 50%
| Chunk
 
|- class="middle-header"
! colspan="5" | '''+7 to +9'''
|-
| style="border-right:1px solid #555;" | +7
| style="border-right:1px solid #555;" | Chunk
| style="border-right:1px solid #555;" | 20,000
| style="border-right:1px solid #555;" | 40%
| Crystal
|-
| style="border-right:1px solid #555;" | +8
| style="border-right:1px solid #555;" | Chunk
| style="border-right:1px solid #555;" | 50,000
| style="border-right:1px solid #555;" | 30%
| Crystal
|-
| style="border-right:1px solid #555;" | +9
| style="border-right:1px solid #555;" | Chunk
| style="border-right:1px solid #555;" | 70,000
| style="border-right:1px solid #555;" | 20%
| Crystal
 
|- class="middle-header"
! colspan="5" | '''+10'''
|-
| style="border-right:1px solid #555;" | +10
| style="border-right:1px solid #555;" | Crystal
| style="border-right:1px solid #555;" | 100,000
| style="border-right:1px solid #555;" | 10%
| None
|}
 
== See Also ==
 
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<noinclude>[[Category:Game Systems]]</noinclude>