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Refinement System: Difference between revisions

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<noinclude>[[Category:Game Systems]]</noinclude>
{{Template:PageHeader
{{Template:PageHeader
  | PageImage = RefinementIcon.webp
  | PageImage = Refinement.png
  | PageHeader = Refinement System
  | PageHeader = Refinement System
  }}
  }}
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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.
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 Refine Items==
== How To Refine Items ==


Refinement is performed at the [[NPC|Blacksmith]] in Nevaris.
Refinement is performed at the [[NPC|Blacksmith]] in Nevaris.
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* All items with X per Refine gain the listed benefit at each refinement level.
* All items with X per Refine gain the listed benefit at each refinement level.
* [[Equipment|Armor]] receives 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]] receive 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]] unlock their innate Refine Bonus each level.
* [[Artifact|Artifacts]] unlock their innate Refine Bonus each level.
* Certain [[Card|Cards]] also scale with refinement.
* Certain [[Card|Cards]] also scale with refinement.
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Items receive a numerical update to their name as they are refined, indicating the current refinement level.  
Items receive a numerical update to their name as they are refined, indicating the current refinement level.  


{| class="infobox" style="float:none; width:150px; font-size:90%; border:2px solid #372b54; background:#f7f7fa; border-radius:12px; box-shadow:0 2px 6px rgba(0,0,0,0.25); margin:0 2em 2em 0;"
* +1 Novice Boots
|-
* +10 Stormpiercer
! style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; text-align:center; font-size:110%; border-top-left-radius:10px; border-top-right-radius:10px; width:150px;" |
'''Examples'''
|-
| style="background:#ffffff; padding:6px; border-bottom:1px solid #ccc; text-align:center;" | +1 Novice Boots
|-
| style="background:#ffffff; padding:6px; text-align:center;" | +9 Stormpiercer  
|}


All items start at refinement level +0 and can be improved up to +9.
All items start at refinement level +0 and can be improved up to +10.


==Costs and Failure Risks==
==Costs and Failure Risks==


Refinement consumes both materials and [[Gold]], with requirements increasing at higher levels. Each refinement attempt also carries a risk of failure, which may downgrade the item's refinement level by one.  
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.  


* Material costs vary depending on item type and refinement rank. Higher-quality materials remove the risk of downgrade but do not affect success rates.   
* Material costs vary depending on item type and refinement rank. Higher-quality materials remove the risk of downgrade but do not affect success rates.   
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* <b>Armor</b> → [[Item|Gravion Chunk]] or [[Item|Gravion Crystal]]   
* <b>Armor</b> → [[Item|Gravion Chunk]] or [[Item|Gravion Crystal]]   
* <b>Artifacts</b> → [[Item|Lunaris Chunk]] or [[Item|Lunaris 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==
==Early Refinement Levels==
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Using a higher-level material consumes only that material and not the lower-level version.
Using a higher-level material consumes only that material and not the lower-level version.


{| class="infobox" style="float:none; width:100%; max-width:250px; font-size:90%; border:2px solid #372b54; background:#f7f7fa; border-radius:12px; box-shadow:0 2px 6px rgba(0,0,0,0.25); margin:0 2em 2em 0;"
{| class="infobox custom-table"
|-
|-
! style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; text-align:center; font-size:105%; border-top-left-radius:10px; border-top-right-radius:10px;" colspan="3" |
! colspan="3" |  
'''Refinement +1 to +6'''
'''Refinement +1 to +6'''
|-
|-
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Refinement
! Refinement
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold  
! Gold
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure %
! Success %
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +1
| +1
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 0
| 0
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 100%
| 100%
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +2
| +2
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 500
| 500
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 90%
| 90%
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +3
| +3
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 1000
| 1,000
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 80%
| 80%
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +4
| +4
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 2000
| 2,000
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 70%
| 70%
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +5
| +5
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 5000
| 5,000
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 60%
| 60%
|-
|-
| style="background:#ffffff; text-align:center;" | +6
| +6
| style="background:#ffffff; text-align:center;" | 10000
| 10,000
| style="background:#ffffff; text-align:center;" | 50%
| 50%
|}
|}


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Attempting refinement without Crystals carries a higher chance of failure and potential downgrade.   
Attempting refinement without Crystals carries a higher chance of failure and potential downgrade.   


{| class="infobox" style="float:none; width:100%; max-width:250px; font-size:90%; border:2px solid #372b54; background:#f7f7fa; border-radius:12px; box-shadow:0 2px 6px rgba(0,0,0,0.25); margin:0 2em 2em 0;"
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"
|-
|-
! style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; text-align:center; font-size:105%; border-top-left-radius:10px; border-top-right-radius:10px;" colspan="3" |
! colspan="3" |  
'''Refinement +7 to +9'''
'''Refinement +7 to +9'''
|-
|-
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Refinement
! Refinement
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold
! Gold
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure %
! Success %
|-
| +7
| 20,000
| 40%
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +7
| +8
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 20,000
| 50,000
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 40%
| 30%
|-
|-
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +8
| +9
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 50,000
| 70,000
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 30%
| 20%
|-
|-
| style="background:#ffffff; text-align:center;" | +9
| +10
| style="background:#ffffff; text-align:center;" | 70,000
| 100,000
| style="background:#ffffff; text-align:center;" | 20%
| 10%
|}
|}


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Refinement enhances the power and survivability of characters by improving weapons, armor, and artifacts. Proper prioritization can maximize efficiency and performance.   
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 [[Character|Attack]] and [[Character|Magical Attack]], providing immediate improvements in combat effectiveness.   
* <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 [[Character|Defense]] and [[Character|Magic Defense]], increasing survivability against enemies.   
* <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.   
* <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.   


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==Refinement Progression Table==
==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="infobox" style="float:none; width:100%; max-width:400px; font-size:90%; border:2px solid #372b54; background:#f7f7fa; border-radius:12px; box-shadow:0 2px 6px rgba(0,0,0,0.25); margin:0 2em 2em 0;"
|- class="middle-header"
! colspan="5" | '''+1 to +6'''
|-
|-
! style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:white; text-align:center; font-size:105%; border-top-left-radius:10px; border-top-right-radius:10px;" colspan="5" |
| style="border-right:1px solid #555;" | +1
'''Refinement Progression (+1 to +9)'''
| style="border-right:1px solid #555;" | Shard
| style="border-right:1px solid #555;" | 0
| style="border-right:1px solid #555;" | 100%
| Chunk
|-
|-
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Level
| style="border-right:1px solid #555;" | +2
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Base Material
| style="border-right:1px solid #555;" | Shard
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold
| style="border-right:1px solid #555;" | 500
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure %
| style="border-right:1px solid #555;" | 90%
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Safe Material
| Chunk
|-
|-
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +1
| style="border-right:1px solid #555;" | +3
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard
| style="border-right:1px solid #555;" | Shard
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 0
| style="border-right:1px solid #555;" | 1,000
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 100%
| style="border-right:1px solid #555;" | 80%
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| Chunk
|-
|-
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +2
| style="border-right:1px solid #555;" | +4
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard
| style="border-right:1px solid #555;" | Shard
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 500
| style="border-right:1px solid #555;" | 2,000
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 90%
| style="border-right:1px solid #555;" | 70%
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| Chunk
|-
|-
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +3
| style="border-right:1px solid #555;" | +5
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard
| style="border-right:1px solid #555;" | Shard
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 1,000
| style="border-right:1px solid #555;" | 5,000
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 80%
| style="border-right:1px solid #555;" | 60%
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| Chunk
|-
|-
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +4
| style="border-right:1px solid #555;" | +6
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard
| style="border-right:1px solid #555;" | Shard
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 2,000
| style="border-right:1px solid #555;" | 10,000
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 70%
| style="border-right:1px solid #555;" | 50%
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| Chunk
 
|- class="middle-header"
! colspan="5" | '''+7 to +9'''
|-
|-
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +5
| style="border-right:1px solid #555;" | +7
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard
| style="border-right:1px solid #555;" | Chunk
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 5,000
| style="border-right:1px solid #555;" | 20,000
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 60%
| style="border-right:1px solid #555;" | 40%
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| Crystal
|-
|-
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +6
| style="border-right:1px solid #555;" | +8
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard
| style="border-right:1px solid #555;" | Chunk
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 10,000
| style="border-right:1px solid #555;" | 50,000
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 50%
| style="border-right:1px solid #555;" | 30%
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| Crystal
|-
|-
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | +7
| style="border-right:1px solid #555;" | +9
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| style="border-right:1px solid #555;" | Chunk
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 20,000
| style="border-right:1px solid #555;" | 70,000
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 40%
| style="border-right:1px solid #555;" | 20%
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Crystal
| Crystal
 
|- class="middle-header"
! colspan="5" | '''+10'''
|-
|-
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | +8
| style="border-right:1px solid #555;" | +10
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| style="border-right:1px solid #555;" | Crystal
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 50,000
| style="border-right:1px solid #555;" | 100,000
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 30%
| style="border-right:1px solid #555;" | 10%
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Crystal
| None
|-
| style="background:#fcd5b5; text-align:center;" | +9
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Chunk
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 70,000
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 20%
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Crystal
|}
|}
== See Also ==
{{Template:Navbox}}
<noinclude>[[Category:Game Systems]]</noinclude>