Refinement System: Difference between revisions
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{{Template:PageHeader | {{Template:PageHeader | ||
| PageImage = | | 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 [[ | * [[Equipment|Armor]] receives additional [[Attributes#Defence_(DEF)_/_Flat_Defence|Defence]] and [[Attributes#Magic_Defence_(MDEF)_/_Flat_Magic_Defence|Magic Defence]]. | ||
* [[Equipment|Weapons]] receive additional [[ | * [[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. | ||
* +1 Novice Boots | |||
* +10 Stormpiercer | |||
All items start at refinement level +0 and can be improved up to +10. | |||
All items start at refinement level +0 and can be improved up to + | |||
==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 | {| class="infobox custom-table" | ||
|- | |- | ||
! | ! colspan="3" | | ||
'''Refinement +1 to +6''' | '''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% | |||
|} | |} | ||
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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 | 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 +7 to +9''' | ||
|- | |- | ||
! | ! Refinement | ||
! | ! Gold | ||
! | ! Success % | ||
|- | |- | ||
| +7 | |||
| 20,000 | |||
| 40% | |||
|- | |- | ||
| +8 | |||
| 50,000 | |||
| 30% | |||
|- | |- | ||
| +9 | |||
| 70,000 | |||
| | | 20% | ||
|- | |||
| +10 | |||
| 100,000 | |||
| 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 [[ | * <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 [[ | * <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="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=" | | style="border-right:1px solid #555;" | +3 | ||
| style=" | | style="border-right:1px solid #555;" | Shard | ||
| style=" | | style="border-right:1px solid #555;" | 1,000 | ||
| style=" | | style="border-right:1px solid #555;" | 80% | ||
| Chunk | |||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +4 | ||
| style=" | | style="border-right:1px solid #555;" | Shard | ||
| style=" | | style="border-right:1px solid #555;" | 2,000 | ||
| style=" | | style="border-right:1px solid #555;" | 70% | ||
| Chunk | |||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +5 | ||
| style=" | | style="border-right:1px solid #555;" | Shard | ||
| style=" | | style="border-right:1px solid #555;" | 5,000 | ||
| style=" | | style="border-right:1px solid #555;" | 60% | ||
| Chunk | |||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +6 | ||
| style=" | | style="border-right:1px solid #555;" | Shard | ||
| style=" | | style="border-right:1px solid #555;" | 10,000 | ||
| style=" | | style="border-right:1px solid #555;" | 50% | ||
| | | Chunk | ||
|- class="middle-header" | |||
! colspan="5" | '''+7 to +9''' | |||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +7 | ||
| style=" | | style="border-right:1px solid #555;" | Chunk | ||
| style=" | | style="border-right:1px solid #555;" | 20,000 | ||
| style=" | | style="border-right:1px solid #555;" | 40% | ||
| | | Crystal | ||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +8 | ||
| style=" | | style="border-right:1px solid #555;" | Chunk | ||
| style=" | | style="border-right:1px solid #555;" | 50,000 | ||
| style=" | | style="border-right:1px solid #555;" | 30% | ||
| | | Crystal | ||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +9 | ||
| style=" | | style="border-right:1px solid #555;" | Chunk | ||
| style=" | | style="border-right:1px solid #555;" | 70,000 | ||
| style=" | | style="border-right:1px solid #555;" | 20% | ||
| | | Crystal | ||
|- class="middle-header" | |||
! colspan="5" | '''+10''' | |||
|- | |- | ||
| style=" | | style="border-right:1px solid #555;" | +10 | ||
| style="border-right:1px solid #555;" | Crystal | |||
| style="border-right:1px solid #555;" | 100,000 | |||
| style=" | | style="border-right:1px solid #555;" | 10% | ||
| None | |||
| style=" | |||
| style=" | |||
| | |||
|} | |} | ||
== See Also == | |||
{{Template:Navbox}} | |||
<noinclude>[[Category:Game Systems]]</noinclude> |