Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Join the Playtest on Steam Now: SpiritVale

Refinement System: Difference between revisions

From SpiritVale Wiki
 
(18 intermediate revisions by 2 users not shown)
Line 6: Line 6:
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.
Line 35: Line 35:


* +1 Novice Boots
* +1 Novice Boots
* +9 Stormpiercer
* +10 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.   
Line 51: Line 51:
* <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==
Line 70: Line 72:
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%
|}
|}


Line 122: Line 124:
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%
|}
|}


Line 155: Line 163:


==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
|-
 
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | +8
|- class="middle-header"
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Chunk
! colspan="5" | '''+10'''
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 50,000
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 30%
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Crystal
|-
|-
| style="background:#fcd5b5; text-align:center;" | +9
| 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;" | 70,000
| style="border-right:1px solid #555;" | 100,000
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 20%
| style="border-right:1px solid #555;" | 10%
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Crystal
| None
|}
|}


== See Also ==
== See Also ==


* [[Attributes]] – Core character stats that define growth and interact with refined equipment. 
{{Template:Navbox}}
* [[Classes]] – Base Classes and Job Levels that determine which gear can be equipped. 
* [[Equipment]] – Weapons and armor refined for increased stats. 
* [[Card]] – System for adding bonuses that stack with refined gear.
<noinclude>[[Category:Game Systems]]</noinclude>
<noinclude>[[Category:Game Systems]]</noinclude>