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The | 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. | |||
Each type | Each item type requires a specific refinement material: | ||
* Weapons | * <b>Weapons</b> → [[Item|Vulkanite]] | ||
* Armor | * <b>Armor</b> → [[Item|Gravion]] | ||
* Artifacts | * <b>Artifacts</b> → [[Item|Lunaris]] | ||
All refinement attempts also consume [[Gold]], with the cost scaling upward at each refinement level. | |||
==Benefits== | ==Benefits== | ||
Refinement increases an item’s level, granting additional stats or bonuses depending on item type: | |||
* All items with | * All items with X per Refine gain the listed benefit at each refinement level. | ||
* [[Equipment|Armor]] | * [[Equipment|Armor]] receives additional [[Character|Defense]] and [[Character|Magic Defense]]. | ||
* [[Equipment|Weapons]] | * [[Equipment|Weapons]] receive additional [[Character|Attack]] and [[Character|Magical Attack]]. | ||
* [[Artifact|Artifacts]] | * [[Artifact|Artifacts]] unlock their innate Refine Bonus each level. | ||
* Certain [[Card|Cards]] also | * Certain [[Card|Cards]] also scale with refinement. | ||
Note | <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. | ||
==Refinement Progression== | |||
Items receive a numerical update to their name as they are refined, indicating the current refinement level. | |||
{| class="infobox" style="float:none; width:100%; max-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;" | {| class="infobox" style="float:none; width:100%; max-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;" | ||
Line 49: | Line 45: | ||
|} | |} | ||
All items start at | All items start at refinement level +0 and can be improved up to +9. | ||
== | ==Costs and Failure Risks== | ||
Refinement | 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. | ||
* | * 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]] | |||
==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 | * Weapon refinement requires [[Item|Vulkanite Shard]]. | ||
* Armor refinement | * Armor refinement requires [[Item|Gravion Shard]]. | ||
* | * Artifact refinement requires [[Item|Lunaris Shard]]. | ||
These can | 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" 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" 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;" | ||
Line 87: | Line 83: | ||
'''Refinement +1 to +6''' | '''Refinement +1 to +6''' | ||
|- | |- | ||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | | ! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Refinement | ||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold | ! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold | ||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure % | ! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure % | ||
Line 114: | Line 110: | ||
| style="background:#ffffff; text-align:center;" | 10000 | | style="background:#ffffff; text-align:center;" | 10000 | ||
| style="background:#ffffff; text-align:center;" | 50% | | style="background:#ffffff; text-align:center;" | 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. | |||
{| 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;" | |||
|- | |||
! 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" | | |||
'''Refinement +7 to +9''' | |||
|- | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Refinement | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure % | |||
|- | |||
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +7 | |||
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 20,000 | |||
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 40% | |||
|- | |||
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | +8 | |||
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 50,000 | |||
| style="background:#ffffff; text-align:center; border-bottom:1px solid #ccc;" | 30% | |||
|- | |||
| style="background:#ffffff; text-align:center;" | +9 | |||
| style="background:#ffffff; text-align:center;" | 70,000 | |||
| style="background:#ffffff; text-align:center;" | 20% | |||
|} | |||
==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 [[Character|Attack]] and [[Character|Magical Attack]], providing immediate improvements in combat effectiveness. | |||
* <b>Armor</b> – Refining armor improves [[Character|Defense]] and [[Character|Magic Defense]], 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" 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;" | |||
|- | |||
! 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" | | |||
'''Refinement Progression (+1 to +9)''' | |||
|- | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Level | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Base Material | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Gold | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Failure % | |||
! style="background:#e6e3f0; text-align:center; border-bottom:1px solid #ccc;" | Safe Material | |||
|- | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +1 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 0 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 100% | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
|- | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +2 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 500 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 90% | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
|- | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +3 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 1,000 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 80% | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
|- | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +4 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 2,000 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 70% | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
|- | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +5 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 5,000 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 60% | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
|- | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | +6 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Shard | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 10,000 | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | 50% | |||
| style="background:#cfe2f3; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
|- | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | +7 | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 20,000 | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | 40% | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Crystal | |||
|- | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | +8 | |||
| style="background:#fcd5b5; text-align:center; border-bottom:1px solid #ccc;" | Chunk | |||
| 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="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 | |||
|} | |} |
Revision as of 19:23, 31 August 2025
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Refinement System
The Refinement System upgrades artifacts, armor, and 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
Refinement is performed at the Blacksmith in Nevaris.
Each item type requires a specific refinement material:
All refinement attempts also consume Gold, with the cost scaling upward at each refinement level.
Benefits
Refinement increases an item’s level, granting additional stats or bonuses depending on item type:
- All items with X per Refine gain the listed benefit at each refinement level.
- Armor receives additional Defense and Magic Defense.
- Weapons receive additional Attack and Magical Attack.
- Artifacts unlock their innate Refine Bonus each level.
- Certain Cards also scale with refinement.
Note: Refinement does not improve randomly rolled stats, primary attributes, or most Card bonuses. Utility gear also receives no benefit from refinement.
Refinement Progression
Items receive a numerical update to their name as they are refined, indicating the current refinement level.
Examples |
---|
+1 Novice Boots |
+9 Stormpiercer |
All items start at refinement level +0 and can be improved up to +9.
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.
- 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:
- Weapons → Vulkanite Chunk or Vulkanite Crystal
- Armor → Gravion Chunk or Gravion Crystal
- Artifacts → Lunaris Chunk or Lunaris Crystal
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 Vulkanite Shard.
- Armor refinement requires Gravion Shard.
- Artifact refinement requires Lunaris Shard.
These materials can be purchased from the 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:
- Weapons → Vulkanite Chunk
- Armor → Gravion Chunk
- Artifacts → Lunaris Chunk
Using a higher-level material consumes only that material and not the lower-level version.
Refinement +1 to +6 | ||
---|---|---|
Refinement | Gold | Failure % |
+1 | 0 | 100% |
+2 | 500 | 90% |
+3 | 1000 | 80% |
+4 | 2000 | 70% |
+5 | 5000 | 60% |
+6 | 10000 | 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 Vulkanite Chunk.
- Armor refinement requires Gravion Chunk.
- Artifact refinement requires Lunaris Chunk.
These materials can be purchased from the 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 Death Mage guarantees a Crystal drop.
- Safe weapon refinement requires Vulkanite Crystal.
- Safe armor refinement requires Gravion Crystal.
- Safe artifact refinement requires Lunaris Crystal.
Attempting refinement without Crystals carries a higher chance of failure and potential downgrade.
Refinement +7 to +9 | ||
---|---|---|
Refinement | Gold | Failure % |
+7 | 20,000 | 40% |
+8 | 50,000 | 30% |
+9 | 70,000 | 20% |
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.
- Weapons – It is recommended to refine weapons as early as possible. Each refinement level increases Attack and Magical Attack, providing immediate improvements in combat effectiveness.
- Armor – Refining armor improves Defense and Magic Defense, increasing survivability against enemies.
- Artifacts – 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
Refinement Progression (+1 to +9) | ||||
---|---|---|---|---|
Level | Base Material | Gold | Failure % | Safe Material |
+1 | Shard | 0 | 100% | Chunk |
+2 | Shard | 500 | 90% | Chunk |
+3 | Shard | 1,000 | 80% | Chunk |
+4 | Shard | 2,000 | 70% | Chunk |
+5 | Shard | 5,000 | 60% | Chunk |
+6 | Shard | 10,000 | 50% | Chunk |
+7 | Chunk | 20,000 | 40% | Crystal |
+8 | Chunk | 50,000 | 30% | Crystal |
+9 | Chunk | 70,000 | 20% | Crystal |