Difference between revisions of "Enhancement"
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− | Enhancing a weapon can be done through | + | =Weapon Enhancing= |
− | + | [[File:ShopLogoLab.png|128px|link=|right]] | |
+ | Enhancing a weapon can be done through the Item Lab in the Shopping plaza. Every weapon you use to enhance another weapon will cost you one grinder. For weapons {{rarity|13}}+ you will need one Lambda Grinder per weapon used.<br> | ||
+ | Enhancement will stop at certain points to make the player unlock the Potential / level up the Potential before enhancing further. This occurs at +10, +20, and +30.<br> | ||
+ | '''Enhancing Weapons will not risk any failure.'''<br> | ||
+ | Every enhancement level correlates to a 1% increase to the Weapon's base stats up to +35% at +35 (excluding Augments). | ||
<div class="table-responsive"> | <div class="table-responsive"> | ||
{| class="mx-auto wikitable table-bordered" style="text-align: center;" | {| class="mx-auto wikitable table-bordered" style="text-align: center;" | ||
! rowspan="2"| Enhance Value | ! rowspan="2"| Enhance Value | ||
− | ! colspan=" | + | ! colspan="9"| EXP Required |
|- | |- | ||
! {{rarity|1}}{{rarity|2}}{{rarity|3}} | ! {{rarity|1}}{{rarity|2}}{{rarity|3}} | ||
Line 17: | Line 20: | ||
! {{rarity|13}} | ! {{rarity|13}} | ||
! {{rarity|14}} | ! {{rarity|14}} | ||
+ | ! {{rarity|15}} | ||
|- | |- | ||
| 0 → +1 | | 0 → +1 | ||
Line 27: | Line 31: | ||
| 160 | | 160 | ||
| 176 | | 176 | ||
+ | | 192 | ||
|- | |- | ||
| +1 → +2 | | +1 → +2 | ||
Line 37: | Line 42: | ||
| 160 | | 160 | ||
| 176 | | 176 | ||
+ | | 192 | ||
|- | |- | ||
| +2 → +3 | | +2 → +3 | ||
Line 47: | Line 53: | ||
| 160 | | 160 | ||
| 176 | | 176 | ||
+ | | 192 | ||
|- | |- | ||
| +3 → +4 | | +3 → +4 | ||
Line 57: | Line 64: | ||
| 160 | | 160 | ||
| 176 | | 176 | ||
+ | | 192 | ||
|- | |- | ||
| +4 → +5 | | +4 → +5 | ||
Line 67: | Line 75: | ||
| 200 | | 200 | ||
| 220 | | 220 | ||
+ | | 240 | ||
|- | |- | ||
| +5 → +6 | | +5 → +6 | ||
Line 77: | Line 86: | ||
| 200 | | 200 | ||
| 220 | | 220 | ||
+ | | 240 | ||
|- | |- | ||
| +6 → +7 | | +6 → +7 | ||
Line 87: | Line 97: | ||
| 200 | | 200 | ||
| 220 | | 220 | ||
+ | | 240 | ||
|- | |- | ||
| +7 → +8 | | +7 → +8 | ||
Line 97: | Line 108: | ||
| 240 | | 240 | ||
| 264 | | 264 | ||
+ | | 288 | ||
|- | |- | ||
| +8 → +9 | | +8 → +9 | ||
Line 107: | Line 119: | ||
| 240 | | 240 | ||
| 264 | | 264 | ||
+ | | 288 | ||
|- | |- | ||
| +9 → +10 | | +9 → +10 | ||
Line 117: | Line 130: | ||
| 240 | | 240 | ||
| 264 | | 264 | ||
+ | | 288 | ||
|- | |- | ||
| style=" font-weight: bold;" | Total (0 → +10) | | style=" font-weight: bold;" | Total (0 → +10) | ||
Line 125: | Line 139: | ||
| 575 | | 575 | ||
| 900 | | 900 | ||
− | | | + | | 1,960 |
− | | | + | | 2,156 |
+ | | 2,352 | ||
|- | |- | ||
| +10 → +11 | | +10 → +11 | ||
Line 137: | Line 152: | ||
| 280 | | 280 | ||
| 308 | | 308 | ||
+ | | 336 | ||
|- | |- | ||
| +11 → +12 | | +11 → +12 | ||
Line 147: | Line 163: | ||
| 280 | | 280 | ||
| 308 | | 308 | ||
+ | | 336 | ||
|- | |- | ||
| +12 → +13 | | +12 → +13 | ||
Line 157: | Line 174: | ||
| 280 | | 280 | ||
| 308 | | 308 | ||
+ | | 336 | ||
|- | |- | ||
| +13 → +14 | | +13 → +14 | ||
Line 167: | Line 185: | ||
| 320 | | 320 | ||
| 352 | | 352 | ||
+ | | 384 | ||
|- | |- | ||
| +14 → +15 | | +14 → +15 | ||
Line 177: | Line 196: | ||
| 320 | | 320 | ||
| 352 | | 352 | ||
+ | | 384 | ||
|- | |- | ||
| +15 → +16 | | +15 → +16 | ||
Line 187: | Line 207: | ||
| 320 | | 320 | ||
| 352 | | 352 | ||
+ | | 384 | ||
|- | |- | ||
| +16 → +17 | | +16 → +17 | ||
Line 197: | Line 218: | ||
| 360 | | 360 | ||
| 396 | | 396 | ||
+ | | 432 | ||
|- | |- | ||
| +17 → +18 | | +17 → +18 | ||
Line 207: | Line 229: | ||
| 360 | | 360 | ||
| 396 | | 396 | ||
+ | | 432 | ||
|- | |- | ||
| +18 → +19 | | +18 → +19 | ||
Line 217: | Line 240: | ||
| 360 | | 360 | ||
| 396 | | 396 | ||
+ | | 432 | ||
|- | |- | ||
| +19 → +20 | | +19 → +20 | ||
Line 227: | Line 251: | ||
| 360 | | 360 | ||
| 396 | | 396 | ||
+ | | 432 | ||
|- | |- | ||
| style=" font-weight: bold;" | Total (+10 → +20) | | style=" font-weight: bold;" | Total (+10 → +20) | ||
Line 234: | Line 259: | ||
| 620 | | 620 | ||
| 925 | | 925 | ||
− | | | + | | 1,600 |
− | | | + | | 3,240 |
− | | | + | | 3,564 |
+ | | 3,888 | ||
|- | |- | ||
| +20 → +21 | | +20 → +21 | ||
Line 247: | Line 273: | ||
| 360 | | 360 | ||
| 396 | | 396 | ||
+ | | 432 | ||
|- | |- | ||
| +21→ +22 | | +21→ +22 | ||
Line 257: | Line 284: | ||
| 360 | | 360 | ||
| 396 | | 396 | ||
+ | | 432 | ||
|- | |- | ||
| +22 → +23 | | +22 → +23 | ||
Line 267: | Line 295: | ||
| 400 | | 400 | ||
| 440 | | 440 | ||
+ | | 480 | ||
|- | |- | ||
| +23 → +24 | | +23 → +24 | ||
Line 277: | Line 306: | ||
| 400 | | 400 | ||
| 440 | | 440 | ||
+ | | 480 | ||
|- | |- | ||
| +24 → +25 | | +24 → +25 | ||
Line 287: | Line 317: | ||
| 400 | | 400 | ||
| 440 | | 440 | ||
+ | | 480 | ||
|- | |- | ||
| +25 → +26 | | +25 → +26 | ||
Line 297: | Line 328: | ||
| 400 | | 400 | ||
| 440 | | 440 | ||
+ | | 480 | ||
|- | |- | ||
| +26 → +27 | | +26 → +27 | ||
Line 307: | Line 339: | ||
| 420 | | 420 | ||
| 462 | | 462 | ||
+ | | 504 | ||
|- | |- | ||
| +27 → +28 | | +27 → +28 | ||
Line 317: | Line 350: | ||
| 420 | | 420 | ||
| 462 | | 462 | ||
+ | | 504 | ||
|- | |- | ||
| +28 → +29 | | +28 → +29 | ||
Line 327: | Line 361: | ||
| 420 | | 420 | ||
| 462 | | 462 | ||
+ | | 504 | ||
|- | |- | ||
| +29 → +30 | | +29 → +30 | ||
Line 337: | Line 372: | ||
| 420 | | 420 | ||
| 462 | | 462 | ||
+ | | 504 | ||
|- | |- | ||
| style=" font-weight: bold;" | Total (+20 → +30) | | style=" font-weight: bold;" | Total (+20 → +30) | ||
Line 342: | Line 378: | ||
| 225 | | 225 | ||
| 500 | | 500 | ||
− | | | + | | 1,000 |
− | | | + | | 1,200 |
− | | | + | | 2,100 |
− | | | + | | 4,000 |
− | | | + | | 4,400 |
+ | | 4,800 | ||
|- | |- | ||
| +30 → +31 | | +30 → +31 | ||
Line 357: | Line 394: | ||
| 480 | | 480 | ||
| 528 | | 528 | ||
+ | | 576 | ||
|- | |- | ||
| +31 → +32 | | +31 → +32 | ||
Line 367: | Line 405: | ||
| 480 | | 480 | ||
| 528 | | 528 | ||
+ | | 576 | ||
|- | |- | ||
| +32 → +33 | | +32 → +33 | ||
Line 377: | Line 416: | ||
| 480 | | 480 | ||
| 528 | | 528 | ||
+ | | 576 | ||
|- | |- | ||
| +33 → +34 | | +33 → +34 | ||
Line 387: | Line 427: | ||
| 480 | | 480 | ||
| 528 | | 528 | ||
+ | | 576 | ||
|- | |- | ||
| +34 → +35 | | +34 → +35 | ||
Line 397: | Line 438: | ||
| 480 | | 480 | ||
| 528 | | 528 | ||
+ | | 576 | ||
+ | |- | ||
+ | | style=" font-weight: bold;" | Total (+30 → +35) | ||
+ | | 150 | ||
+ | | 200 | ||
+ | | 350 | ||
+ | | 600 | ||
+ | | 700 | ||
+ | | 1,200 | ||
+ | | 2,400 | ||
+ | | 2,640 | ||
+ | | 2,880 | ||
|- style=" font-weight: bold;" | |- style=" font-weight: bold;" | ||
| Grand Total | | Grand Total | ||
| 450 | | 450 | ||
| 650 | | 650 | ||
− | | | + | | 1,350 |
− | | | + | | 2,600 |
− | | | + | | 3,400 |
− | | | + | | 5,800 |
− | | | + | | 11,600 |
− | | | + | | 12,760 |
+ | | 13,920 | ||
|} | |} | ||
</div> | </div> | ||
− | === | + | ==Enhancement Caps== |
+ | |||
+ | Enhancement Cap is the maximum level that a weapon can be enhanced to. It is displayed on tab 2 of a weapon's Item Details window, e.g. "Enh Lv. /0 (30 Maximum)", with 30 being the Enhancement Cap. | ||
− | + | For all weapons the maximum Enhancement Cap is 35. | |
− | |||
− | + | All weapons up to {{rarity|12}} are generated with an Enhancement Cap of 30 from all sources. {{rarity|13}} and higher weapons start with an Enhancement Cap of 35 if they are from enemies and boss loot, or 30 if they are obtained from an exchange counter or Collection Folder. | |
− | |||
− | + | The Enhancement Cap of a weapon can be raised by enhancing it with another copy of the same weapon: If the fodder weapon has an Enhancement Cap of 30, the Enhancement Cap of the weapon being enhanced will increase by 1. If the fodder weapon has an Enhancement Cap above 30, the number of levels above 30 will also be added to the weapon being enhanced. | |
− | |||
− | |||
− | + | For example, enhancing a Sigma Turin (Enhancement Cap 31) using a Sigma Turin (Enhancement Cap 32) will raise the Enhancement Cap of the enhanced Sigma Turin to 34. | |
− | + | Some of the weapon upgrade exchanges available from [https://pso2na.arks-visiphone.com/wiki/Zig_Permit_Exchange_Shop Zig] retain the Enhancement Cap of the weapon being upgraded. | |
− | + | ==Augment Factors== | |
− | + | When a Weapon is enhanced to +35, the [[Augment_Factors|Augment Factor]] will become available to use when Affixing Augments. Affixing these Augments will guarantee a 100% success rate, but will still follow normal penalties when adding an additional Augment.<br> | |
− | + | Different Augment Factors exist for every Weapon. | |
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==EXP Value Overview of Fodders== | ==EXP Value Overview of Fodders== | ||
Line 799: | Line 489: | ||
! rowspan="2" | Base <br> EXP | ! rowspan="2" | Base <br> EXP | ||
! colspan="3" | Material Bonus | ! colspan="3" | Material Bonus | ||
− | ! colspan=" | + | ! colspan="2" | Enhancement Bonus |
! rowspan="2" | Cost as a <br> Material | ! rowspan="2" | Cost as a <br> Material | ||
! colspan="2" | Efficiency (EXP/Cost) | ! colspan="2" | Efficiency (EXP/Cost) | ||
Line 806: | Line 496: | ||
! Same <br> Rarity | ! Same <br> Rarity | ||
! Same <br> Weapon | ! Same <br> Weapon | ||
− | ! | + | ! Special <br> Augment |
− | |||
! EXP on <br> Material | ! EXP on <br> Material | ||
! Same <br> Weapon | ! Same <br> Weapon | ||
Line 814: | Line 503: | ||
! {{rarity|1}}{{rarity|2}}{{rarity|3}} | ! {{rarity|1}}{{rarity|2}}{{rarity|3}} | ||
| 2 | | 2 | ||
− | | rowspan=" | + | | rowspan="9;" | 5 |
| 15 | | 15 | ||
| 25 | | 25 | ||
− | | rowspan=" | + | | rowspan="9;" | See<br>Below |
− | | rowspan=" | + | | rowspan="9;" | Total <br> EXP / 2 |
− | |||
| 2,000 | | 2,000 | ||
| 13.5 / 1k | | 13.5 / 1k | ||
Line 827: | Line 515: | ||
| 5 | | 5 | ||
| 15 | | 15 | ||
− | | 30 | + | | 30 |
| 4,000 | | 4,000 | ||
| 8.7 / 1k | | 8.7 / 1k | ||
Line 869: | Line 557: | ||
| 185 | | 185 | ||
| 100,000 | | 100,000 | ||
− | | | + | | 3.6 / 1k |
+ | | 2.7 / 1k | ||
+ | |- | ||
+ | ! {{rarity|14}} | ||
+ | | 200 | ||
+ | | 100 | ||
+ | | 205 | ||
+ | | 110,000 | ||
+ | | 3.6 / 1k | ||
| 2.7 / 1k | | 2.7 / 1k | ||
+ | |- | ||
+ | ! {{rarity|15}} | ||
+ | | 180 | ||
+ | | 90 | ||
+ | | 225 | ||
+ | | 120,000 | ||
+ | | 3.7 / 1k | ||
+ | | 2.8 / 1k | ||
|} | |} | ||
</div> | </div> | ||
Line 882: | Line 586: | ||
* The EXP given by material items is the total EXP that it took to Enhance it to that level. Say we have a {{rarity|1}} weapon at +10, the EXP that it would give as a fodder would be the EXP it took to Enhance it to 10, which is 50, divided by 2; along with the base EXP value, the fodder would give a total of 27 EXP. | * The EXP given by material items is the total EXP that it took to Enhance it to that level. Say we have a {{rarity|1}} weapon at +10, the EXP that it would give as a fodder would be the EXP it took to Enhance it to 10, which is 50, divided by 2; along with the base EXP value, the fodder would give a total of 27 EXP. | ||
− | + | * For Special Augments, the following Augments give varying EXP: | |
+ | ** Empy Embrace - +90 EXP | ||
+ | ** EXP Weapon Mini - +400 EXP | ||
+ | ** Weapon Boost - +800 EXP | ||
+ | |||
+ | * There is a chance to receive a '''Great Success''' while enhancing, granting 1.5x more EXP. | ||
− | + | ==Element Enhancing== | |
+ | Element Enhancing is a way to increase your Weapon Element, thus making them stronger. You can enhance your weapon's element in the same way as you would regularly enhance your weapons + rating. | ||
* Same Rarity/Same Weapon/Same Element: Combining two copies of the weapon of the same element will give an additive effect on the element. (e.g two 20 {{icons|Fire}} Katana will give 40 {{icons|Fire}}.) | * Same Rarity/Same Weapon/Same Element: Combining two copies of the weapon of the same element will give an additive effect on the element. (e.g two 20 {{icons|Fire}} Katana will give 40 {{icons|Fire}}.) | ||
Line 893: | Line 603: | ||
* Same Rarity/Different Weapon: Using a different weapon but of the same type and rarity will only give 1 element increase to the base weapon, regardless of the Fodder's Attribute amount. | * Same Rarity/Different Weapon: Using a different weapon but of the same type and rarity will only give 1 element increase to the base weapon, regardless of the Fodder's Attribute amount. | ||
− | * | + | * Element Support Items will also increase the target weapon's Element in addition to the bonus granted by the initial fodder. |
− | ==== | + | ====Element Enhancing Support Items==== |
<div class="table-responsive"> | <div class="table-responsive"> | ||
Line 904: | Line 614: | ||
|align="center"|{{rarity|7}} | |align="center"|{{rarity|7}} | ||
− | |[[File:UIItemElementalTransitionFireIcon.png]] | + | |[[File:UIItemElementalTransitionFireIcon.png|link=]] |
− | |[[File:UIItemElementalTransitionFire.png|64px]] | + | |[[File:UIItemElementalTransitionFire.png|64px|link=]] |
|Elemental Transition (Fire)<br> | |Elemental Transition (Fire)<br> | ||
|AC Scratch | |AC Scratch | ||
− | | | + | |Conversion material for enhancing elements. <br>Use this when enhancing elements to change the element to Fire. |
|- | |- | ||
|align="center"|{{rarity|7}} | |align="center"|{{rarity|7}} | ||
− | |[[File:UIItemElementalTransitionIceIcon.png]] | + | |[[File:UIItemElementalTransitionIceIcon.png|link=]] |
− | |[[File:UIItemElementalTransitionIce.png|64px]] | + | |[[File:UIItemElementalTransitionIce.png|64px|link=]] |
|Elemental Transition (Ice)<br> | |Elemental Transition (Ice)<br> | ||
|AC Scratch | |AC Scratch | ||
− | | | + | |Conversion material for enhancing elements. <br>Use this when enhancing elements to change the element to Ice. |
|- | |- | ||
|align="center"|{{rarity|7}} | |align="center"|{{rarity|7}} | ||
− | |[[File:UIItemElementalTransitionLightningIcon.png]] | + | |[[File:UIItemElementalTransitionLightningIcon.png|link=]] |
− | |[[File:UIItemElementalTransitionLightning.png|64px]] | + | |[[File:UIItemElementalTransitionLightning.png|64px|link=]] |
|Elemental Transition (Lightning)<br> | |Elemental Transition (Lightning)<br> | ||
|AC Scratch | |AC Scratch | ||
− | | | + | |Conversion material for enhancing elements. <br>Use this when enhancing elements to change the element to Lightning. |
|- | |- | ||
|align="center"|{{rarity|7}} | |align="center"|{{rarity|7}} | ||
− | |[[File:UIItemElementalTransitionWindIcon.png]] | + | |[[File:UIItemElementalTransitionWindIcon.png|link=]] |
− | |[[File:UIItemElementalTransitionWind.png|64px]] | + | |[[File:UIItemElementalTransitionWind.png|64px|link=]] |
|Elemental Transition (Wind)<br> | |Elemental Transition (Wind)<br> | ||
|AC Scratch | |AC Scratch | ||
− | | | + | |Conversion material for enhancing elements. <br>Use this when enhancing elements to change the element to Wind. |
|- | |- | ||
|align="center"|{{rarity|7}} | |align="center"|{{rarity|7}} | ||
− | |[[File:UIItemElementalTransitionLightIcon.png]] | + | |[[File:UIItemElementalTransitionLightIcon.png|link=]] |
− | |[[File:UIItemElementalTransitionLight.png|64px]] | + | |[[File:UIItemElementalTransitionLight.png|64px|link=]] |
|Elemental Transition (Light)<br> | |Elemental Transition (Light)<br> | ||
|AC Scratch | |AC Scratch | ||
− | | | + | |Conversion material for enhancing elements. <br>Use this when enhancing elements to change the element to Light. |
|- | |- | ||
|align="center"|{{rarity|7}} | |align="center"|{{rarity|7}} | ||
− | |[[File:UIItemElementalTransitionDarkIcon.png]] | + | |[[File:UIItemElementalTransitionDarkIcon.png|link=]] |
− | |[[File:UIItemElementalTransitionDark.png|64px]] | + | |[[File:UIItemElementalTransitionDark.png|64px|link=]] |
|Elemental Transition (Dark)<br> | |Elemental Transition (Dark)<br> | ||
|AC Scratch | |AC Scratch | ||
− | | | + | |Conversion material for enhancing elements. <br>Use this when enhancing elements to change the element to Dark. |
|- | |- | ||
|} | |} | ||
Line 957: | Line 667: | ||
=Unit Enhancing= | =Unit Enhancing= | ||
− | Unit enhancing can also be done at | + | Unit enhancing can also be done at the Item Lab. |
<div class="table-responsive"> | <div class="table-responsive"> | ||
Line 1,011: | Line 721: | ||
<!--Rarity 12--> | <!--Rarity 12--> | ||
| rowspan="2;" align="center" | {{rarity|12}} | | rowspan="2;" align="center" | {{rarity|12}} | ||
+ | | rowspan="2;" align="center" | 4 | ||
+ | |style="height:30px;" | Success Rate|| 100% || 100% || 100% || 70% || 70% || 60% || 60% || 50% || 50% || 40% | ||
+ | |||
+ | |- | ||
+ | |style="height:30px;" align="center"| Risk || - || - || - || - || 0 ~ -1 || 0 ~ -1 || 0 ~ -1 || 0 ~ -2 || 0 ~ -2 || 0 ~ -2 | ||
+ | |- | ||
+ | |||
+ | <!--Rarity 13--> | ||
+ | | rowspan="2;" align="center" | {{rarity|13}} | ||
| rowspan="2;" align="center" | 4 | | rowspan="2;" align="center" | 4 | ||
|style="height:30px;" | Success Rate|| 100% || 100% || 100% || 70% || 70% || 60% || 60% || 50% || 50% || 40% | |style="height:30px;" | Success Rate|| 100% || 100% || 100% || 70% || 70% || 60% || 60% || 50% || 50% || 40% | ||
Line 1,018: | Line 737: | ||
|} | |} | ||
</div> | </div> | ||
+ | <br> | ||
+ | All Units of all rarities follow the same stat modifier when enhancing. | ||
− | = | + | <div class="table-responsive"> |
− | + | {| class="wikitable table-bordered" | |
+ | ! Enhancement Level !! +1 !! +2 !! +3 !! +4 !! +5 !! +6 !! +7 !! +8 !! +9 !! +10 | ||
+ | |- align="center" | ||
+ | ! Stat Modifier | ||
+ | | 104% || 108% || 112% || 116% || 120% || 124% || 128% || 132% || 136% || 140% | ||
+ | |} | ||
+ | </div> | ||
− | |||
− | + | =Ring Enhancement= | |
− | + | {| class="wikitable table-bordered table-responsive-md" style="text-align: center; float:right; margin-left: 10px;" | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
! Enhance Cap !! Ring EXP !! Cumulative | ! Enhance Cap !! Ring EXP !! Cumulative | ||
|- | |- | ||
Line 1,078: | Line 795: | ||
|- | |- | ||
|} | |} | ||
− | |||
− | All L rings allow one of three stats they provide such as MEL Pwr (determined by ring) to be increased by +1 when they are enhanced; this must be chosen or the enhancement will be denied. This is not possible for R rings. | + | All rings start at +1 and can be enhanced to +20 at the Item Lab by 1 level at a time, similar to units. The success rate is usually 80% for all levels, with some exceptions depending on ring. Unlike units, '''failure does not risk the enhancement level decreasing.''' |
+ | |||
+ | Each enhancement costs 30,000 Meseta. Depending on the ring, it may also cost Grinders, Lambda Grinders and rocks and/or rare gems from gathering. The material cost of enhancing some rings increases after the ring reaches +10 or +15. | ||
+ | |||
+ | Rings cannot be enhanced as soon as they are created; their enhancement level cap is determined by how much Ring EXP they have accrued. While equipped, rings receive 5% (rounded down) of the experience gained, including from client orders and missions. During quests it does not show in the Item Details immediately, but updates when any of the following happens: | ||
+ | |||
+ | * Changing areas (including returning to the Gateway Ship) | ||
+ | * When the wearer gains a class level | ||
+ | * When anything in the Equip Armor menu is changed | ||
+ | ** This includes equipping different outfits/outerwears/parts using the Fashion menu instead | ||
+ | |||
+ | It is not possible to use one ring to gain EXP and then switch to a different ring to give that the Ring EXP instead; the Ring EXP is still given to the first ring. | ||
+ | |||
+ | All L rings allow one of up to three stats they provide such as MEL Pwr (determined by ring) to be increased by +1 when they are enhanced; this must be chosen or the enhancement will be denied. This is not possible for R rings. | ||
Enhancement usually increases the potency of the skill provided by the ring. An exception is compound rings, whose skills start at the effect of the +20 rings combined to create them. This means enhancing compound L rings only provides additional stats, and enhancing compound R rings does nothing. | Enhancement usually increases the potency of the skill provided by the ring. An exception is compound rings, whose skills start at the effect of the +20 rings combined to create them. This means enhancing compound L rings only provides additional stats, and enhancing compound R rings does nothing. | ||
− | + | <br><br><br><br><br><br><br> | |
− | = | + | =Sweet Compression= |
− | + | Sweet Compression allows you to shrink down the size of certain Sweets, opening more space to allocate within your Sweets Box of your Pets. | |
+ | Sweet Compression can be done at Ariel to the right of Dudu / Monica. | ||
<div class="table-responsive"> | <div class="table-responsive"> | ||
{| class="mx-auto wikitable table-bordered" | {| class="mx-auto wikitable table-bordered" | ||
− | ! Rarity !! Grinders !! Grind Info !! 0-1 !! 1-2 !! 2-3 !! 3-4 | + | ! Rarity !! Type !! Grinders !! Grind Info !! 0-1 !! 1-2 !! 2-3 !! 3-4 |
|- | |- | ||
<!--Rarity 7--> | <!--Rarity 7--> | ||
− | | rowspan="2;" align="center" | {{rarity|7}} | + | | rowspan="3;" align="center" | {{rarity|7}} |
− | | rowspan="2;" align="center" | 2 | + | | rowspan="3;" align="center" | Single Stack Pancake |
+ | | rowspan="3;" align="center" | 2 | ||
+ | |style="height:30px;" | Success Rate|| 100% || 95% || 90% || - | ||
+ | |||
+ | |- | ||
+ | |style="height:30px;" align="center"| Cost || 2,585 || 3,128 || 4,176 || - | ||
+ | |- | ||
+ | |style="height:30px;" align="center"| Size || 3x3 || 3x2 || 2x2 || - | ||
+ | |- | ||
+ | |||
+ | | rowspan="3;" align="center" | {{rarity|7}} | ||
+ | | rowspan="3;" align="center" | Double Stack Pancake | ||
+ | | rowspan="3;" align="center" | 2 | ||
+ | |style="height:30px;" | Success Rate|| 100% || 95% || 90% || - | ||
+ | |||
+ | |- | ||
+ | |style="height:30px;" align="center"| Cost || 6,320 || 8,276 || 10,598 || - | ||
+ | |- | ||
+ | |style="height:30px;" align="center"| Size || 3x3 || 3x2 || 2x2 || - | ||
+ | |- | ||
+ | |||
+ | | rowspan="3;" align="center" | {{rarity|7}} | ||
+ | | rowspan="3;" align="center" | Triple Stack Pancake | ||
+ | | rowspan="3;" align="center" | 2 | ||
|style="height:30px;" | Success Rate|| 100% || 95% || 90% || - | |style="height:30px;" | Success Rate|| 100% || 95% || 90% || - | ||
|- | |- | ||
− | |style="height:30px;" align="center"| Cost || 7, | + | |style="height:30px;" align="center"| Cost || 10,816 || 13,926 || 17,472 || - |
+ | |- | ||
+ | |style="height:30px;" align="center"| Size || 3x3 || 3x2 || 2x2 || - | ||
+ | |- | ||
+ | |||
+ | | rowspan="3;" align="center" | {{rarity|7}} | ||
+ | | rowspan="3;" align="center" | Sodas | ||
+ | | rowspan="3;" align="center" | 2 | ||
+ | |style="height:30px;" | Success Rate|| 100% || 95% || - || - | ||
+ | |||
+ | |- | ||
+ | |style="height:30px;" align="center"| Cost || 4,640 || 8,464 || - || - | ||
+ | |- | ||
+ | |style="height:30px;" align="center"| Size || 2x2 || 1x1 || - || - | ||
|- | |- | ||
<!--Rarity 9--> | <!--Rarity 9--> | ||
− | | rowspan=" | + | | rowspan="3;" align="center" | {{rarity|9}} |
− | | rowspan=" | + | | rowspan="3;" align="center" | Cookies |
− | |style="height:30px;" | Success Rate|| 100% || 80% || 80% || | + | | rowspan="3;" align="center" | 2 |
+ | |style="height:30px;" | Success Rate|| 100% || 80% || 80% || - | ||
+ | |- | ||
+ | |style="height:30px;" align="center"| Cost || 6,330 || 8,123 || 10,752 || - | ||
|- | |- | ||
− | |style="height:30px;" align="center"| | + | |style="height:30px;" align="center"| Size || 2x3 || 2x2 || 1x2 || - |
|- | |- | ||
<!--Rarity 10--> | <!--Rarity 10--> | ||
− | | rowspan=" | + | | rowspan="3;" align="center" | {{rarity|10}} |
− | | rowspan=" | + | | rowspan="3;" align="center" | Crepes |
+ | | rowspan="3;" align="center" | 3 | ||
|style="height:30px;" | Success Rate|| 100% || 80% || 75% || 70% | |style="height:30px;" | Success Rate|| 100% || 80% || 75% || 70% | ||
|- | |- | ||
− | |style="height:30px;" align="center"| Cost || | + | |style="height:30px;" align="center"| Cost || 12,520 || 15,939 || 18,876 || 23,078 |
+ | |- | ||
+ | |style="height:30px;" align="center"| Size || 3x4 || 3x3 || 2x3 || 2x2 | ||
+ | |- | ||
+ | |||
+ | | rowspan="3;" align="center" | {{rarity|10}} | ||
+ | | rowspan="9;" align="center" | Rolls | ||
+ | | rowspan="3;" align="center" | 3 | ||
+ | |style="height:30px;" | Success Rate|| 100% || 80% || - || - | ||
+ | |- | ||
+ | |style="height:30px;" align="center"| Cost || 12,520 || 15,939 || - || - | ||
+ | |- | ||
+ | |style="height:30px;" align="center"| Size || 2x3 || 2x2 || - || - | ||
|- | |- | ||
− | + | | rowspan="3;" align="center" | {{rarity|11}} | |
− | | rowspan=" | + | | rowspan="3;" align="center" | 4 |
− | | rowspan=" | + | |style="height:30px;" | Success Rate|| 100% || 80% || - || - |
− | |style="height:30px;" | Success Rate|| 100% || 80% || - || - | + | |- |
+ | |style="height:30px;" align="center"| Cost || 26,400 || 32,947 || - || - | ||
|- | |- | ||
− | |style="height:30px;" align="center"| | + | |style="height:30px;" align="center"| Size || 2x3 || 2x2 || - || - |
|- | |- | ||
− | + | | rowspan="3;" align="center" | {{rarity|12}} | |
− | | rowspan=" | + | | rowspan="3;" align="center" | 5 |
− | | rowspan=" | + | |style="height:30px;" | Success Rate|| 100% || 80% || - || - |
− | |style="height:30px;" | Success Rate|| 100% || 80% || - || - | + | |- |
+ | |style="height:30px;" align="center"| Cost || 36,008 || 46,617 || - || - | ||
|- | |- | ||
− | |style="height:30px;" align="center"| | + | |style="height:30px;" align="center"| Size || 2x3 || 2x2 || - || - |
|- | |- | ||
<!--Rarity 13--> | <!--Rarity 13--> | ||
− | | rowspan=" | + | | rowspan="3;" align="center" | {{rarity|13}} - {{rarity|14}} |
− | | rowspan=" | + | | rowspan="3;" align="center" | Parfaits |
+ | | rowspan="3;" align="center" | 3 <br> (Lambda) | ||
|style="height:30px;" | Success Rate|| 100% || 90% || 80% || 60% | |style="height:30px;" | Success Rate|| 100% || 90% || 80% || 60% | ||
|- | |- | ||
− | |style="height:30px;" align="center"| Cost || | + | |style="height:30px;" align="center"| Cost || 84,000 || 132,300 || 182,000 || 238,000 |
|} | |} | ||
</div> | </div> | ||
[[Category: Equipment]] | [[Category: Equipment]] | ||
+ | {{PSO2 Navbox}} |
Latest revision as of 19:34, 11 September 2021
Weapon Enhancing
Enhancing a weapon can be done through the Item Lab in the Shopping plaza. Every weapon you use to enhance another weapon will cost you one grinder. For weapons + you will need one Lambda Grinder per weapon used.
Enhancement will stop at certain points to make the player unlock the Potential / level up the Potential before enhancing further. This occurs at +10, +20, and +30.
Enhancing Weapons will not risk any failure.
Every enhancement level correlates to a 1% increase to the Weapon's base stats up to +35% at +35 (excluding Augments).
Enhance Value | EXP Required | ||||||||
---|---|---|---|---|---|---|---|---|---|
0 → +1 | 5 | 5 | 20 | 30 | 50 | 80 | 160 | 176 | 192 |
+1 → +2 | 5 | 5 | 20 | 30 | 50 | 80 | 160 | 176 | 192 |
+2 → +3 | 5 | 10 | 20 | 30 | 50 | 80 | 160 | 176 | 192 |
+3 → +4 | 5 | 10 | 20 | 30 | 50 | 80 | 160 | 176 | 192 |
+4 → +5 | 2 | 5 | 20 | 40 | 50 | 80 | 200 | 220 | 240 |
+5 → +6 | 2 | 5 | 20 | 40 | 50 | 100 | 200 | 220 | 240 |
+6 → +7 | 5 | 10 | 25 | 40 | 50 | 100 | 200 | 220 | 240 |
+7 → +8 | 5 | 10 | 25 | 40 | 75 | 100 | 240 | 264 | 288 |
+8 → +9 | 8 | 10 | 25 | 50 | 75 | 100 | 240 | 264 | 288 |
+9 → +10 | 8 | 10 | 25 | 50 | 75 | 100 | 240 | 264 | 288 |
Total (0 → +10) | 50 | 80 | 220 | 360 | 575 | 900 | 1,960 | 2,156 | 2,352 |
+10 → +11 | 10 | 10 | 25 | 50 | 75 | 140 | 280 | 308 | 336 |
+11 → +12 | 10 | 10 | 25 | 50 | 75 | 140 | 280 | 308 | 336 |
+12 → +13 | 10 | 10 | 25 | 50 | 75 | 140 | 280 | 308 | 336 |
+13 → +14 | 10 | 15 | 25 | 50 | 100 | 140 | 320 | 352 | 384 |
+14 → +15 | 10 | 15 | 30 | 60 | 100 | 140 | 320 | 352 | 384 |
+15 → +16 | 10 | 15 | 30 | 60 | 100 | 180 | 320 | 352 | 384 |
+16 → +17 | 10 | 15 | 30 | 60 | 100 | 180 | 360 | 396 | 432 |
+17 → +18 | 10 | 15 | 30 | 80 | 100 | 180 | 360 | 396 | 432 |
+18 → +19 | 10 | 20 | 30 | 80 | 100 | 180 | 360 | 396 | 432 |
+19 → +20 | 10 | 20 | 30 | 80 | 100 | 180 | 360 | 396 | 432 |
Total (+10 → +20) | 100 | 145 | 280 | 620 | 925 | 1,600 | 3,240 | 3,564 | 3,888 |
+20 → +21 | 15 | 20 | 40 | 100 | 120 | 210 | 360 | 396 | 432 |
+21→ +22 | 15 | 20 | 40 | 100 | 120 | 210 | 360 | 396 | 432 |
+22 → +23 | 15 | 20 | 40 | 100 | 120 | 210 | 400 | 440 | 480 |
+23 → +24 | 15 | 20 | 40 | 100 | 120 | 210 | 400 | 440 | 480 |
+24 → +25 | 15 | 20 | 40 | 100 | 120 | 210 | 400 | 440 | 480 |
+25 → +26 | 15 | 25 | 60 | 100 | 120 | 210 | 400 | 440 | 480 |
+26 → +27 | 15 | 25 | 60 | 100 | 120 | 210 | 420 | 462 | 504 |
+27 → +28 | 15 | 25 | 60 | 100 | 120 | 210 | 420 | 462 | 504 |
+28 → +29 | 15 | 25 | 60 | 100 | 120 | 210 | 420 | 462 | 504 |
+29 → +30 | 15 | 25 | 60 | 100 | 120 | 210 | 420 | 462 | 504 |
Total (+20 → +30) | 150 | 225 | 500 | 1,000 | 1,200 | 2,100 | 4,000 | 4,400 | 4,800 |
+30 → +31 | 30 | 40 | 70 | 120 | 140 | 240 | 480 | 528 | 576 |
+31 → +32 | 30 | 40 | 70 | 120 | 140 | 240 | 480 | 528 | 576 |
+32 → +33 | 30 | 40 | 70 | 120 | 140 | 240 | 480 | 528 | 576 |
+33 → +34 | 30 | 40 | 70 | 120 | 140 | 240 | 480 | 528 | 576 |
+34 → +35 | 30 | 40 | 70 | 120 | 140 | 240 | 480 | 528 | 576 |
Total (+30 → +35) | 150 | 200 | 350 | 600 | 700 | 1,200 | 2,400 | 2,640 | 2,880 |
Grand Total | 450 | 650 | 1,350 | 2,600 | 3,400 | 5,800 | 11,600 | 12,760 | 13,920 |
Enhancement Caps
Enhancement Cap is the maximum level that a weapon can be enhanced to. It is displayed on tab 2 of a weapon's Item Details window, e.g. "Enh Lv. /0 (30 Maximum)", with 30 being the Enhancement Cap.
For all weapons the maximum Enhancement Cap is 35.
All weapons up to are generated with an Enhancement Cap of 30 from all sources. and higher weapons start with an Enhancement Cap of 35 if they are from enemies and boss loot, or 30 if they are obtained from an exchange counter or Collection Folder.
The Enhancement Cap of a weapon can be raised by enhancing it with another copy of the same weapon: If the fodder weapon has an Enhancement Cap of 30, the Enhancement Cap of the weapon being enhanced will increase by 1. If the fodder weapon has an Enhancement Cap above 30, the number of levels above 30 will also be added to the weapon being enhanced.
For example, enhancing a Sigma Turin (Enhancement Cap 31) using a Sigma Turin (Enhancement Cap 32) will raise the Enhancement Cap of the enhanced Sigma Turin to 34.
Some of the weapon upgrade exchanges available from Zig retain the Enhancement Cap of the weapon being upgraded.
Augment Factors
When a Weapon is enhanced to +35, the Augment Factor will become available to use when Affixing Augments. Affixing these Augments will guarantee a 100% success rate, but will still follow normal penalties when adding an additional Augment.
Different Augment Factors exist for every Weapon.
EXP Value Overview of Fodders
Rarity | Base EXP |
Material Bonus | Enhancement Bonus | Cost as a Material |
Efficiency (EXP/Cost) | ||||
---|---|---|---|---|---|---|---|---|---|
Same Type |
Same Rarity |
Same Weapon |
Special Augment |
EXP on Material |
Same Weapon |
Same Type & Rarity | |||
2 | 5 | 15 | 25 | See Below |
Total EXP / 2 |
2,000 | 13.5 / 1k | 11.0 / 1k | |
5 | 15 | 30 | 4,000 | 8.7 / 1k | 6.2 / 1k | ||||
40 | 20 | 45 | 16,000 | 5.3 / 1k | 4.0 / 1k | ||||
50 | 30 | 60 | 19,800 | 5.5 / 1k | 4.2 / 1k | ||||
60 | 30 | 60 | 23,500 | 5.1 / 1k | 4.0 / 1k | ||||
90 | 50 | 110 | 35,000 | 5.7 / 1k | 4.1 / 1k | ||||
180 | 90 | 185 | 100,000 | 3.6 / 1k | 2.7 / 1k | ||||
200 | 100 | 205 | 110,000 | 3.6 / 1k | 2.7 / 1k | ||||
180 | 90 | 225 | 120,000 | 3.7 / 1k | 2.8 / 1k |
- Though rarity below is grouped into three groups, the Same Rarity bonus is not applied for groups; it requires an identical rarity. For example a weapon does not give the Same Rarity bonus to a or weapon.
- The Same Type and Same Rarity bonuses can be given together. For example using a Red Sword as a material item for a Zax provides both bonuses as they are both Swords.
- The Same Weapon bonus is mutually exclusive; it does not also give the Same Type and Same Rarity bonuses.
- The EXP given by material items is the total EXP that it took to Enhance it to that level. Say we have a weapon at +10, the EXP that it would give as a fodder would be the EXP it took to Enhance it to 10, which is 50, divided by 2; along with the base EXP value, the fodder would give a total of 27 EXP.
- For Special Augments, the following Augments give varying EXP:
- Empy Embrace - +90 EXP
- EXP Weapon Mini - +400 EXP
- Weapon Boost - +800 EXP
- There is a chance to receive a Great Success while enhancing, granting 1.5x more EXP.
Element Enhancing
Element Enhancing is a way to increase your Weapon Element, thus making them stronger. You can enhance your weapon's element in the same way as you would regularly enhance your weapons + rating.
- Same Rarity/Same Weapon/Same Element: Combining two copies of the weapon of the same element will give an additive effect on the element. (e.g two 20 Katana will give 40 .)
- Same Rarity/Same Weapon/Different Element: Combining two copies of the weapon but of the different element will give the base weapon an increase of 10 in element, regardless of the Fodder's Attribute amount. (e.g upgrading a 20 Katana with a 25 one will give 30 .)
- Same Rarity/Different Weapon: Using a different weapon but of the same type and rarity will only give 1 element increase to the base weapon, regardless of the Fodder's Attribute amount.
- Element Support Items will also increase the target weapon's Element in addition to the bonus granted by the initial fodder.
Element Enhancing Support Items
Rarity | Icon | Image | Name | Source | Description |
---|---|---|---|---|---|
Elemental Transition (Fire) |
AC Scratch | Conversion material for enhancing elements. Use this when enhancing elements to change the element to Fire. | |||
Elemental Transition (Ice) |
AC Scratch | Conversion material for enhancing elements. Use this when enhancing elements to change the element to Ice. | |||
Elemental Transition (Lightning) |
AC Scratch | Conversion material for enhancing elements. Use this when enhancing elements to change the element to Lightning. | |||
Elemental Transition (Wind) |
AC Scratch | Conversion material for enhancing elements. Use this when enhancing elements to change the element to Wind. | |||
Elemental Transition (Light) |
AC Scratch | Conversion material for enhancing elements. Use this when enhancing elements to change the element to Light. | |||
Elemental Transition (Dark) |
AC Scratch | Conversion material for enhancing elements. Use this when enhancing elements to change the element to Dark. |
Photon Color
Certain pieces of equipment have an ability known as Photon Color. This is signified by a small color palette icon at the bottom left of the equipment's icon. The Item Lab is able to change the color of the target equipment at no cost.
Unit Enhancing
Unit enhancing can also be done at the Item Lab.
Rarity | Grinders | Enhance Info | 0-1 | 1-2 | 2-3 | 3-4 | 4-5 | 5-6 | 6-7 | 7-8 | 8-9 | 9-10 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Success Rate | 100% | 100% | 100% | 90% | 90% | 80% | 80% | 70% | 70% | 60% | |
Risk | - | - | - | - | - | - | - | - | - | - | ||
1 | Success Rate | 100% | 100% | 100% | 90% | 90% | 80% | 80% | 70% | 70% | 60% | |
Risk | - | - | - | - | - | - | - | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | ||
1 | Success Rate | 100% | 100% | 100% | 80% | 80% | 70% | 70% | 60% | 60% | 50% | |
Risk | - | - | - | - | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -2 | ||
2 | Success Rate | 100% | 100% | 100% | 70% | 70% | 60% | 60% | 50% | 50% | 40% | |
Risk | - | - | - | - | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -2 | 0 ~ -2 | 0 ~ -2 | ||
3 | Success Rate | 100% | 100% | 100% | 70% | 70% | 60% | 60% | 50% | 50% | 40% | |
Risk | - | - | - | - | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -2 | 0 ~ -2 | 0 ~ -2 | ||
4 | Success Rate | 100% | 100% | 100% | 70% | 70% | 60% | 60% | 50% | 50% | 40% | |
Risk | - | - | - | - | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -2 | 0 ~ -2 | 0 ~ -2 | ||
4 | Success Rate | 100% | 100% | 100% | 70% | 70% | 60% | 60% | 50% | 50% | 40% | |
Risk | - | - | - | - | 0 ~ -1 | 0 ~ -1 | 0 ~ -1 | 0 ~ -2 | 0 ~ -2 | 0 ~ -2 |
All Units of all rarities follow the same stat modifier when enhancing.
Enhancement Level | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|
Stat Modifier | 104% | 108% | 112% | 116% | 120% | 124% | 128% | 132% | 136% | 140% |
Ring Enhancement
Enhance Cap | Ring EXP | Cumulative |
---|---|---|
+1 | 0 | 0 |
+1 → +2 | 200 | 200 |
+2 → +3 | 600 | 800 |
+3 → +4 | 2,400 | 3,200 |
+4 → +5 | 9,600 | 12,800 |
+5 → +6 | 14,200 | 27,000 |
+6 → +7 | 10,800 | 37,800 |
+7 → +8 | 12,600 | 50,400 |
+8 → +9 | 14,400 | 64,800 |
+9 → +10 | 16,200 | 81,000 |
+10 → +11 | 27,000 | 108,000 |
+11 → +12 | 54,000 | 162,000 |
+12 → +13 | 90,000 | 252,000 |
+13 → +14 | 108,000 | 360,000 |
+14 → +15 | 126,000 | 486,000 |
+15 → +16 | 144,000 | 630,000 |
+16 → +17 | 180,000 | 810,000 |
+17 → +18 | 216,000 | 1,026,000 |
+18 → +19 | 234,000 | 1,260,000 |
+19 → +20 | 252,000 | 1,512,000 |
All rings start at +1 and can be enhanced to +20 at the Item Lab by 1 level at a time, similar to units. The success rate is usually 80% for all levels, with some exceptions depending on ring. Unlike units, failure does not risk the enhancement level decreasing.
Each enhancement costs 30,000 Meseta. Depending on the ring, it may also cost Grinders, Lambda Grinders and rocks and/or rare gems from gathering. The material cost of enhancing some rings increases after the ring reaches +10 or +15.
Rings cannot be enhanced as soon as they are created; their enhancement level cap is determined by how much Ring EXP they have accrued. While equipped, rings receive 5% (rounded down) of the experience gained, including from client orders and missions. During quests it does not show in the Item Details immediately, but updates when any of the following happens:
- Changing areas (including returning to the Gateway Ship)
- When the wearer gains a class level
- When anything in the Equip Armor menu is changed
- This includes equipping different outfits/outerwears/parts using the Fashion menu instead
It is not possible to use one ring to gain EXP and then switch to a different ring to give that the Ring EXP instead; the Ring EXP is still given to the first ring.
All L rings allow one of up to three stats they provide such as MEL Pwr (determined by ring) to be increased by +1 when they are enhanced; this must be chosen or the enhancement will be denied. This is not possible for R rings.
Enhancement usually increases the potency of the skill provided by the ring. An exception is compound rings, whose skills start at the effect of the +20 rings combined to create them. This means enhancing compound L rings only provides additional stats, and enhancing compound R rings does nothing.
Sweet Compression
Sweet Compression allows you to shrink down the size of certain Sweets, opening more space to allocate within your Sweets Box of your Pets. Sweet Compression can be done at Ariel to the right of Dudu / Monica.
Rarity | Type | Grinders | Grind Info | 0-1 | 1-2 | 2-3 | 3-4 |
---|---|---|---|---|---|---|---|
Single Stack Pancake | 2 | Success Rate | 100% | 95% | 90% | - | |
Cost | 2,585 | 3,128 | 4,176 | - | |||
Size | 3x3 | 3x2 | 2x2 | - | |||
Double Stack Pancake | 2 | Success Rate | 100% | 95% | 90% | - | |
Cost | 6,320 | 8,276 | 10,598 | - | |||
Size | 3x3 | 3x2 | 2x2 | - | |||
Triple Stack Pancake | 2 | Success Rate | 100% | 95% | 90% | - | |
Cost | 10,816 | 13,926 | 17,472 | - | |||
Size | 3x3 | 3x2 | 2x2 | - | |||
Sodas | 2 | Success Rate | 100% | 95% | - | - | |
Cost | 4,640 | 8,464 | - | - | |||
Size | 2x2 | 1x1 | - | - | |||
Cookies | 2 | Success Rate | 100% | 80% | 80% | - | |
Cost | 6,330 | 8,123 | 10,752 | - | |||
Size | 2x3 | 2x2 | 1x2 | - | |||
Crepes | 3 | Success Rate | 100% | 80% | 75% | 70% | |
Cost | 12,520 | 15,939 | 18,876 | 23,078 | |||
Size | 3x4 | 3x3 | 2x3 | 2x2 | |||
Rolls | 3 | Success Rate | 100% | 80% | - | - | |
Cost | 12,520 | 15,939 | - | - | |||
Size | 2x3 | 2x2 | - | - | |||
4 | Success Rate | 100% | 80% | - | - | ||
Cost | 26,400 | 32,947 | - | - | |||
Size | 2x3 | 2x2 | - | - | |||
5 | Success Rate | 100% | 80% | - | - | ||
Cost | 36,008 | 46,617 | - | - | |||
Size | 2x3 | 2x2 | - | - | |||
- | Parfaits | 3 (Lambda) |
Success Rate | 100% | 90% | 80% | 60% |
Cost | 84,000 | 132,300 | 182,000 | 238,000 |
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