Enhancement

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Revision as of 02:05, 3 November 2020 by Miraglyth (talk | contribs) (→‎Best way to enhance your {{rarity|13}} Weapon: Removed redundancy with new section.)
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Weapon Leveling

Enhancing a weapon can be done through Dudu in the Shopping plaza. Every weapon you use to enhance another weapon will cost you one grinder. For weapons 13+ you will need one Lambda Grinder per weapon used.
For the recommended method of enhancing 13 weapons please look below this table.

Enhance Value EXP Required
123 456 789 10 11 12 13 14
0 → +1 5 5 20 30 50 80 160 176
+1 → +2 5 5 20 30 50 80 160 176
+2 → +3 5 10 20 30 50 80 160 176
+3 → +4 5 10 20 30 50 80 160 176
+4 → +5 2 5 20 40 50 80 200 220
+5 → +6 2 5 20 40 50 100 200 220
+6 → +7 5 10 25 40 50 100 200 220
+7 → +8 5 10 25 40 75 100 240 264
+8 → +9 8 10 25 50 75 100 240 264
+9 → +10 8 10 25 50 75 100 240 264
Total (0 → +10) 50 80 220 360 575 900 1960 2156
+10 → +11 10 10 25 50 75 140 280 308
+11 → +12 10 10 25 50 75 140 280 308
+12 → +13 10 10 25 50 75 140 280 308
+13 → +14 10 15 25 50 100 140 320 352
+14 → +15 10 15 30 60 100 140 320 352
+15 → +16 10 15 30 60 100 180 320 352
+16 → +17 10 15 30 60 100 180 360 396
+17 → +18 10 15 30 80 100 180 360 396
+18 → +19 10 20 30 80 100 180 360 396
+19 → +20 10 20 30 80 100 180 360 396
Total (+10 → +20) 100 145 280 620 925 1600 3240 3564
+20 → +21 15 20 40 100 120 210 360 396
+21→ +22 15 20 40 100 120 210 360 396
+22 → +23 15 20 40 100 120 210 400 440
+23 → +24 15 20 40 100 120 210 400 440
+24 → +25 15 20 40 100 120 210 400 440
+25 → +26 15 25 60 100 120 210 400 440
+26 → +27 15 25 60 100 120 210 420 462
+27 → +28 15 25 60 100 120 210 420 462
+28 → +29 15 25 60 100 120 210 420 462
+29 → +30 15 25 60 100 120 210 420 462
Total (+20 → +30) 150 225 500 1000 1200 2100 4000 4400
+30 → +31 30 40 70 120 140 240 480 528
+31 → +32 30 40 70 120 140 240 480 528
+32 → +33 30 40 70 120 140 240 480 528
+33 → +34 30 40 70 120 140 240 480 528
+34 → +35 30 40 70 120 140 240 480 528
Grand Total 450 650 1350 2600 3400 5800 11600 12760

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 12 are generated with an Enhancement Cap of 30 from all sources. 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 Zig retain the Enhancement Cap of the weapon being upgraded.

Best way to enhance your 13 Weapon

Recommended Method for grinding/enhancing items that require Lambda Grinders: Enhance 13 from 1-30 with 3 Lambda Grinders, 3 Weapons and 2 Great Enhance Success 100%.

Use one +26 12 to enhance your 13 to +10.
Use one +30 12 to enhance your 13 from +10 to +20 with Great Enhance Success 100%.
Use one +30.5 (+30 with half a bar full) 12 to enhance your 13 from +20 to +30 with Great Enhance Success 100%.

You can buy Great Enhance Success 100% from the market.

Total EXP Per Enhance Level

Enhance Value EXP Required
123 456 789 10 11 12 13 14
0 → +1 5 5 20 30 50 80 160 ??
+1 → +2 10 10 40 60 100 160 320 ??
+2 → +3 15 20 60 90 150 240 480 ??
+3 → +4 20 30 80 120 200 320 640 ??
+4 → +5 22 35 100 160 250 400 840 ??
+5 → +6 24 40 120 200 300 500 1040 ??
+6 → +7 29 50 145 240 350 600 1240 ??
+7 → +8 34 60 170 280 425 700 1480 ??
+8 → +9 42 70 195 330 500 800 1720 ??
+9 → +10 50 80 220 380 575 900 1960 ??
+10 → +11 60 90 245 430 650 1040 2240 ??
+11 → +12 70 100 270 480 725 1180 2520 ??
+12 → +13 80 110 295 530 800 1320 2800 ??
+13 → +14 90 125 320 580 900 1460 3120 ??
+14 → +15 100 140 350 640 1000 1600 3440 ??
+15 → +16 110 155 380 700 1100 1780 3760 ??
+16 → +17 120 170 410 760 1200 1960 4120 ??
+17 → +18 130 185 440 840 1300 2140 4480 ??
+18 → +19 140 205 470 920 1400 2320 4840 ??
+19 → +20 150 225 500 1000 1500 2500 5200 ??
+20 → +21 165 245 540 1100 1620 2710 5560 ??
+21→ +22 180 265 580 1200 1740 2920 5920 ??
+22 → +23 195 285 620 1300 1860 3130 6320 ??
+23 → +24 210 305 660 1400 1980 3340 6720 ??
+24 → +25 225 325 700 1500 2100 3550 7120 ??
+25 → +26 240 350 760 1600 2220 3760 7520 ??
+26 → +27 255 375 820 1700 2340 3970 7940 ??
+27 → +28 270 400 880 1800 2460 4180 8360 ??
+28 → +29 285 425 940 1900 2580 4390 8780 ??
+29 → +30 300 450 1000 2000 2700 4600 9200 ??
+30 → +31 330 490 1070 2120 2840 4840 9680 ??
+31 → +32 360 530 1140 2240 2980 5080 10160 ??
+32 → +33 390 570 1210 2360 3120 5320 10640 ??
+33 → +34 420 610 1280 2480 3260 5560 11120 ??
+34 → +35 450 650 1350 2600 3400 5800 11600 ??

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
Empy
Embrace
Weapon
Boost
EXP on
Material
Same
Weapon
Same Type
& Rarity
123 2 5 15 25 90 800 Total
EXP / 2
2,000 13.5 / 1k 11.0 / 1k
456 5 15 30 4,000 8.7 / 1k 6.2 / 1k
789 40 20 45 16,000 5.3 / 1k 4.0 / 1k
10 50 30 60 19,800 5.5 / 1k 4.2 / 1k
11 60 30 60 23,500 5.1 / 1k 4.0 / 1k
12 90 50 110 35,000 5.7 / 1k 4.1 / 1k
13 180 90 185 100,000 5.3 / 1k 2.7 / 1k
  • Though rarity below 10 is grouped into three groups, the Same Rarity bonus is not applied for groups; it requires an identical rarity. For example a 3 weapon does not give the Same Rarity bonus to a 1 or 2 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 7 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 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.

Attribute Enhancing

Attribute Enhancing is a way to increase your Weapon Attribute, thus making them stronger. You can enhance your weapons attribute in the same way as you would regularly enhance your weapons + rating. It is recommended for 13 weapons to increase your attribute level at +30, because you need a duplicate weapon to break pass +30 anyways.


  • 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 Fire Katana will give 40 Fire.)
  • 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 Fire Katana with a 25 Ice one will give 30 Fire.)
  • 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.
  • Attribute Support Items will also increase the target weapon's Attribute in addition to the bonus granted by the initial fodder.


Attribute Enhancing Support Items

Rarity Icon Image Name Source Description
7 UIItemElementalTransitionFireIcon.png UIItemElementalTransitionFire.png Elemental Transition (Fire)
AC Scratch Used when Enhancing attributes. Changes weapon attribute to Fire.
7 UIItemElementalTransitionIceIcon.png UIItemElementalTransitionIce.png Elemental Transition (Ice)
AC Scratch Used when Enhancing attributes. Changes weapon attribute to Ice.
7 UIItemElementalTransitionLightningIcon.png UIItemElementalTransitionLightning.png Elemental Transition (Lightning)
AC Scratch Used when Enhancing attributes. Changes weapon attribute to Lightning.
7 UIItemElementalTransitionWindIcon.png UIItemElementalTransitionWind.png Elemental Transition (Wind)
AC Scratch Used when Enhancing attributes. Changes weapon attribute to Wind.
7 UIItemElementalTransitionLightIcon.png UIItemElementalTransitionLight.png Elemental Transition (Light)
AC Scratch Used when Enhancing attributes. Changes weapon attribute to Light.
7 UIItemElementalTransitionDarkIcon.png UIItemElementalTransitionDark.png Elemental Transition (Dark)
AC Scratch Used when Enhancing attributes. Changes weapon attribute 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 Dudu.

Rarity Grinders Enhance Info 0-1 1-2 2-3 3-4 4-5 5-6 6-7 7-8 8-9 9-10
123 1 Success Rate 100% 100% 100% 90% 90% 80% 80% 70% 70% 60%
Risk - - - - - - - - - -
456 1 Success Rate 100% 100% 100% 90% 90% 80% 80% 70% 70% 60%
Risk - - - - - - - 0 ~ -1 0 ~ -1 0 ~ -1
789 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
10 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
11 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
12 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

Ring Enhancement

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 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 stones 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 Gateship)
  • 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.

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 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.

Candy Compression

Candy Compression can be done at Ariel to the right of Dudu.

Rarity Grinders Grind Info 0-1 1-2 2-3 3-4
7 2 Success Rate 100% 95% 90% -
Cost 7,800 9,504 12,672 -
9 2 Success Rate 100% 80% 80% 70%
Cost 19,200 24,640 32,640 -
10 3 Success Rate 100% 80% 75% 70%
Cost 38,000 48,300 57,200 70,035
11 4 Success Rate 100% 80% - -
Cost 80,000 99,480 - -
12 5 Success Rate 100% 80% - -
Cost 109,200 141,375 - -
13 3
(Lambda)
Success Rate 100% 90% 80% 60%
Cost 168,000 264,600 364,000 476,000