User:Krvn64/The Armory/Chinese

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本頁面的内容正在施工中。最新内容請參考英文版WIKI: The Armory

軍械庫(The Armory)讓玩家能整理(Organize)、改造(Modify)、修理(Repair)、靈魂綁定(Soulbind)、購買、出售與分解裝備

整理(Organize)

這是進入軍械庫時的預設選項,并且默認打開該選項的「新(New)」分頁。

當你位於左側的「整理」分頁時,可以在本分頁或上方其他任一分頁對裝備進行批量整理。

9 個分頁可更快速地找到要整理的特定裝備。「新」分頁顯示你最近取得的裝備,其後是各 武器 類型與 護甲 類型,最後是「已分解(Salvaged)」分頁,其中存放被分解裝備的殘骸。

整理裝備的方式為:選中所有需要整理的物品右邊的複選框,然後在以下項目中選擇「啟用(Enable)」:


📌 置頂(Pinned):置頂所有選取的裝備。就各別裝備類型而言,已置頂的裝備一律排在未置頂裝備之前。

🛡️ 保護(Protected):在選取以供出售或分解時、要附加至莫古利郵務系統時,以及要犧牲以進行屬性融合時,需額外確認。這能在不徹底阻止這些操作的前提下,保護裝備免受各種危險動作影響。

🔒 鎖定(Locked):受到更進一步的保護,完全不會出現在帶有潛在危險動作的頁面上。你仍可自由修理、升級與改造受保護及受鎖定的裝備。裝備無法同時處於鎖定與保護狀態。

📦 存放(Stored):會隱藏於所有裝備清單,僅本頁的清單除外,且不能用於任何操作。除非你的裝備倉庫溢出,否則這些裝備不會計入你的一般裝備上限。

🗡️ 已裝備(Equipped):用以標示目前正被裝備的裝備,即使它屬於其他裝備組或設定檔亦然。這些裝備無法被存放;嘗試如此做會被無聲忽略。

完成選擇後,點擊「整理裝備(Organize Equipment)」即會套用這些選擇。


「清除(Clear)」選項會在選取時移除現有的置頂、存放或保護/鎖定狀態。保護與鎖定選項無法單獨清除,兩者會一起清除。


「不變更(Unchanged)」為預設選項;若未調整為「啟用」或「清除」,則維持目前的置頂、存放、保護或鎖定狀態。

改造(Modify)

在本頁面中,裝備能以各種方式進行改造。本頁面預設分頁為「已裝備(Equipped)」,會列出玩家目前裝備的所有物品(涵蓋所有人格與裝備組)。這些物品會以 🗡️ 標示。其餘分頁則讓你進一步篩選最近取得的裝備,或特定類型的裝備。

使用本頁面時,玩家選取想改造的裝備,然後點擊「改造裝備(Modify Equipment)」,接著便會提供各種選項。

所有裝備都有改造頁面,但除非該裝備已靈魂綁定,否則無法進行任何會變更屬性的改造。關於靈魂綁定的更多資訊,請見「靈魂綁定(Soulbind)」分頁。

對於已靈魂綁定的裝備,則可執行下列操作。

重新命名

重命名的限制與規則是:

  • 最多 50 字符。
  • 裝備的本名會一直被保留著,會顯示於裝備彈出式視窗裡的自定義名稱下方。
  • 改回本名或空白名稱就可移除自定義名稱。
  • 在莫古利郵務添加裝備會自動移除自定義名稱。

挑戰道具界

此選項讓你消耗世界種子(World Seeds)以進入道具世界(Item World, IW)戰鬥模式。每次勝利完成,都會使所有基礎屬性提升 1%(物理攻擊與魔法攻擊為 2%)、使該裝備可用的護符點數增加 1,並使該裝備的鍛造等級上限增加 1。IW 等級上限是「Upgrade Tier:」後方的第三個數字,目前等級則是第二個。IW 不得超過 IW 等級上限。例如:「Upgrade Tier 0 / 15 / 25」表示該裝備可將 IW 提升至等級 25,且目前位於 IW 15。

關於此戰鬥模式的更詳細解析,請見道具界。

鍛造(Forging)

裝備可進行鍛造,上限為已完成的道具世界最高等級。這總會消耗素材、依裝備類型而定的稀有素材、紳士幣(credits),以及傳奇核心(Legendary Cores)或無雙核心(Peerless Cores)。若玩家背包中沒有足夠的核心,傳奇核心與無雙核心會改以紳士幣費用替代。

每提升一級升級等級,所有基礎屬性便提升 1%(物理攻擊與魔法攻擊為 2%)。

鍛造等級是「Upgrade Tier:」後方的第一個數字。例如「Upgrade Tier: 10 / 15 / 25」表示目前鍛造等級為 10、目前最高可達 15(即目前的 IW 等級),而鍛造等級上限為 25,其前提是 IW 等級也完成至 25。

素材

基本素材

分為 Low、Mid、High-grade(低、中、高階)三種品質。

名稱 可改造
Cloth(布料) 布甲
Leather(皮革) 輕甲
Metals(金屬) 重甲、武器與原力盾
Wood(木材) 法杖和盾牌,原力盾除外
稀有素材

無法從報廢中取回(對已鍛造的裝備,鍛造消耗的稀有素材可以取回90%)。

名稱 可改造
Crystallized Phazon 相位鎧甲
Shade Fragment 暗影鎧甲
Repurposed Actuator 動力甲
Defense Matrix Modulator 原力盾

升級消耗

本頁面正在施工中

上等(Superior)
升級等級 素材 核心 紳士幣(Credits)
1 100x 低階素材, 1 稀有素材 1,000
2 100x 低階素材, 1 稀有素材 1,000
3 100x 低階素材, 1 稀有素材 1,000
4 100x 低階素材, 1 稀有素材 1,000
5 100x 低階素材, 1 稀有素材 1,000
6 100x 低階素材, 2 稀有素材 1,000
7 100x 低階素材, 2 稀有素材 1,000
8 100x 低階素材, 2 稀有素材 1,000
9 100x 低階素材, 2 稀有素材 1,000
10 100x 低階素材, 2 稀有素材 1,000
總計
素材 低階 1,000
稀有 15
紳士幣 10,000
精良(Exquisite)
升級等級 素材 核心 紳士幣(Credits)
1 100x 低階素材, 1 稀有素材 5,000
2 100x 低階素材, 1 稀有素材 5,000
3 100x 低階素材, 1 稀有素材 5,000
4 100x 低階素材, 1 稀有素材 5,000
5 100x 低階素材, 1 稀有素材 5,000
6 100x 低階素材, 2 稀有素材 5,000
7 100x 低階素材, 2 稀有素材 5,000
8 100x 低階素材, 2 稀有素材 5,000
9 100x 低階素材, 2 稀有素材 5,000
10 100x 低階素材, 2 稀有素材 5,000
總計
素材 低階 1,000
稀有 15
紳士幣 50,000
史詩(Magnificent)
升級等級 素材 核心 紳士幣(Credits)
1 100 低階素材, 5 中階素材, 1 稀有素材 10,000
2 100 低階素材, 10 中階素材, 1 稀有素材 10,000
3 100 低階素材, 15 中階素材, 1 稀有素材 10,000
4 100 低階素材, 20 中階素材, 1 稀有素材 10,000
5 100 低階素材, 25 中階素材, 1 稀有素材 10,000
6 100 低階素材, 30 中階素材, 2 稀有素材 10,000
7 100 低階素材, 35 中階素材, 2 稀有素材 10,000
8 100 低階素材, 40 中階素材, 2 稀有素材 10,000
9 100 低階素材, 45 中階素材, 2 稀有素材 10,000
10 100 低階素材, 50 中階素材, 2 稀有素材 10,000
11 100 低階素材, 50 中階素材, 3 稀有素材 25,000
12 100 低階素材, 50 中階素材, 3 稀有素材 25,000
13 100 低階素材, 50 中階素材, 3 稀有素材 25,000
14 100 低階素材, 50 中階素材, 3 稀有素材 25,000
15 100 低階素材, 50 中階素材, 3 稀有素材 25,000
16 100 低階素材, 50 中階素材, 4 稀有素材 25,000
17 100 低階素材, 50 中階素材, 4 稀有素材 25,000
18 100 低階素材, 50 中階素材, 4 稀有素材 25,000
19 100 低階素材, 50 中階素材, 4 稀有素材 25,000
20 100 低階素材, 50 中階素材, 4 稀有素材 25,000
總計
素材 低階 2,000
中階 775
稀有 50
紳士幣 350,000
傳説(Legendary)
升級等級 素材 核心 紳士幣(Credits)
1 100 中階素材, 5 高階素材, 1 稀有素材 1 傳説核心 25,000
2 100 中階素材, 10 高階素材, 1 稀有素材 1 傳説核心 25,000
3 100 中階素材, 15 高階素材, 1 稀有素材 1 傳説核心 25,000
4 100 中階素材, 20 高階素材, 1 稀有素材 1 傳説核心 25,000
5 100 中階素材, 25 高階素材, 1 稀有素材 1 傳説核心 25,000
6 100 中階素材, 30 高階素材, 2 稀有素材 2 傳説核心 25,000
7 100 中階素材, 35 高階素材, 2 稀有素材 2 傳説核心 25,000
8 100 中階素材, 40 高階素材, 2 稀有素材 2 傳説核心 25,000
9 100 中階素材, 45 高階素材, 2 稀有素材 2 傳説核心 25,000
10 100 中階素材, 50 高階素材, 2 稀有素材 2 傳説核心 25,000
11 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
12 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
13 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
14 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
15 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
16 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
17 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
18 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
19 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
20 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
21 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
22 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
23 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
24 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
25 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
總計
素材 中階 2,500
高階 1,025
稀有 75
核心 傳説 75
紳士幣 1,250,000
無雙(Peerless)
升級等級 素材 核心 紳士幣(Credits)
1 100 中階素材, 5 高階素材, 1 稀有素材 1 傳説核心 25,000
2 100 中階素材, 10 高階素材, 1 稀有素材 1 傳説核心 25,000
3 100 中階素材, 15 高階素材, 1 稀有素材 1 傳説核心 25,000
4 100 中階素材, 20 高階素材, 1 稀有素材 1 傳説核心 25,000
5 100 中階素材, 25 高階素材, 1 稀有素材 1 傳説核心 25,000
6 100 中階素材, 30 高階素材, 2 稀有素材 2 傳説核心 25,000
7 100 中階素材, 35 高階素材, 2 稀有素材 2 傳説核心 25,000
8 100 中階素材, 40 高階素材, 2 稀有素材 2 傳説核心 25,000
9 100 中階素材, 45 高階素材, 2 稀有素材 2 傳説核心 25,000
10 100 中階素材, 50 高階素材, 2 稀有素材 2 傳説核心 25,000
11 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
12 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
13 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
14 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
15 100 中階素材, 50 高階素材, 3 稀有素材 3 傳説核心 50,000
16 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
17 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
18 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
19 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
20 100 中階素材, 50 高階素材, 4 稀有素材 4 傳説核心 50,000
21 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
22 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
23 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
24 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
25 100 中階素材, 50 高階素材, 5 稀有素材 5 傳説核心 100,000
26 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
27 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
28 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
29 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
30 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
總計
素材 中階 3,000
高階 1,275
稀有 100
核心 傳説 75
無雙 25
紳士幣 1,750,000
至臻(Ultimate)
升級等級 素材 核心 紳士幣(Credits)
31 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
32 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
33 100 中階素材, 50 高階素材, 5 稀有素材 5 無雙核心 100,000
總計
素材 中階 300
高階 150
稀有 15
核心 無雙 15
紳士幣 300,000


Charm Slots

Charms, and the Pouches that contain them, may be equipped. Each charm has it's own charm point cost and energy upkeep materials. Pouches do not require upkeep, except to replace them should they be destroyed, but also have a charm point cost depending on their effect, notably protecting the charms from damage, and reducing the amount of wear the charms receive through battle.

Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.

They come in "Lesser" and "Greater" variants. Greater charms are more expensive to slot but give a larger bonus.

Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the Item World and upgrading, each of which adds +1 charm point.

Charms are consumables, and will wear out over time without sufficient protection; the condition is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear Hath Perk. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.

Wear can be reduced by using a Pouch. All Charms come inside a free Silk Pouch.

When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the Modify page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.

While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a "higher" (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.

If you replace a worn or torn charm with an identical charm, it will not charge upkeep materials, and any remaining condition will be added to the new charm. I.E., if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.

Charms also require upkeep Items. Elemental Charms require elemental infusions, Voidseeker charms require Voidseeker Shards, Featherweight Charms need Featherweight Shards, and Aether Charms require Aether Shards. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.

Charms can be obtained by clearing Item Worlds; however, they are not automatically attached to the cleared equipment. Charms and pouches can also be obtained by offering Trophies at The Shrine, and can be traded in The Market.

It is not possible to extract Charms or Pouches from a piece of Equipment once attached.

Charms
Charm Quality Charm Point Cost Effects Effect Strength Material Costs Slot
Featherweight Lesser 5 Reduces Burden and Interference by N max(5, 30%) Featherweight Shard x10 All
Greater 15 max(10, 50%) Featherweight Shard x20
Hollowforged Lesser 15 Turns damage into Void and adds N Void Strike 30% Energy Cells x10 Weapon
Greater 25 50% Energy Cells x20
Fire Strike Lesser 10 Adds N Fire Strike 30% Infusion of Flames x10 Weapon
Greater 20 50% Infusion of Flames x20
Cold Strike Lesser 10 Adds N Cold Strike 30% Infusion of Frost x10 Weapon
Greater 20 50% Infusion of Frost x20
Lightning Strike Lesser 10 Adds N Lightning Strike 30% Infusion of Lightning x10 Weapon
Greater 20 50% Infusion of Lightning x20
Wind Strike Lesser 10 Adds N Wind Strike 30% Infusion of Storms x10 Weapon
Greater 20 50% Infusion of Storms x20
Holy Strike Lesser 10 Adds N Holy Strike 30% Infusion of Divinity x10 Weapon
Greater 20 50% Infusion of Divinity x20
Dark Strike Lesser 10 Adds N Dark Strike 30% Infusion of Darkness x10 Weapon
Greater 20 50% Infusion of Darkness x20
Butcher Lesser 15 Increases Attack Damage by N 6% Energy Cells x10 Weapon
Greater 30 10% Energy Cells x20
Swiftness Lesser 10 Increases Attack Speed by N +5% Energy Cells x10 Weapon
Greater 20 +7.5% Energy Cells x20
Fatality Lesser 10 Increases Attack Critical Strike Damage by N +0.06x Energy Cells x10 Weapon
Greater 20 +0.10x Energy Cells x20 Weapon
Overpower Lesser 5 Adds N Counter-Parry 12% Energy Cells x10 Weapon
Greater 10 20% Energy Cells x20
Voidseeker Lesser 15 Turns damage into Void, Increases Accuracy by N, and adds M Void Strike N=Accuracy*0.2+10, M=30% Voidseeker Shard x10 Weapon
Greater 30 N=Accuracy*0.3+10, M=50% Voidseeker Shard x20
Archmage Lesser 20 Increases Magic Damage by N
  • If attached to a weapon without a Magic Damage bonus, add M before increasing by N
N=6%, M=ceiling(equipment_level/5)*hands_used
  • hands_used is the number of hands used to wield the weapon (1 or 2).
Energy Cells x10 Weapon
Greater 40 N=10%, M=ceiling(equipment_level/3)*hands_used
  • hands_used is the number of hands used to wield the weapon (1 or 2).
Energy Cells x20
Economizer Lesser 15 Adds N Mana Conservation 10% for One-Handed, 15% for Two-Handed Energy Cells x10 Weapon
Greater 30 15% for One-Handed, 25% for Two-Handed Energy Cells x20
Spellweaver Lesser 10 Increases Cast Speed by N 5% Energy Cells x10 Weapon
Greater 20 7.5% Energy Cells x20
Annihilator Lesser 15 Increases Magic Critical Strike Damage by N +0.06x Energy Cells x10 Weapon
Greater 30 +0.10x Energy Cells x20
Penetrator Lesser 15 Adds N Counter-Resist 12% Energy Cells x10 Weapon
Greater 30 20% Energy Cells x20
Aether Lesser 15 Increases Magic Accuracy by N and adds M Mana Conservation N=Magic Accuracy*0.2+10, M=3% (6% for staffs) Aether Shard x10 Weapon
Greater 30 N=Magic Accuracy*0.3+10, M=5% (10% for staffs) Aether Shard x20
Fire-proof Lesser 10 Increases Fire Mitigation by N +12*Slot Multiplier1 Infusion of Flames x10 Armour/Shield
Greater 20 +20*Slot Multiplier1 Infusion of Flames x20
Cold-proof Lesser 10 Increases Cold Mitigation by N +12*Slot Multiplier1 Infusion of Frost x10 Armour/Shield
Greater 20 +20*Slot Multiplier1 Infusion of Frost x20
Lightning-proof Lesser 10 Increases Lightning Mitigation by N +12*Slot Multiplier1 Infusion of Lightning x10 Armour/Shield
Greater 20 +20*Slot Multiplier1 Infusion of Lightning x20
Wind-proof Lesser 10 Increases Wind Mitigation by N +12*Slot Multiplier1 Infusion of Storms x10 Armour/Shield
Greater 20 +20*Slot Multiplier1 Infusion of Storms x20
Holy-proof Lesser 10 Increases Holy Mitigation by N +12*Slot Multiplier1 Infusion of Divinity x10 Armour/Shield
Greater 20 +20*Slot Multiplier1 Infusion of Divinity x20
Dark-proof Lesser 10 Increases Dark Mitigation by N +12*Slot Multiplier1 Infusion of Darkness x10 Armour/Shield
Greater 20 +20*Slot Multiplier1 Infusion of Darkness x20
Juggernaut Lesser 20 Increases HP by N 6%*Slot Multiplier1 Energy Cells x10 Armour/Shield
Greater 40 10%*Slot Multiplier1 Energy Cells x20
Capacitor Lesser 10 Increases MP by N 6%*Slot Multiplier1 Energy Cells x10 Armour/Shield
Greater 20 10%*Slot Multiplier1 Energy Cells x20

Note 1: Slot Multipliers. The strength of certain Charms depends on which slot the equipment they are attached to goes in.

  • Shield/Helmet: x1
  • Body: x1.2
  • Hands: x0.9
  • Legs: x1.1
  • Feet: x0.8
Pouches

The only way of obtaining Pouches is offering Trophies at The Shrine. Every 500k of Shrine Value "guarantees" a Pouch bonus drop. The odds are Silk/Kevlar/Mithril: 75%/20%/5%.

  • Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.
  • Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.
    • Requires 1 Charm Point to equip.
  • Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.
    • Requires 2 Charm Points to equip.

Stat Fusion

Stat Fusion allows The Player to increase the base stat rolls of Legendary equipment, by sacrificing a different Legendary or Peerless equipment of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of prefix/suffix, but not with phase shoes or cotton pants.

For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.

If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.

It will charge 10 bindings for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.

Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.

Note that if you statfuse gear with a "legacy name" (i.e. equipment converted from the old system with a name that doesn't exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.

Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.

Ranges

  • Each stat on an equipment piece is determined based on a base value, which have different ranges depending on the quality. The higher the number, the higher the actual stat. Each stat that has a corresponding binding has its own range rolled separately based on the gear quality. Stats that do not have a corresponding binding, are instead determined based on the average of the ones that do.
    • Equipment ranges are not uniform across an equipment piece, each stat is rolled separately.
  • Only Legendary to Peerless+ quality gear may be stat fused to increase their ranges. A Peerless+ equipment fused to 250 stats will be upgraded into the Ultimate quality. Peerless+ and Ultimate requires the Limit Breaker Hath Perks.
Quality Min Max
Ultimate 250 250
Peerless+ 200 249
Peerless 200 200
Legendary 170 200
Magnificent 150 180
Exquisite 120 160
Superior 90 130
Average 60 100
Fair 30 70
Crude 0 40

黏合劑(Bindings)

Name Upgrades
Binding of Slaughter Base Physical Damage
Binding of Balance Physical Hit Chance
Binding of Isaac Physical Crit Chance
Binding of Destruction Base Magical Damage
Binding of Focus Magical Hit Chance
Binding of Friendship Magical Crit Chance
Binding of Protection Physical Defense
Binding of the Fleet Evade Chance
Binding of the Barrier Block Chance
Binding of the Nimble Parry Chance
Binding of the Elementalist Elemental Magic Proficiency
Binding of the Heaven-sent Divine Magic Proficiency
Binding of the Demon-fiend Forbidden Magic Proficiency
Binding of the Curse-weaver Depreciating Magic Proficiency
Binding of the Earth-walker Supportive Magic Proficiency
Binding of Surtr Fire Spell Damage
Binding of Niflheim Cold Spell Damage
Binding of Mjolnir Elec Spell Damage
Binding of Freyr Wind Spell Damage
Binding of Heimdall Holy Spell Damage
Binding of Fenrir Dark Spell Damage
Binding of Dampening Crushing Mitigation
Binding of Stone-skin Slashing Mitigation
Binding of Deflection Piercing Mitigation
Binding of the Fire-eater Fire Mitigation
Binding of the Frost-born Cold Mitigation
Binding of the Thunder-child Elec Mitigation
Binding of the Wind-waker Wind Mitigation
Binding of the Thrice-blessed Holy Mitigation
Binding of the Spirit-ward Dark Mitigation
Binding of the Ox Strength
Binding of the Raccoon Dexterity
Binding of the Cheetah Agility
Binding of the Turtle Endurance
Binding of the Fox Intelligence
Binding of the Owl Wisdom
Binding of Warding Magical Mitigation
Binding of Negation Resist Chance


Repair

WIP

All equipment has a Condition value which degrades when you are defeated in battle, as well as at a fixed rate depending on the equipment Durability and the number of cleared rounds. Repairs require different Scrap Material corresponding to the equipment type; these can be salvaged from low-grade equipment, or bought from the Item Store or The Market.

Magitech equipment and equipment with attached charms will also have an Energy value. Energy is consumed at a fixed rate depending on the number of cleared rounds. Recharging energy requires Energy Cells; these can be salvaged from magitech equipment, or bought from the Item Store or The Market. Attached charms affect the required number of energy cells and can also require other upkeep materials.

Charms attached to your equipment may take condition damage, depending on its Pouch; if the condition reaches zero, it will tear, rendering it useless. If you are defeated, some pouches can be destroyed, exposing their charms to additional damage. Torn charms and destroyed pouches can be replaced with spare charms and pouches from your inventory; these can be obtained in the Item World or by offering trophies in The Shrine, or bought from other players in The Market.

Soulbind

Soul Fragments can be used to bind equipment to the player, making it untradable and scaling it to the player's Level at all times. Soulbinding is required to challenge the equipment's Item World, forge it, perform Stat Fusion, and attach Charms to it.

Purchase

The Equipment found in the purchase section comes solely from players that sold them to the bazaar; it does not generate any equipment on its own. Some equipment will be deleted when quantities are too high by the system after 15 minutes (faster if it's of below Average quality).

Sell

WIP

Salvage

Salvaging extracts materials from higher-quality equipment pieces and scrap from all pieces. Only low/mid/high-grade base materials can be directly acquired this way. Rare tier armor can also give Energy Cells.

  • Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the bazaar.
Quality Salvage Result
Average or lower Only Scrap
Superior Low-Grade
Exquisite Mid-Grade
Magnificent High-Grade
Legendary High-Grade + Legendary core
Peerless or higher High-Grade + Peerless core
  • Shade armor, Power armor, Phase armor and Force Shield will give 5 armor cores, all other legendary and peerless equipment will give 1 core.
  • Note: Any currently slotted equipment cannot be salvaged even if it is unlocked. This applies across all equip sets on each persona.

Salvaged Remains

In addition to the extracted materials, salvaging will provide the player with the salvaged remains; this is the original equipment with the "Salvaged" condition applied.

  • Salvaged equipment has a durability of 0.0%

The remains are set be sold to the bazaar by default during the salvage process. They can instrad be add to the player's equipment inventory by clicking "Sell Salvaged Equipment" to deselct the option.

  • Salvaged equipment sold as remains can be bought back from the bazaar by the salvager for up to 24 hours after it was salvaged.

Salvaged reamins can be restored by repairing the equipment to full condition like normal in the armory.

See also

HentaiVerse Navigation
Character Menu Stats • Training • Settings • Persona • Isekai
Abilities Skills • Spells (Spell Damage‎) • Spirit Stance
Levels Experience Points • Leveling Up • Ranks • Level and Rank Table
Info. Action Speed • Overcharge • Proficiencies • Stamina
Services Bazaar Equipment Shop • Item Shop • Monster Lab (Monster Stats) • Shrine • MoogleMail • The Lottery • The Market
The Forge Repair • Upgrade • Enchant • Salvage • Reforge • SoulFuse
Items Drops Loot Drop Rolls • Obsolete Items
Equipment Equipment Basics • Detailed Equip Characteristics • Weapon Procs • Stats • Burden • Interference • Equipment Ranges • Level Scaling
Battles Modes Arena • Grindfest • Item World • Random Encounter • Ring of Blood • The Tower
Info. Bestiary • Damage Types • Damage (Physical Damage) • Enemy Procs • RiddleMaster
Isekai The Tower Ranking • Rewards
Info. Seasons • Rewards • Rules
Misc. Currency Credits • Gallery Points • Hath • Hath Perks
Strategy Advice • Advanced Advice
System Dawn of a New Day • Bugs • Technical Issues • FAQ • Hotkeys • Scripts & Tools