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Difference between revisions of "Reinforce"
(Finally fixed the horribly wrong tables for reinforcement succ) |
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+ | {{Missing Info}} | ||
==Description== | ==Description== | ||
− | * | + | * Reinforcing improves your [[accessories]], [[armor]], and [[weapons]] by giving them bonus properties. |
− | ** | + | ** Reinforcing costs {{Item|gold}} and {{Item|Clear Cube Fragment|Clear Cube Fragments}} through Reinforce Machines or {{Item|Refined Terranium}}s through [[Red Tail Jonathan]]. |
− | ** | + | ** Costs increase depending on the level of the item and reinforcement level. |
− | * | + | ** The success rate typically goes down as the levels get higher. |
+ | ** The cost and success rate (success rate under upgrade +10) are shown before committing to the upgrade. | ||
+ | * Reinforcements are performed through either [[Kiri]] in [[Hendon Myre]], a Guild Reinforcement Machine in the [[Guild Hideout]] or [[Red Tail Jonathan]] in [[Central Park]]. | ||
+ | * At higher levels, failure to successfully reinforce an item will '''permanently destroy the item'''. | ||
+ | ** If a Reinforcement Protection Ticket is in possession, the item will reset to +0 reinforcement instead. | ||
+ | ** {{Item|Clear Cube Fragment|Clear Cube Fragments}} and {{Item|Vestige of Hope|Vestiges of Hope}} are given if the item is destroyed. | ||
+ | * Reinforcing adds various bonuses to different types of gear. | ||
+ | ** Weapons will gain bonus Physical Attack and Magical Attack. | ||
+ | ** Armors will gain bonus Physical Damage reduction and overall damage reduction. | ||
+ | ** Accessories will gain bonus Magical Damage reduction and overall damage reduction. | ||
+ | ** Sub Equipments and Magic Stones will gain bonus Strength, Intelligence, Vitality, and Spirit. | ||
+ | ** Earrings will gain bonus Physical Attack, Magical Attack, and Independent Attack. | ||
+ | * Reinforcement bonuses before +10 grow additively, while after +10 they begin to grow exponentially. | ||
+ | * Weapons will begin to glow certain colors depending on its reinforcement level. These effects also grow more noticeable and begins to flash more rapidly at higher levels as well. | ||
+ | * The target must '''not''' be cursed with Otherverse energy, otherwise it must either be purified or upgraded through [[Klonter]] via [[amplify|amplification]]. | ||
+ | * Certain items, such as Reinforcement Tickets, will reinforce your items for free to the described level. | ||
+ | * Portable Reinforce Machines will reinforce your items for free. There are still penalties for failing the reinforcement. | ||
+ | * Titles and consumables such as {{Item|Master Crafter}}, {{Item|Kiri's Favorite}}, or a {{Item|Reinforcement Proficiency Formula}} can increase the success rate of reinforcements. | ||
+ | * Equipping the {{Item|High Powered}} title gives a 5% discount on reinforcing. | ||
− | * | + | ===Safe Reinforcement=== |
+ | * Introduced in Season 7, this essentially acts as a safeguard to your Reinforced Equipment from losing it's levels and effects upon failure. | ||
+ | * Each time you fail a Safe Reinforce more than once, it's adjustment values will accumlate by 5 - 10% depending on the level, but does reset once you've succeeded upgrading. | ||
+ | * Level 100 or higher Unique - Epic Weapons can only be used for Safe Reinforce up to +12. | ||
+ | * {{Item|Ryan Core}}s are needed for this system instead of {{Item|Clear Cube Fragment}}s. | ||
+ | * Higher bonuses will require more gold and materials. | ||
==Upgrade Success and Failure Rate== | ==Upgrade Success and Failure Rate== | ||
− | The chart works as, the failure of upgrading | + | The chart works as, the failure of upgrading a weapon that has the enhance bonus of +12, trying to aim for +13, would result in the item breaking. Failure in upgrading a +10 or +11 weapon would result in the item going down three levels. |
The ''Upgrade'' column is the upgrade level of the item you're putting into the reinforcing machine. | The ''Upgrade'' column is the upgrade level of the item you're putting into the reinforcing machine. | ||
+ | |||
+ | Note: These are what are thought to be the current percentages for Season 3. Act 01. PANDEMONIUM. | ||
{| class="wikitable" style="text-align:center; width:600px;" | {| class="wikitable" style="text-align:center; width:600px;" | ||
|+ | |+ | ||
− | ! style="background-color:#ddffcf; | + | ! style="background-color:#ddffcf;" |Upgrade !! style="background-color:#ddffcf;" |Chance of success !! style="background-color:#ddffcf;" |Failure Penalty for weapons ||width="35%" style="background-color:#ddffcf;" | Failure Penalty for other items |
|- | |- | ||
! style="background-color: #ddffcf;" | +0 -> +1 | ! style="background-color: #ddffcf;" | +0 -> +1 | ||
− | | rowspan= | + | | rowspan=4 | 100% || rowspan=10 | None || rowspan=10 | None |
|- | |- | ||
! style="background-color: #ddffcf;" | +1 -> +2 | ! style="background-color: #ddffcf;" | +1 -> +2 | ||
Line 24: | Line 50: | ||
|- | |- | ||
! style="background-color: #ddffcf;" | +3 -> +4 | ! style="background-color: #ddffcf;" | +3 -> +4 | ||
− | |||
|- | |- | ||
! style="background-color: #ddffcf;" | +4 -> +5 | ! style="background-color: #ddffcf;" | +4 -> +5 | ||
− | | | + | | 80% |
|- | |- | ||
! style="background-color: #ddffcf;" | +5 -> +6 | ! style="background-color: #ddffcf;" | +5 -> +6 | ||
− | | | + | | 70% |
|- | |- | ||
! style="background-color: #ddffcf;" | +6 -> +7 | ! style="background-color: #ddffcf;" | +6 -> +7 | ||
− | | | + | | 60% |
|- | |- | ||
! style="background-color: #ddffcf;" | +7 -> +8 | ! style="background-color: #ddffcf;" | +7 -> +8 | ||
− | | | + | | 50% |
|- | |- | ||
! style="background-color: #ddffcf;" | +8 -> +9 | ! style="background-color: #ddffcf;" | +8 -> +9 | ||
− | | | + | | 40% |
|- | |- | ||
! style="background-color: #ddffcf;" | +9 -> +10 | ! style="background-color: #ddffcf;" | +9 -> +10 | ||
− | | | + | | 30% |
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +10 -> +11 | ||
+ | | rowspan=3 | N/A || rowspan=2 | Loses three upgrade levels || rowspan=3 | Item Breaks | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +11 -> +12 | ||
|- | |- | ||
+ | ! style="background-color: #ddffcf;" | +12 -> +13 or upgrade higher !! style="font-weight: normal; background-color: #fff;" | Item Breaks | ||
+ | |} | ||
+ | <!-- | ||
! style="background-color: #ddffcf;" | +10 -> +11 | ! style="background-color: #ddffcf;" | +10 -> +11 | ||
− | | | + | | 30% || rowspan=23 | Item breaks |
|- | |- | ||
! style="background-color: #ddffcf;" | +11 -> +12 | ! style="background-color: #ddffcf;" | +11 -> +12 | ||
− | | | + | | 20% |
|- | |- | ||
! style="background-color: #ddffcf;" | +12 -> +13 | ! style="background-color: #ddffcf;" | +12 -> +13 | ||
− | | | + | | 18% |
|- | |- | ||
! style="background-color: #ddffcf;" | +13 -> +14 | ! style="background-color: #ddffcf;" | +13 -> +14 | ||
− | | 17 | + | | 17% |
|- | |- | ||
! style="background-color: #ddffcf;" | +14 -> +15 | ! style="background-color: #ddffcf;" | +14 -> +15 | ||
− | | | + | | 16% |
|- | |- | ||
! style="background-color: #ddffcf;" | +15 -> +16 | ! style="background-color: #ddffcf;" | +15 -> +16 | ||
− | | | + | | 15% |
|- | |- | ||
! style="background-color: #ddffcf;" | +16 -> +17 | ! style="background-color: #ddffcf;" | +16 -> +17 | ||
− | | | + | | 14% |
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +17 -> +18 | ||
+ | | 12% | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +18 -> +19 | ||
+ | | rowspan=13 | 10% | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +19 -> +20 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +20 -> +21 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +21 -> +22 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +22 -> +23 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +23 -> +24 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +24 -> +25 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +25 -> +26 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +26 -> +27 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +27 -> +28 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +28 -> +29 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +29 -> +30 | ||
+ | |- | ||
+ | ! style="background-color: #ddffcf;" | +30 -> +31 | ||
|} | |} | ||
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==Upgrade Glow Color== | ==Upgrade Glow Color== | ||
Line 142: | Line 142: | ||
| style="background-color:#ddffcf;"|'''+13 - +14''' | | style="background-color:#ddffcf;"|'''+13 - +14''' | ||
| style="background-color:#ddffcf;"|'''+15 - +16''' | | style="background-color:#ddffcf;"|'''+15 - +16''' | ||
− | | style="background-color:#ddffcf;"|'''+17 - + | + | | style="background-color:#ddffcf;"|'''+17 - +22''' |
− | | style="background-color:#ddffcf;"|'''+ | + | | style="background-color:#ddffcf;"|'''+23 and up''' |
|- | |- | ||
Line 167: | Line 167: | ||
|} | |} | ||
− | + | [[Category:Enhancing]] | |
− | + | [[Category:Game System]] | |
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Latest revision as of 09:56, 2 September 2022
Seria says: "Nothing should be as mysterious as I am!"
Some info is missing, please help to provide it if you can. |
Contents
Description
- Reinforcing improves your accessories, armor, and weapons by giving them bonus properties.
- Reinforcing costs Gold and Clear Cube Fragments through Reinforce Machines or Refined Terraniums through Red Tail Jonathan.
- Costs increase depending on the level of the item and reinforcement level.
- The success rate typically goes down as the levels get higher.
- The cost and success rate (success rate under upgrade +10) are shown before committing to the upgrade.
- Reinforcements are performed through either Kiri in Hendon Myre, a Guild Reinforcement Machine in the Guild Hideout or Red Tail Jonathan in Central Park.
- At higher levels, failure to successfully reinforce an item will permanently destroy the item.
- If a Reinforcement Protection Ticket is in possession, the item will reset to +0 reinforcement instead.
- Clear Cube Fragments and Vestiges of Hope are given if the item is destroyed.
- Reinforcing adds various bonuses to different types of gear.
- Weapons will gain bonus Physical Attack and Magical Attack.
- Armors will gain bonus Physical Damage reduction and overall damage reduction.
- Accessories will gain bonus Magical Damage reduction and overall damage reduction.
- Sub Equipments and Magic Stones will gain bonus Strength, Intelligence, Vitality, and Spirit.
- Earrings will gain bonus Physical Attack, Magical Attack, and Independent Attack.
- Reinforcement bonuses before +10 grow additively, while after +10 they begin to grow exponentially.
- Weapons will begin to glow certain colors depending on its reinforcement level. These effects also grow more noticeable and begins to flash more rapidly at higher levels as well.
- The target must not be cursed with Otherverse energy, otherwise it must either be purified or upgraded through Klonter via amplification.
- Certain items, such as Reinforcement Tickets, will reinforce your items for free to the described level.
- Portable Reinforce Machines will reinforce your items for free. There are still penalties for failing the reinforcement.
- Titles and consumables such as Master Crafter, Kiri's Favorite, or a Reinforcement Proficiency Formula can increase the success rate of reinforcements.
- Equipping the High Powered title gives a 5% discount on reinforcing.
Safe Reinforcement
- Introduced in Season 7, this essentially acts as a safeguard to your Reinforced Equipment from losing it's levels and effects upon failure.
- Each time you fail a Safe Reinforce more than once, it's adjustment values will accumlate by 5 - 10% depending on the level, but does reset once you've succeeded upgrading.
- Level 100 or higher Unique - Epic Weapons can only be used for Safe Reinforce up to +12.
- Leiern Cores are needed for this system instead of Clear Cube Fragments.
- Higher bonuses will require more gold and materials.
Upgrade Success and Failure Rate
The chart works as, the failure of upgrading a weapon that has the enhance bonus of +12, trying to aim for +13, would result in the item breaking. Failure in upgrading a +10 or +11 weapon would result in the item going down three levels.
The Upgrade column is the upgrade level of the item you're putting into the reinforcing machine.
Note: These are what are thought to be the current percentages for Season 3. Act 01. PANDEMONIUM.
Upgrade | Chance of success | Failure Penalty for weapons | Failure Penalty for other items |
---|---|---|---|
+0 -> +1 | 100% | None | None |
+1 -> +2 | |||
+2 -> +3 | |||
+3 -> +4 | |||
+4 -> +5 | 80% | ||
+5 -> +6 | 70% | ||
+6 -> +7 | 60% | ||
+7 -> +8 | 50% | ||
+8 -> +9 | 40% | ||
+9 -> +10 | 30% | ||
+10 -> +11 | N/A | Loses three upgrade levels | Item Breaks |
+11 -> +12 | |||
+12 -> +13 or upgrade higher | Item Breaks |
Upgrade Glow Color
Once upgraded, the weapon will flash/glow, as seen around the item's border. This is separate from the item's base color. The higher the rank, the faster the glow flashes.
- Note: 1-6 and 7-8 appear to be the same color except that 7-8 seems to have a more vibrant glow.
Enhance Value | +0 | +1 - +6 | +7 - +8 | +9 - +12 | +13 - +14 | +15 - +16 | +17 - +22 | +23 and up |
Color | No Color | Green | Yellow | Blue | Pink | Orange | Gold | No Record |
Picture | N/A |