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Each party member can use a specific type of weapon unique to them. Weapons grant flat stat boosts to the party member’s attributes.
The weapon categories are:
- Great Swords
Each party member can use specific armors. Usually, a character can wear armor from multiple categories. Armors grant flat stat boosts to the party member’s attributes.
The armor categories are:
- Light Armor
- Heavy Armor
Each party member can wear one accessory. Aside from stat boosts, each accessory additionally grants a passive skill that does not need to be equipped in the Set Skills menu.
Each party member can wear one class emblem. Aside from stat boosts, each class emblem also grants two additional active and passive skills which then can be equipped in the Set Skills menu.
At an anvil, via the “Upgrade Armor” and “Upgrade Equipment” menus, you can enhance equipment to better versions. Each weapon and armor is enhanceable twice, indicated through a + and a ++.
In order to enhance weapons or armor, you need to provide the resources listed under “Required Material” and the amount of money specified.
Additionally to flat stat increases, each weapon and armor upgrade also adds an additional crystal slot to it, allowing you to put larger or more crystals into them.
Crystals enhance weapon and armor abilities by providing additional passive skills to the party member using equipment with crystals in it. They can be very powerful and easily turn the outcome of a battle when set up right beforehand.
Crystals come in 4 types:
|Status||Grant passive skills that give bonuses on attributes or bonuses for wearing the equipment|
|Offensive||Grant passive skills that enhance physical and magical attacks by adding properties, increasing their power or inflicting status effects|
|Defensive||Grant passive skills that enhance defense by adding properties, increasing attributes, resistances or status effects|
|Utility||Grant passive skills that greatly vary in effect|
Crystals come in 2 variations: Natural and artificial.
Artificial crystals are marked with an asterisk (*) in front of the crystal’s name.
When fusing crystals, the resulting crystal will always be artificial. Artificial crystals cannot be used as fuse crystals, only base crystals.
Each crystal comes with a random purity level (P) to it. The higher the purity, the better crystals you can fuse with them.
The crystal’s rank is shown through roman numerals next to its name. It ranges from I to X, with X being the maximum rank a crystal can have, regardless of purity or size.
A crystal’s passive skill becomes stronger with higher rank, in total 3 levels per skill. The required ranks for each level are:
III: Skill level 1
V: Skill level 2
X: Skill level 3
Each crystal comes in a random size between 1 and 3, indicated by small circles representing the amount of slots a crystal needs in an equipment piece.
The smaller the size and the higher the purity the better the crystal is for slotting and fusing.
You can combine / fuse crystals with the same passive skill on them.
When combining a crystal you choose a base crystal and a fuse crystal with purity (P) above 0 for either and confirm the fusion.
Only pure crystals can be used as fuse crystals. Artificial crystals (marked with an asterisk (*) in front of the name) can only be used as base crystals.
After fusing two crystals, the resulting crystal:
- Will have the purity of the base crystal minus 1 (e.g. P3 -> P2) regardless of the fuse crystal’s purity.
- Will have the sum of both crystal’s rank (e.g. III + IV = VII)
- Will be the average size of both crystal’s size (e.g. * + *** = **)
- Becomes an artificial crystal