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Upgrade System

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Gear (armors, weapons, accessories, ornaments, and some items) are able to be upgraded to obtain higher stat values. There are three main systems to increase the stats.

  1. Reinforcement
  2. Enchantment
  3. Compouding


Reinforcement

Reinforcing allows the gear to upgraded (increase stat values) without using any enchants. The starting value is +0 and the maximum value that can be obtainned is +30. Though it has been noted by GMs that the value has a cap of +100, but the game is currently set to max at +30. Gears that are affect by this are as following:

  • Armors (S1 & S2)
  • Weapons (S1 & S2)
  • Accessories (S2 only)
    • NOTE: S1 Accessories are not reinforceable.
  • Ornaments (S1 & S2)

In increasing the reinforce values become statistically more difficult and also has a risk of breaking. If the gear breaks, it is lost forever.

Reinforcement Window
Reinforcement Window

On the upper boxes is where the gear, basic xeons, and any improvement xeons are placed.

I. Item to reinforce

II. Basic Xeons

III. Improvement Xeons

IV. Improvement Xeons

V. Improvement Xeons


A list of values are shown on the lower part of the window, there are four different values.

1. Success Rate: This is the % chance that you have of successfully Reinforcing an item. The higher the level of reinforcing, the lower the success rate.

2. Deterioration Rate: This is the % chance that you have that an item’s reinforcement level will drop down to a lower number in the case that you don’t succeed.

3. Deterioration Limits: This is the max number of reinforcement levels that an item can be lowered in the case that your item deteriorates after a failure.

4. Break Rate: This is the % chance that an item can be destroyed in the case of a failed reinforcement.


Enchanting

There is a beginners guide to Enchanting

The effects of enchanting depends exactly on which type of Enchanting Xeon you used.

A weapon with at least one Enchanting Slot filled will display a glow around the blade or head of the weapon. The color of the glow is dependent on the type of weapon according to this table:

Weapon Type Glow Color
Claw Purple
Crossbow Red
Dual Sword Amber
One or Two Handed Axe Blue
One or Two Handed Bludgeon Blue
One or Two Handed Sword Red
Staff Turquiose
Wand Turquiose

A weapon with 4 or more Enchanting Slots filled will display a glowing rune around the weapon's hilt. The rune differs according to the number of filled slots, and weapon type. A weapon with 6 Reinforcement Slots filled will display a larger, more elaborate glowing rune around the weapon. A weapon with 8 Reinforcement Slots filled will display a larger, more elaborate/aggressiv glowing rune around the weapon.

Example:
Crossbow-Glow
Claw-Glow


To enchant an item you need the following:

  • The Piece of Equipment to be enchanted. Only items that have an available Enchanting Slot are eligible.
  • One Enchanting Xeon. Only one Enchanting Xeon may be applied to an item at a time.
  • Basic Xeons of the item's Grade. The number of Basic Xeons needed increases with the level of the item. The type of Basic Xeon needed is the same as the item's Grade (Ordinary, Supernus, etc.).
  • Improvement Xeons: Enchanting Success Xeon (+10%); Also 1% and 5% Xeon.
  • Lant. Lant cost increases with the level of the item.

Compounding

Compounding is the process of increasing the strength of your weapons and armor. Through compounding the effective level of an item is increased. This translates into a chance for higher stats (STR, INT, HP Recovery, etc.) and guaranteed higher damage, physical defense, or block defense.

under con.

Process of Compounding

To compound an item you need the following:


Compounding 79 Items

  • 1.[Cursed] Weapon/ [Stat] Armor
  • 2. ET - Drop (20)
  • 3. Weapon only: Uncursed Xeon (Elnir/Erunil drop)
  • 4. Improvement Xeon
  • 5. Improvement Xeon
  • 6. Lant


Compounding 85 (ST) Items

  • 1. [Imperfect] Armor/Weapon
  • 2.1. [Noxyon XX Crystal] (For armor only, one Crystal for each Race. See below)
  • 2.2. [Core of Hell Iron] (For weapons only)
  • 3. [Exekyon Element [STAT] Xeon] (One available for each stat (STR/CON/DEX/INT/MND))
  • 4. [Exekyon Controlled Element Xeon]
  • 5. Improvement Xeon
  • 6. Improvement Xeon
  • 7. Lant
Crystal Name Race
Noxyon Fog Crystal Turan Armors
Noxyon Fire Crystal Bartuk Armors
Noxyon Abyss Crystal Kruxena Armors
Noxyon Dawn Crystal Xenoa Armors

Compounding 85 (TAoS) Items


Nightmare Items

Note: Drop at Nightmare Cresent map and Ornament's dropped at all Boss monster's, too.

  • 1. Base Items Grades I - IV - Nightmare [Accessory], e.g.Ring
  • 2.1. Destroyer Xeons Grades I - IV (Physical Attack based accessories) x10
  • 2.2. Dominator Xeons Grades I - IV (Magic Attack based accessories) x10
  • 3. Main-Stat Xeons Grades I - IV (STR/DEX/CON/INT/MND) x10
  • 4. Sub-Stat Xeons Grades I - IV x10
    • 1. Nightmare M-M Xeon [Accessory] I - IV : (Melee-Melee) - e.g.Ring: HP Recovery/Accuracy
    • 2. Nightmare M-C Xeon [Accessory] I - IV : (Melee-Caster) - e.g.Ring: HP Recovery/Evasion
    • 3. Nightmare C-M Xeon [Accessory] I - IV : (Caster-Melee) - e.g.Ring: MP Recovery/Accuracy
    • 4. Nightmare C-C Xeon [Accessory] I - IV : (Caster-Caster) - e.g.Ring: MP Recovery/Evasion
  • 5. Improvement Xeon
  • 6. Improvement Xeon
  • 7. Lant

Note:Items can also be revamped.

  • You must use the appropriate level Revamp Compound Xeon according to your item.
    • Revamping an item has a chance to break the item if not successful.
      • Revamping an item will result in an item losing all it's Reinforcements and Enchants, meaning that if successful, will result in a +0 0/# Enchant.

(taken from warpportal forum)


Enchantment Xeon

Note:

  • 1. Main Xeon Lv1 - 5 x1
  • 2. Main Xeon Lv1 - 5 x1
  • 3. Reinforcement Xeon x100
  • 4. Maximus Basic Xeon x100
  • 5. Improvement Xeon
  • 6. Improvement Xeon
  • 7. Lant

Example:
Max Up Lv5 + Max Up Lv5 + Physical Defense Xeons + Maximus Basic Xeons = Max HP Up Defense (100 HP + 20 Defense)

Compounding Basic Xeons

Basic Xeons can be compounded to increase their Grade to the next highest grade. To do so requires any 20 Basic Xeons of the same grade and some Lant. The chance of success and Lant costs increase with the grade from which you are compounding.

Basic Xeon compounding is conducted at an Item Compound Blacksmith NPC. Insert 10 Basic Xeons into the primary slot and 10 Basic Xeons of the same grade into the secondary slot. Success yields 10 Basic Xeons of the next highest grade. Failure results in the loss of all materials.

S1-System

There is a beginners guide to Re-inforcement

Reinforcing Equipment

Reinforcing equipment is the process of inserting Reinforcement Xeons into Reinforcement Slots in your equipment in order to enhance particular stats. Any piece of equipment can be be reinforced; jewelry included. The number of reinforcement slots available on a particular piece of equipment is generally equal to it's level/10, rounded down (1 at 10, 1 at 15, 2 at 20, etc.).

You may reinforce any combination of Reinforcement Xeons into your equipment. The only restrictions pertain to the type of Reinforcement Xeon used:

  • Weapon Reinforcement Xeons, Xeon Reinforcement Weapon.gif, can only be applied to weapons and no other equipment.
  • Armor Reinforcement Xeons, Xeon Reinforcement Armor.gif, can only be applied to armor or shields and no other equipment.
  • All other Reinforcement Xeons can be applied to any piece of equipment.


Effects of Reinforcing

The effects of reinforcement depends exactly on which type of Reinforcement Xeon you used. A +2 STR xeon reinforced into your helm, for example, will bestow an additional +2 STR in addition to any natural or reinforced STR already present on the helm.

A weapon with at least one Reinforcement Slot filled will display a glow around the blade or head of the weapon. The color of the glow is dependent on the type of weapon according to this table:

Weapon Type Glow Color
Claw Purple
Crossbow Red
Dual Sword Amber
One or Two Handed Axe Blue
One or Two Handed Bludgeon Blue
One or Two Handed Sword Red
Staff Turquiose
Wand Turquiose

A weapon with 4 or more Reinforcement Slots filled will display a glowing rune around the weapon's hilt. The rune differs according to the number of filled slots, and weapon type.
A weapon with 6 Reinforcement Slots filled will display a larger, more elaborate glowing rune around the weapon.

It is important to note that if you later compound an already reinforced item, all previous reinforcements on that item will be lost.

Process of Reinforcing

To reinforce an item you need the following:

  • The Piece of Equipment to be reinforced. Only items that have an available Reinforcement Slot are eligible.
  • One Reinforcement Xeon. Only one Reinforcement Xeon may be applied to an item at a time.
  • Basic Xeons of the item's Grade. The number of Basic Xeons needed increases with the level of the item. The type of Basic Xeon needed is the same as the item's Grade (Ordinary, Supernus, etc.).
  • Lant. Lant cost increases with the level of the item.

Reinforcing is conducted through an Item Reinforcement Blacksmith NPC located in the major towns. To begin reinforcing right click the NPC and choose the "Reinforce Item" option. Insert the item to be reinforced into the first slot. Then insert the Reinforcement Xeon into the second slot, and the indicated number of Basic Xeons into the third slot. Take note of the "Chance" of success. After a successful or failed reinforcement the item will appear in your first open inventory slot.

Regardless of whether a reinforcement succeeds or fails, the slot you used for that reinforcement will be expended. A failed result will read, for example, "0/1(-1)" if the item initially had 0/2 Reinforcement Slots and now has one failed reinforcement attempt. Unlike compounding, reinforcing an item can never result in the loss of that item.For repairing a failed Reinforcement see Reinforcement reduction.

Compounding Reinforcement Xeons

Reinforcement Xeons can be compounded to increase the bonuses they apply when reinforced into your weapons or armor. To do so requires any 2 compoundable Reinforcement Xeons, 14 Basic Xeons, and some Lant. The compounding is conducted at an Item Compound Blacksmith NPC. Success chance is "Average". Failure results in the loss of all materials. Only xeons that reinforce the same piece of equipment (i.e. armor or weapon) are eligible to be compounded together. Previously compounded Reinforcement Xeons cannot be compounded further.

When compounding xeons together, the order in which they are inserted into the Compounding Window will determine what sort of xeon you end up with. The primary slot and will always bestow it's full effects on the final compounded xeon. The second slot will bestow roughly one third to one half of it's effects on the final compounded xeon, depending on the particular xeon used.

This table shows the results of compounded Reinforcement Xeons when used in the secondary slot of the Compounding Window.

Reinforcement Xeon Secondary
Slot Results
STR: +3
STR: +2 +1
DEX: +3
DEX: +2 +1
INT: +3
INT: +2 +1
CON: +3
CON: +2 +1
MND: +3
MND: +2 +1
HP: +30
HP: +20 +10
MP: +25
MP: +15 +5
HP Recovery: +3
HP Recovery: +2 +1
MP Recovery: +2
MP Recovery: +1 +1
Accuracy: +40
Accuracy: +30 +10
Critical Chance: +0.40%
Critical Chance: +0.30% +0.10%
Damage: +4.0
Damage: +3.0 +1.0
Evasion: +40
Evasion: +30 +10
Physical Defense: +15
Physical Defense: +10 +5

Example 1: A +2 INT xeon in the primary slot and a +15 MP xeon in the secondary slot will produce a Reinforcement Xeon that gives +2 INT and +5 MP.
Example 2: A +30 Accuracy xeon in the primary slot and a +30 Accuracy Xeon in the secondary slot will produce a Reinforcement Xeon that gives +40 Accuracy.

Compounding

Compounding is the process of increasing the strength of your weapons and armor. Through compounding the effective level of an item is increased. This translates into a chance for higher stats (STR, INT, HP Recovery, etc.) and guaranteed higher damage, physical defense, or block defense. The Level and Equipment Mastery prerequisites of an item will never go up through compounding. This means it's possible, for example, to wield the equivalent of a level 40 weapon as a level 15 character.

Although compounding can be powerful, it's important to note that it is a gamble. Each time you compound an item there is a chance that you might fail and that the item will be permanently lost. It's generally good practice to have a spare piece of equipment you can fall back on should you lose the one you are attempting to compound.

Only Weapons, (Magic) Shields, and Armor can be compounded. Jewelry can never be compounded.

Effects of Compounding

There are five upgrades available beyond the base level that all items start at. Each time an item is upgraded through compounding, the defense of armors, and attack of weapons go up. The amount varies depending on item type, and level

Upgrade
Fortis
Amplio
Melior
Ulterius
Potens
For Example: When compounded, a Dull Wand (a level 10 item) will become a Fortis Dull Wand. When compounded again it will become an Amplio Dull Wand.

Dull Crossbow has 24 attack
Fortis Dull Crossbow has 30 attack (25% increase)
Amplio Dull Crossbow has 35 attack (17% increase from Fortis)
Amplio Dull Crossbow is a little stronger than Fides Crossbow (33 attack)

Brutal Blaze Claw: 180 - 225
Fortis Brutal Blaze Claw: 194 - 245 (+8% - +9% increase)
Amplio Brutal Blaze Claw: 215 - 267 (+11% - +9% increase)
Melior Brutal Blaze Claw: 234 - 292 (+9% - +9% increase)

The increase in Effective Level of an item results in two things:

  1. The Damage, Physical Defense, or Block Defense is increase by a set amount. This amount depends on item type (dual sword, wand, cloth armor, leather armor, etc.) and the starting level of the item.
  2. The Stats (STR, INT, etc.) assigned to an item have a higher maximum value.

Although the damage and defense of an item is guaranteed to increase, the stats are randomly reassigned with the new higher maximum values and may or may not increase.

For Example: A sword might have a possible STR range of 0~3. Upon entering the game world, the sword's STR is randomly assigned a value in that range. If you were to compound that sword it's STR range might then become 0~4, but upon being compounded it's STR is randomly reassigned a value in the new range.

Note that compounding an item will result in the loss of previous Reinforcement Xeons applied to that item.

Process of Compounding

To compound an item you need the following:

  • The Weapon or Armor to be compounded. Only items that have the [Compoundable] tag in their tooltip are eligible.
  • One Compound Xeon. The Compound Xeon needed is determined by the name of the item and the upgrade level from which it's being compounded. For example: A Fortis Dull Wand will require a Fortis Dull Compound Xeon to be compounded to an Amplio Dull Wand.
  • Basic Xeons of the item's Grade. The number of Basic Xeons needed increases with the Level of the item and the upgrade level from which it's being compounded (Fortis, Amplio, etc.). The type of Basic Xeon needed is the same as the item's Grade (Ordinary, Supernus, etc.).
  • Lant. Lant cost increases with the Level of the item and the upgrade level from which it's being compounded.

Compounding is conducted through an Item Compound Blacksmith NPC located in the major towns. To begin compounding right click the NPC and insert the item to be compounded into the first slot. Then choose the upgrade option from the list on the right. Then insert the Compound Xeon into the second slot, and the indicated number of Basic Xeons into the third slot. The fourth slot is thought to be reserved for cash shop coupons not yet available in REQUIEM. Take note of the "Chance" of success. Upon a successful compound the upgraded item will appear in your first open inventory slot. Failure results in the loss of the item and all materials involved.


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