Fusion: Difference between revisions

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m (Update pre-temper potion needed for enchanting)
(Information from 2016 fusion update.)
 
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<div class="alert alert-danger" style="text-align:center">'''Fusion underwent a revamp in 2016-2017. Until this article is updated, be sure to read the [[/saved posts|saved posts]]</div> <!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES-->

The '''fusion''' system allows players to extract [[enhancive]] properties from enhancive items found in the [[treasure system]], creating '''fusion orbs''' which can be placed into specialized '''fusion gear'''. This allows players to build customized enhancive items.
The '''fusion''' system allows players to extract [[enhancive]] properties from enhancive items found in the [[treasure system]], creating '''fusion orbs''' which can be placed into specialized '''fusion gear'''. This allows players to build customized enhancive items.


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Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhacive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. [[Crumbly]] enhancives may be extracted and the resulting orb will be non-crumbly ([[persistent]]).
Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhacive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. [[Crumbly]] enhancives may be extracted and the resulting orb will be non-crumbly ([[persistent]]).

There are three types of fusion orbs:

*T3: "old-style" fusion orbs carry the full bonus of the extracted property and does not degrade with time. However, when manually prying a T3 orb out of an armament, there is a chance that it may be damaged and become a T2 orb. {{red|Because the fusion shaman no longer offers T3 orb creation, it is highly recommended that player characters not try to manually pry T3 orbs.}}
*T2: "new-style" fusion orbs carry the full bonus of the extracted property initially, but will degrade at a rate of 4% a month (real time) to a maximum degradation of 50%. For example, +10 would lose 0.4 bonus points per month (becoming effective only when a full -1 value is reached, so only after 3 months in the case of the +10 item would any degradation of the bonus actually occur). It would take 13 months to reach max degradation in most cases. Values of 1 would round down to 0. Presently, the fusion shaman will only create orbs of this type.
*T1: Prying new-style orbs will have a chance to damage the orb, similar to old-style. When damaged it becomes a T1 orb, which will uncap the max degradation (i.e. can degrade to zero in all cases). Further damage would increase degradation rate by 1% per month per damage cycle.

There are special merchant services that may be offered from time to time to safely pry orbs or to refurbish a T2 or T1 orb back to its maximum bonus. The merchant will not convert the orb to a T3. This service should not be considered regular upkeep; by design the T2 orb extraction is meant to only give half the enhancive effect of the original item as a permanent bonus.


=== Adding and Removing Orbs ===
=== Adding and Removing Orbs ===
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Once the orb is created, it may be {{mono|[[PUT]]}} into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.
Once the orb is created, it may be {{mono|[[PUT]]}} into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.


When the charges are depleted, a careful {{mono|[[PRY]]}} may remove the fusion orb from the armament. {{mono|[[RUB]]}} the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes 1 bonus point to be lost from the enhancive it carries. Once the enhancive trait reaches 0 bonus, the orb will shatter. Orbs will not degrade or shatter in any other circumstance. If an orb is left in its setting for an extended period of time, prying it out will not degrade it. When an orb has been in the armament long enough, it will appear to be loose in its setting when the piece is {{mono|[[LOOK]]ed}} at.
When the charges are depleted, a careful {{mono|[[PRY]]}} may remove the fusion orb from the armament. {{mono|[[RUB]]}} the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes the orb to be degraded down one type (T3 to T2, or T2 to T1).


In the past, orbs may become "loose" after some time and could be safely pried; this is no longer the case.
Some metal breastplate armor with a loose fusion orb:
<pre{{log2}}>
The chamber surrounding a shining hoarfrost white orb is alive with steady radiance.
It appears to have come a bit loose in its depression, and could easily be pried free without causing any damage.
</pre>


Draining charges:
Draining charges:
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Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb.
Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem. The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb.


The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance. It appears to have come a bit loose in its depression, and could easily be pried free without causing any damage.
The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance.


>pry my staf
>pry my staf
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=== Charges ===
=== Charges ===


When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the [[Adventurer's Guild]] or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges.
When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the [[Adventurer's Guild]] or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. Fusion items will cost 125% the value in Bounty Points to recharge, or 150% in silvers (during the time of the year when silver recharging is offered).


Orbs may only be switched when the armament has no enhancive charges. Characters may {{mono|[[EXHALE]]}} twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).
Orbs may only be switched when the armament has no enhancive charges. Characters may {{mono|[[EXHALE]]}} twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).

Latest revision as of 12:25, 14 August 2022

The fusion system allows players to extract enhancive properties from enhancive items found in the treasure system, creating fusion orbs which can be placed into specialized fusion gear. This allows players to build customized enhancive items.

Fusion Gear

Fusion items have been released as a part of special merchant events and festivals and are not available for purchase from standard NPC merchants. So far, only weapons and armor have been released. Fusion items may have multiple fusion orb slots (standard items have two slots while special raffle and auction items may have more) and can be recognized by their spherical depressions which appear in their show description. Almost all off-the-shelf fusion gear is 4x enchanted.

Examples

Some double leather armor with two empty fusion slots:

Two spherical depressions adorn the black double leathers, approximately the size and shape of a small gem.
All of the gem chambers are currently empty.

Some metal breastplate armor with one empty and one full fusion slot:

Two spherical depressions adorn the white mithglin breastplate, approximately the size and shape of a small gem.
The chambers currently hold a shining hoarfrost white orb.

A runestaff with two full fusion slots:

Two spherical depressions adorn the thick rowan runestaff, approximately the size and shape of a small gem.
The chambers currently hold a globe-marked dark indigo orb, and a key-marked hoarfrost white orb.

Enchanting & Ensorcelling

A typical fusion item is sold with a +20 bonus (4x enchant) but may be enchanted further to a 7x enchantment by players (or higher through the Premium Point system). Unlike traditional weapons and armor, fusion items require the use of an additional pre-tempering potion (urven'eth potion), made by wizard alchemists. Enchanting and ensorcelling fusion items is substantially more difficult than typical gear (difficulty is dependent on the number of orb slots, not the bonuses of the orbs within those slots; prying orbs before enchanting or ensorcelling will not decrease difficulty).

Other Enhancements

Fusion armor can be padded or given flares with the Premium Point system. An enhancive item surcharge applies to any Premium Point costs for such enhancements.

Fusion Orbs

Fusion orbs are created by extracting properties from enhancive items. Fusion orbs may be loresung for their enhancive information and that information will carry into the Playershop system, similar to that for normal enhancives. Characters may also DRAW images ON fusion orbs to tell them apart. There are approximately 70+ different images to draw upon a fusion orb.

Creating Orbs

Main article: Fusion Shaman

Currently, fusion orbs can only be created by the fusion shaman NPC which is only available at special merchant events and festivals. Creating a fusion orb in this way destroys the original item. Only one enhancive property may be extracted from any single item, regardless of how many enhacive properties that item has. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted. Enhancives with 'global' and 'local' restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits. Crumbly enhancives may be extracted and the resulting orb will be non-crumbly (persistent).

There are three types of fusion orbs:

  • T3: "old-style" fusion orbs carry the full bonus of the extracted property and does not degrade with time. However, when manually prying a T3 orb out of an armament, there is a chance that it may be damaged and become a T2 orb. Because the fusion shaman no longer offers T3 orb creation, it is highly recommended that player characters not try to manually pry T3 orbs.
  • T2: "new-style" fusion orbs carry the full bonus of the extracted property initially, but will degrade at a rate of 4% a month (real time) to a maximum degradation of 50%. For example, +10 would lose 0.4 bonus points per month (becoming effective only when a full -1 value is reached, so only after 3 months in the case of the +10 item would any degradation of the bonus actually occur). It would take 13 months to reach max degradation in most cases. Values of 1 would round down to 0. Presently, the fusion shaman will only create orbs of this type.
  • T1: Prying new-style orbs will have a chance to damage the orb, similar to old-style. When damaged it becomes a T1 orb, which will uncap the max degradation (i.e. can degrade to zero in all cases). Further damage would increase degradation rate by 1% per month per damage cycle.

There are special merchant services that may be offered from time to time to safely pry orbs or to refurbish a T2 or T1 orb back to its maximum bonus. The merchant will not convert the orb to a T3. This service should not be considered regular upkeep; by design the T2 orb extraction is meant to only give half the enhancive effect of the original item as a permanent bonus.

Adding and Removing Orbs

Once the orb is created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive bearing the enhancive bonus carried by the fusion orb.

When the charges are depleted, a careful PRY may remove the fusion orb from the armament. RUB the armament to change which fusion orb will be manipulated if it is necessary to do so. There is a very slim chance that removing an orb may damage it, which causes the orb to be degraded down one type (T3 to T2, or T2 to T1).

In the past, orbs may become "loose" after some time and could be safely pried; this is no longer the case.

Draining charges:

>exh my staf
You blow gently on a faenor-banded silvery lor staff.  Cinders of multicolored energy wash off of the staff's surface, joining with the breeze in glimmering pirouettes.
[EXHALE on a faenor-banded silvery lor staff again within 30 seconds to exhaust its enhancive charges.]
>exh my staf
You take a deep breath and blow on a faenor-banded silvery lor staff.  A cloud of glimmering lights explodes off of the staff, whisking away with a mournfully musical sound.

Two spherical depressions adorn the silvery lor staff, approximately the size and shape of a small gem.  The chambers currently hold a muffin-marked dark indigo orb, and a sprite-marked dark indigo orb.

The chamber surrounding a muffin-marked dark indigo orb is alive with steady radiance.

>pry my staf
You carefully pry a muffin-marked dark indigo orb out of your silvery lor staff.

Charges

When an orb is first inserted, the armament has no enhancive charges, but the enhancive may be charged in the Adventurer's Guild or by a merchant. Armaments hold a maximum of 20 enhancive charges that are used like normal enhancive charges. Fusion items will cost 125% the value in Bounty Points to recharge, or 150% in silvers (during the time of the year when silver recharging is offered).

Orbs may only be switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament to prematurely drain its charges. Any type of orb may be placed in any armament that can accept fusion orbs, with one exception: two orbs enhancing the same trait may not be placed in the same piece, but one each may be placed into two different pieces (for these purposes, a bonus to a statistic and a bonus to a statistic bonus are considered different traits).

Fusion orbs alone do not enhance anything and do not hold charges; they are only used to impart the specific bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original enhancive trait are carried with the fusion orb and will be present when placed in a fusion armament.

Item Scripts

Additional verb traps may be added to some fusion gear by a merchant.

Armor

VERB MESSAGING
WEAR You work your way into some <armor>, taking care to align the orbs in their chambers properly before use.
REMOVE The chamber surrounding a <orb> flares up momentarily, as you work your way out of some <armor>.
PULL (1) You give a <orb> set in your <armor> a slight tug, making sure it is still firmly seated in place.
PULL (2) You shrug your shoulders and tug on your <armor>, smoothing any wrinkles.
STARE Lamenting past battles lost and won, you hold your hand over a <orb> set in your <armor> and stare blankly into the distance.
HUG You lightly run your hands up and down your <armor>, carefully inspecting the leather for any scarring.
PINCH You reach out and touch a <orb> set in your <armor> and give it a slight turn in its setting. A light crackle of energy washes over the orb.
POKE Running your hand up your <armor>, you forcefully poke a <orb>, sending a wisp of crackling energy up your finger.
RAISE You nervously run your fingers along the inside neckline of your <armor>.
CLEAN You meticulously start to clean a <orb> set in your <armor>, removing the dirt and grime of battle.
TOUCH You notice a bit of gory remains stuck to a <orb> set in your <armor>. You deftly flick off the offending debris in disgust.
WAIT You impatiently tap your fingers across the hip of your <armor>.
PUSH As if trying to conceal its radiance, you cover up a <orb> in your <armor> with your hands, causing them to glow briefly.

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