Difference between revisions of "Item Lab (NGS)"
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* Transfer is possible from one Unit to another Unit, or from one Weapon to another Weapon. Weapon to Unit transfer (or the other way around) is not possible. | * Transfer is possible from one Unit to another Unit, or from one Weapon to another Weapon. Weapon to Unit transfer (or the other way around) is not possible. | ||
* Transfer is possible between different rarities, series and types. For example: | * Transfer is possible between different rarities, series and types. For example: | ||
− | ** {{rarityNGS|11}} {{icons|NGS Partizan}} [[Eredim_Series|Eredim Partizan]] → {{rarityNGS|11}} {{icons|NGS Gunslash}} [[Wingard_Series| | + | ** {{rarityNGS|11}} {{icons|NGS Partizan}} [[Eredim_Series|Eredim Partizan]] → {{rarityNGS|11}} {{icons|NGS Gunslash}} [[Wingard_Series|Wingard Slash]] |
** {{rarityNGS|1}} {{icons|NGS Sword}} [[Prim_Series|Prim Sword]] → {{rarityNGS|4}} {{icons|NGS Assault Rifle}} [[Evolcoat_Series|Evolcoat Rifle]] | ** {{rarityNGS|1}} {{icons|NGS Sword}} [[Prim_Series|Prim Sword]] → {{rarityNGS|4}} {{icons|NGS Assault Rifle}} [[Evolcoat_Series|Evolcoat Rifle]] | ||
** {{rarityNGS|4}} Zeont Armor → {{rarityNGS|5}} Schwarzeste Armor | ** {{rarityNGS|4}} Zeont Armor → {{rarityNGS|5}} Schwarzeste Armor | ||
− | * As an exception, when {{rarityNGS|11}} [[Eredim_Series|Eredim Series]] Weapons are used as the Source of {{icons|NGS Ability}} Abilities, the transfer will '''not''' require an {{icons|NGS Pass}} ''N-Ability Transfer Pass''. The operation will still cost 10,000 {{icons|N-Meseta}} N-Meseta.<br>This is because Eredim Series was designed to be a source of {{icons|NGS Ability}} EX Abilities. Players are encouraged to fully enhance a Weapon even if they don't have the ideal {{icons|NGS Ability}} EX Ability combination on hand. When a better combination is found later, it can be transferred without having to worry about the scarcity of Transfer Passes. | + | * As an exception, when {{rarityNGS|11}} [[Eredim_Series|Eredim Series]] Weapons are used as the Source of {{icons|NGS Ability}} Abilities, the transfer will '''not''' require an {{icons|NGS Pass}} ''N-Ability Transfer Pass''. The operation will still cost 10,000 {{icons|N-Meseta}} N-Meseta.<br>This is because Eredim Series was designed to be a source of {{icons|NGS Ability}} EX Special Abilities. Players are encouraged to fully enhance a Weapon even if they don't have the ideal {{icons|NGS Ability}} EX Special Ability combination on hand. When a better combination is found later, it can be transferred without having to worry about the scarcity of Transfer Passes. |
* Currently equipped items will not be available for transfer at the Item Lab. Please, make sure to unequip your Target items from all palettes. | * Currently equipped items will not be available for transfer at the Item Lab. Please, make sure to unequip your Target items from all palettes. | ||
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* It is absolutely required that the Target item has an equal or higher number of {{icons|NGS Ability}} Ability slots than the Source item. It does not matter if the slots are filled or empty. | * It is absolutely required that the Target item has an equal or higher number of {{icons|NGS Ability}} Ability slots than the Source item. It does not matter if the slots are filled or empty. | ||
* All {{icons|NGS Ability}} Abilities on the Target item will be '''erased''' and replaced by {{icons|NGS Ability}} Abilities from the Source item. If the Source item had less {{icons|NGS Ability}} Abilities, the extra slots on Target item will remain empty. | * All {{icons|NGS Ability}} Abilities on the Target item will be '''erased''' and replaced by {{icons|NGS Ability}} Abilities from the Source item. If the Source item had less {{icons|NGS Ability}} Abilities, the extra slots on Target item will remain empty. | ||
− | * The Source item will not be destroyed. It remains in player's inventory and retains its Grind Level, unlocked {{icons|NGS Potential}} Potential and {{icons|NGS Preset Ability}} Preset Ability. All of its {{icons|NGS Ability}} | + | * The Source item will not be destroyed. It remains in player's inventory and retains its Grind Level, unlocked {{icons|NGS Potential}} Potential and {{icons|NGS Preset Ability}} Preset Ability. All of its {{icons|NGS Ability}} Abilities will be erased, leaving empty slots. |
===EX Special Ability Transfer=== | ===EX Special Ability Transfer=== | ||
− | * It is absolutely required that both Target and Source items have the same number of any {{icons|NGS Ability}} EX Special Abilities. If the Target item does not yet have any {{icons|NGS Ability}} EX Special Abilities, it will require an '''All Special Ability Transfer'''. | + | * It is absolutely required that both Target and Source items have the same number of any {{icons|NGS Ability}} [[List_of_Special_Abilities_(NGS)#EX_Special_Abilities|EX Special Abilities]]. If the Target item does not yet have any {{icons|NGS Ability}} EX Special Abilities, it will require an '''All Special Ability Transfer'''. |
* All {{icons|NGS Ability}} Abilities other than EX category will remain untouched on both Target and Source items. | * All {{icons|NGS Ability}} Abilities other than EX category will remain untouched on both Target and Source items. | ||
* The Target item will have all of its {{icons|NGS Ability}} EX Special Abilities replaced. The Source item will lose its {{icons|NGS Ability}} EX Special Abilities. | * The Target item will have all of its {{icons|NGS Ability}} EX Special Abilities replaced. The Source item will lose its {{icons|NGS Ability}} EX Special Abilities. |
Revision as of 16:41, 11 October 2024
The Item Lab is the place to go to enhance your equipment in several ways.
Item Grinding
One of the easiest ways to improve the power of your weapons and units is through the use of Item Grinding.
Weapons and Units use the "New Type" Weapon Grinding system found in PSO2. By feeding other weapons/units to the weapon/unit you want to Grind, the Grind EXP on the equipment increases. There is a base 10% chance of Critical Success, which doubles the Grind EXP gained. When the Grind EXP bar fills, the equipment gains a Grind Level, and the equipment name shows a +# at the end, showing the Grind Level of the equipment.
Grind EXP Requirements
Rarity | EXP Subtotal | ||||||||
---|---|---|---|---|---|---|---|---|---|
Cumulative Total EXP | |||||||||
→ +10 | → +20 | → +30 | → +40 | → +50 | → +60 | → +70 | → +80 | → +90 | |
7,000 | 14,000 | 21,000 | 28,000 | 35,000 | 42,000 | 11,000,000 | 11,000,000 | 11,000,000 | |
- | 21,000 | 42,000 | 70,000 | 105,000 | 147,000 | 11,147,000 | 22,147,000 | 33,147,000 | |
6,500 | 13,000 | 19,500 | 26,000 | 32,500 | 39,000 | 10,000,000 | 10,000,000 | 10,000,000 | |
- | 19,500 | 39,000 | 65,000 | 97,500 | 136,500 | 10,136,500 | 20,136,500 | 30,136,500 | |
6,000 | 12,000 | 18,000 | 24,000 | 30,000 | 36,000 | 9,900,000 | 9,900,000 | 9,900,000 | |
- | 18,000 | 36,000 | 60,000 | 90,000 | 126,000 | 10,026,000 | 19,926,000 | 29,826,000 | |
5,500 | 11,000 | 16,500 | 22,000 | 27,500 | 27,500 | 9,800,000 | 9,800,000 | 9,800,000 | |
- | 16,500 | 33,000 | 55,000 | 82,500 | 110,000 | 9,910,000 | 19,710,000 | 29,510,000 | |
5,000 | 10,000 | 15,000 | 20,000 | 25,000 | 25,000 | 9,700,000 | 9,700,000 | 9,700,000 | |
- | 15,000 | 30,000 | 50,000 | 75,000 | 100,000 | 9,800,000 | 19,500,000 | 29,200,000 | |
4,500 | 9,000 | 13,500 | 18,000 | 22,500 | 22,500 | 9,600,000 | 9,600,000 | 9,600,000 | |
- | 13,500 | 27,000 | 45,000 | 67,500 | 90,000 | 9,690,000 | 19,290,000 | 28,890,000 | |
4,000 | 8,000 | 12,000 | 16,000 | 20,000 | 20,000 | 9,500,000 | 9,500,000 | 9,500,000 | |
- | 12,000 | 24,000 | 40,000 | 60,000 | 80,000 | 9,580,000 | 19,080,000 | 28,580,000 | |
3,500 | 7,000 | 10,500 | 14,000 | 17,500 | 17,500 | 9,400,000 | 9,400,000 | 9,400,000 | |
- | 10,500 | 21,000 | 35,000 | 52,500 | 70,000 | 9,470,000 | 18,870,000 | 28,270,000 | |
2,500 | 5,000 | 7,500 | 10,000 | 12,500 | 12,500 | 9,300,000 | 9,300,000 | 9,300,000 | |
- | 7,500 | 15,000 | 25,000 | 37,500 | 50,000 | 9,350,000 | 18,650,000 | 27,950,000 | |
1,500 | 3,000 | 4,500 | 6,000 | 12,500 | 12,500 | 9,200,000 | 9,200,000 | 9,200,000 | |
- | 4,500 | 9,000 | 15,000 | 27,500 | 40,000 | 9,240,000 | 18,440,000 | 27,640,000 | |
1,000 | 2,000 | 3,000 | 4,000 | 12,500 | 12,500 | 9,100,000 | 9,100,000 | 9,100,000 | |
- | 3,000 | 6,000 | 10,000 | 22,500 | 35,000 | 9,135,000 | 18,235,000 | 27,335,000 |
'Fodder' EXP and Cost per Item
The cost of Grinding depends solely on the rarity of enhanced (Base) item. For example feeding a Gold Prim Sword to any Weapon will always cost 5,200 N-Meseta and provide 800 EXP, while feeding a Gold Prim Sword II to the same Weapon will also cost 5,200 N-Meseta but it will provide 100,900 EXP. Therefore, it's more efficient to use higher rarity Material items.
Base Item Rarity |
Cost per Material Item | Material Item Rarity |
Base EXP per Material Item |
---|---|---|---|
5,700 | 1,300 | ||
5,500 | 1,200 | ||
5,200 | 1,100 | ||
5,000 | 1,000 | ||
4,700 | 900 | ||
4,500 | 800 | ||
4,200 | 700 | ||
4,000 | 600 | ||
3,000 | 350 | ||
2,000 | 200 | ||
1,000 | 100 |
Support Items
One support item can be used with up to 5 Material items.
★ | Icon | Image | Name | Notes | Source |
---|---|---|---|---|---|
N-Grind Great Success +10% N-強化大成功率+10% |
Increases the chance of a Great Success when enhancing an item. | Mission Pass | |||
N-Grind Great Success +20% N-強化大成功率+20% |
Mission Pass Login Bonus | ||||
N-Grind Great Success +30% N-強化大成功率+30% |
Recycle Items Mission Pass | ||||
N-Grind Great Success +50% N-強化大成功率+50% |
Recycle Items | ||||
N-Grind Great Success +100% N-強化大成功率+100% |
Special Scratch |
Limit Break
By default, all Weapons and Units can increase their Grind Level up to a limit inherent to their rarity. However, by expending N-Meseta, Minerals and Arms Refiners, this limit can be increased in increments of 10, up to a maximum of 90.
Rarity | Material | Required Amount | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Break to 20 | Break to 30 | Break to 40 | Break to 50 | Break to 60 | Break to 70 | Break to 80 | Break to 90 | Total | ||
N-Meseta | Base Limit: 50 | 210,000 | 230,000 | 230,000 | 230,000 | 900,000 | ||||
Arms Refiner | 8 | 8 | 20 | 20 | 56 | |||||
Arms Refiner II | 4 | 4 | 10 | 10 | 28 | |||||
N-Meseta | Base Limit: 50 | 200,000 | 220,000 | 220,000 | 220,000 | 860,000 | ||||
Arms Refiner | 8 | 8 | 20 | 20 | 56 | |||||
Arms Refiner II | 4 | 4 | 10 | 10 | 28 | |||||
N-Meseta | Base Limit: 50 | 190,000 | 210,000 | 210,000 | 210,000 | 820,000 | ||||
Arms Refiner | 8 | 8 | 20 | 20 | 56 | |||||
Arms Refiner II | 4 | 4 | 10 | 10 | 28 | |||||
N-Meseta | Base Limit: 50 | 180,000 | 200,000 | 200,000 | 200,000 | 780,000 | ||||
Arms Refiner | 8 | 8 | 20 | 20 | 56 | |||||
Arms Refiner II | 4 | 4 | 10 | 10 | 28 | |||||
N-Meseta | Base Limit: 50 | 170,000 | 190,000 | 190,000 | 190,000 | 740,000 | ||||
Arms Refiner | 4 | 6 | 20 | 20 | 50 | |||||
Arms Refiner II | 2 | 3 | 10 | 10 | 25 | |||||
N-Meseta | Base Limit: 40 | 160,000 | 160,000 | 180,000 | 180,000 | 180,000 | 860,000 | |||
Arms Refiner | 4 | 4 | 6 | 20 | 20 | 54 | ||||
Arms Refiner II | - | - | 3 | 10 | 10 | 23 | ||||
N-Meseta | Base Limit: 40 | 150,000 | 150,000 | 170,000 | 170,000 | 170,000 | 810,000 | |||
Arms Refiner | 3 | 3 | 6 | 20 | 20 | 52 | ||||
Arms Refiner II | - | - | 3 | 10 | 10 | 23 | ||||
N-Meseta | Base Limit: 40 | 140,000 | 140,000 | 160,000 | 160,000 | 160,000 | 760,000 | |||
Arms Refiner | 1 | 1 | 6 | 20 | 20 | 48 | ||||
Arms Refiner II | - | - | 3 | 10 | 10 | 23 | ||||
N-Meseta | Base Limit: 30 | 120,000 | 125,000 | 125,000 | 160,000 | 160,000 | 160,000 | 850,000 | ||
Trinite | 30 | - | - | - | - | - | 30 | |||
Arms Refiner | - | 1 | 1 | 6 | 20 | 20 | 48 | |||
Arms Refiner II | - | - | - | 3 | 10 | 10 | 23 | |||
N-Meseta | Base Limit: 20 |
30,000 | 45,000 | 125,000 | 125,000 | 145,000 | 145,000 | 145,000 | 760,000 | |
Dualomite | 20 | - | - | - | - | - | - | 20 | ||
Trinite | - | 20 | - | - | - | - | - | 20 | ||
Arms Refiner | - | - | 1 | 1 | 6 | 20 | 20 | 48 | ||
Arms Refiner II | - | - | - | - | 3 | 10 | 10 | 23 | ||
N-Meseta | 10,000 | 20,000 | 30,000 | 125,000 | 125,000 | 145,000 | 145,000 | 145,000 | 745,000 | |
Monotite | 10 | - | - | - | - | - | - | - | 10 | |
Dualomite | - | 10 | - | - | - | - | - | - | 10 | |
Trinite | - | - | 10 | - | - | - | - | - | 10 | |
Arms Refiner | - | - | - | 1 | 1 | 6 | 20 | 20 | 48 | |
Arms Refiner II | - | - | - | - | - | 3 | 10 | 10 | 23 |
Support Items
Add Special Abilities
Adding Abilities (NGS) | List of Abilities (NGS) | PSO2 Special Ability Conversion | Capsule Exchange |
Also known as Affixes, Special Abilities are like enchantments that you add to Weapons and Units to increase their damage, increase max HP & PP and grant other useful effects.
In New Genesis, Special Abilities are now added to equipment by using Ability Capsules. When using one copy of a Ability Capsule on its own, the Special Ability from that Capsule will have a very low chance of being successfully added to the equipment. However if you use multiple copies of the same Capsule, you can improve the success rate for that Special Ability. Up to 10 Capsules of the same type can be used.
- For example, if you wanted to add the Foms Soul I Special Ability to a weapon, using one C/Foms Soul I Capsule will give it a 9% chance of succeeding. But use ten of these Capsules, and the chance to successfully affix the Ability increases to 90%.
Equipment comes with a Special Ability slots that determine how many different Abilities that can be added to that piece of equipment. The number of slots depends on the item's Grind Level.
Grind Level | 0 ~ +19 | +20 ~ +39 | +40 ~ +49 | +50 ~ +60 | +61 ~ +80 | +81 ~ +90 |
---|---|---|---|---|---|---|
Number of Slots | 2 | 3 | 4 | 5 | 6 | 7 |
Multiple Abilities can be added at the same time as long as each of them belongs to a different category. Abilities can be replaced on individual basis, without compromising all other Abilities. A failed attempt to replace an Ability will result in its slot becoming empty.
- For example, Ability LC belongs to category A8. An item that already has it affixed cannot receive another category A8 Ability, such as Ability IV in another of its slots. In such a case, Ability LC would be replaced by Ability IV in its current slot.
A list of these Special Abilities can be found at the List of Special Abilities page.
Support Items
- Ability Success is added to the sum of all used capsules. For example: C/Ability IV (8%) x10 + N-Ability Success +15% = 95%.
- If multiple Abilities are added at the same time and at least one addition fails, Ability Protection will automatically fail all additions and refund all Capsules used. When gambling with very expensive Capsules and Ability Protection is used, it's better to attempt adding them individually rather than all at once.
★ | Icon | Image | Name | Notes | Source |
---|---|---|---|---|---|
N-Ability Success +5% N-特殊能力追加成功率+5% |
Increases the chance of successfully adding Special Abilities to an item. | Old Login Bonus | |||
N-Ability Success +10% N-特殊能力追加成功率+10% |
Login Bonus Mission Pass Item Exchange | ||||
N-Ability Success +15% N-特殊能力追加成功率+15% |
Recycle Items Special Scratch | ||||
N-Ability Success +20% N-特殊能力追加成功率+20% |
AC Scratch count bonus SG Scratch count bonus Special Scratch Treasure Shop (Premium only) | ||||
N-Ability Success +30% N-特殊能力追加成功率+30% |
AC Scratch count bonus SG Scratch count bonus | ||||
N-Ability Success +40% N-特殊能力追加成功率+40% |
AC Scratch count bonus SG Scratch count bonus | ||||
N-Ability Protection N-特殊能力追加アイテム保護 |
Returns the Material Items that were lost from synthesis when adding an Ability fails. | Recycle Items Treasure Shop (Premium) AC Scratch count bonus |
PSO2 Special Abilities
When importing equipment with Special Abilities or Super Special Abilities from Phantasy Star Online 2, they will be replaced by Legalo Special Abilities of corresponding value while in New Genesis. These changes are temporary and the original abilities will remain upon returning to Phantasy Star Online 2. A list of what abilities convert to what on the PSO2 Special Ability Conversion page.
Special Ability Transfer
Special Abilities can be transferred from one item to another. The cost of such operation is 10,000 N-Meseta and one N-Ability Transfer Pass.
- Transfer is possible from one Unit to another Unit, or from one Weapon to another Weapon. Weapon to Unit transfer (or the other way around) is not possible.
- Transfer is possible between different rarities, series and types. For example:
- Eredim Partizan → Wingard Slash
- Prim Sword → Evolcoat Rifle
- Zeont Armor → Schwarzeste Armor
- As an exception, when Eredim Series Weapons are used as the Source of Abilities, the transfer will not require an N-Ability Transfer Pass. The operation will still cost 10,000 N-Meseta.
This is because Eredim Series was designed to be a source of EX Special Abilities. Players are encouraged to fully enhance a Weapon even if they don't have the ideal EX Special Ability combination on hand. When a better combination is found later, it can be transferred without having to worry about the scarcity of Transfer Passes. - Currently equipped items will not be available for transfer at the Item Lab. Please, make sure to unequip your Target items from all palettes.
All Special Ability Transfer
- It is absolutely required that the Target item has an equal or higher number of Ability slots than the Source item. It does not matter if the slots are filled or empty.
- All Abilities on the Target item will be erased and replaced by Abilities from the Source item. If the Source item had less Abilities, the extra slots on Target item will remain empty.
- The Source item will not be destroyed. It remains in player's inventory and retains its Grind Level, unlocked Potential and Preset Ability. All of its Abilities will be erased, leaving empty slots.
EX Special Ability Transfer
- It is absolutely required that both Target and Source items have the same number of any EX Special Abilities. If the Target item does not yet have any EX Special Abilities, it will require an All Special Ability Transfer.
- All Abilities other than EX category will remain untouched on both Target and Source items.
- The Target item will have all of its EX Special Abilities replaced. The Source item will lose its EX Special Abilities.
Related Items
★ | Icon | Image | Name | Notes | Source |
---|---|---|---|---|---|
N-Ability Transfer Pass N-特殊能力移植パス |
Item used to transfer Special Abilities to another item. | Recycle Items AC Scratch count bonus | |||
N-Ability Transfer Pass Ticket N-特殊能力移植パス補助券 |
By collecting a certain amount of tickets, you can recycle them for a N-Ability Transfer Pass. | Title rewards Campaigns and Seasonal Events Limited Bundles in AC Shop |
Unlock Potential Ability
Weapons have inherent properties called Potentials which can be considered as an additional skill for the player, so long as the weapon is equipped and drawn out; they range from damage buffs, to utility skills like improving healing items. These must be unlocked on each of your weapons by using Photon Chunks and Meseta.
PSO2 Weapon Potentials
New Type weapons imported from Phantasy Star Online 2 that have unlocked Potentials will have their Potentials converted into equivalent New Genesis Potentials. These changes are temporary and the original Potentials will remain upon returning to Phantasy Star Online 2.
Original Series | NGS Potential |
---|---|
Lightweaver Cras Series | Blitzed Form |
Fluxio Series Rinza Series |
不倒の型 |
Stil Series | Sturdy Form |
Adel Series Seiros Series Fimbul Series |
利運の型 |
Liberate Series Oblisana Series Darkbanisher Ayer Series Puras Series Chaval Series Anacates Series Genon Series Shihou Series Orb Series Dusk Series Million Series Krisa Series Nova Series Legacy Weapon Series Other Weapons |
傾覆の型 |
Lightstream Xion Series | Spirit Mould |
Atlas Ex Series | 堅忍の型 |
Austere-NT Series | 理発の型 |
Any to Weapon | Offensive Prototype III |
Preset Abilities
Preset Abilities can be transferred from one piece of equipment to another, provided the equipment has an identical name. Depending on the Preset Skill level and the equipment, the cost to transfer Preset Skills will differ. There is no Meseta cost associated with adding Preset Skills.
Preset Skill Cost (Weapon)
Preset Skill Level | Materials Required |
---|---|
Preset Skill Lv.1 | Photon Chunk ×40, Monotite ×40 |
Preset Skill Lv.2 | Photon Chunk ×60, Dualomite ×40 |
Preset Skill Lv.3 | Photon Chunk ×80, Trinite ×40 |
Preset Skill Lv.4 | N-Excube ×2, Tetracite ×80, Photon Scale ×2 |
Preset Skill Lv.5 | N-Excube ×10, Tetracite ×120, Photon Scale ×15 |
Preset Skill Cost (Armor)
Preset Skill Level | Materials Required |
---|---|
Preset Skill Lv.1 | Photon Chunk ×20, Monotite ×20 |
Preset Skill Lv.2 | Photon Chunk ×30, Dualomite ×20 |
Preset Skill Lv.3 | Photon Chunk ×40, Trinite ×20 |
Preset Skill Lv.4 | N-Excube ×1, Tetracite ×40, Photon Scale ×1 |
Preset Skill Lv.5 | N-Excube ×5, Tetracite ×60, Photon Scale ×7 |
Multi-weapon
You can combine two weapons of different types together to create a "Multi-weapon", a special weapon that allows for the use of both weapons from one weapon pallette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.
In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a " Terseus Sword" and " Terseus Rifle" together, you cannot combine a " Terseus Sword" with a " Troward Knuckle".
Note that the weapons used in a multi-weapon will retain their damage types. For example, a Sword / Rifle multi-weapon will do striking damage when using the sword, and ranged damage when using the Rifle. The base weapon of a multi-weapon will also be equipped by default when swapping to the multi-weapon. Used Techniques will be cast from the currently equipped weapon in the multi-weapon, if it is capable of casting Techniques.
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
Different Potentials within the same weapon series
All weapons in the same series usually have the same Potential, which means that when creating a multi-weapon, the resulting multi-weapon will have the same Potential regardless of how they were put together. However some weapon series, such as the Relic series, have many different Potentials depending on weapon type.
When creating a multi-weapon using two weapons from the Relic series for example, the multi-weapon's base weapon will determine the final Potential. Other aspects behave the same as any regular multi-weapon.
Upgrade Material Exchange
Exchange Special Ability Capsules
Other Material Exchange
Item | Target Item | Limit |
---|---|---|
N-Master Cube ×1 | Master Fragment ×10 | |
N-Excube ×1 | N-Class Excube ×10 | |
Gold Prim Sword II ×1 | N-Grinder ×50 | 50 per week |
Gold Prim Armor II ×1 | N-Grinder ×50 | 50 per week |
C/Endymio ×1 | Gold Prim Sword II ×1 | Unlimited |
C/Endymio ×1 | Gold Prim Armor II ×1 | Unlimited |
Photon Chunk II A ×1 | Photon Chunk ×20 Monotite ×50 Tetracite ×50 Hexakite ×50 Photon Scale ×5 |
60 per week |
Photon Chunk II B ×1 | Photon Chunk ×20 Dualomite ×50 Trinite ×50 Pentrite ×50 Photon Scale ×5 |
60 per week |
Arms Refiner II ×1 | Arms Refiner ×15 N-Excube ×5 |
20 per week |
Arms Refiner ×1 | Stragment A ×10 Stragment B ×10 Stragment C ×10 N-Excube ×1 |
|
Monotite ×1 | N-Grinder ×5 | 20 per week |
Dualomite ×1 | N-Grinder ×5 | 20 per week |
Trinite ×1 | N-Grinder ×5 | 20 per week |
Tetracite ×1 | N-Grinder ×5 | 20 per week |
Pentrite ×1 | N-Grinder ×10 | 20 per week |
Hexakite ×1 | N-Grinder ×10 | 20 per week |