New Genesis: Item Lab
The Item Lab is the place to go to enhance your equipment in several ways.
Item Enhancement
One of the easiest ways to improve the power of your weapons and units is through the use of Item Enhancement (also known as 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 Enhance, the Grind EXP on the equipment increases. 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 | Grind | EXP/Level | Total EXP |
---|---|---|---|
+1 ~ +10 | 100 EXP | 1000 EXP | |
+11 ~ +20 | 200 EXP | 3000 EXP | |
+21 ~ +30 | ? EXP | ? EXP | |
+31 ~ +40 | ? EXP | ? EXP | |
+1 ~ +10 | 150 EXP | 1500 EXP | |
+11 ~ +20 | 300 EXP | 4500 EXP | |
+21 ~ +30 | ? EXP | ? EXP | |
+31 ~ +40 | ? EXP | ? EXP | |
+1 ~ +10 | 250 EXP | 2500 EXP | |
+11 ~ +20 | 500 EXP | 7500 EXP | |
+21 ~ +30 | ? EXP | ? EXP | |
+31 ~ +40 | ? EXP | ? EXP | |
+1 ~ +10 | 350 EXP | 3500 EXP | |
+11 ~ +20 | 700 EXP | 10500 EXP | |
+21 ~ +30 | ? EXP | ? EXP | |
+31 ~ +40 | ? EXP | ? EXP |
Limit Break
Weapons and Units come with a Enhancement limit. Using a specific material and Meseta, you can raise this limit to a certain amount.
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 successfully affixing to the equipment, however if you use multiple copies of the same capsule, you can improve the success rate for that Special Ability.
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 the capsule, and the chance to successfully affix to the weapon increases to 90%.
Equipment comes with a Special Ability limit cap that determines how many different Abilities that can be affixed to that piece of equipment. So far, weapons and units have only been seen with a cap of 2 Abilities. An additional slot can be adding by Grinding the equipment to +20.
Multiple Abilities can be affixed at the same time in all of the slots available.
A list of these Special Abilities can be found at the List of Special Abilities page.
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.
Release Potential
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 |
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, and Weapon Actions 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".
However, keep in mind that that Main weapon of a multi-weapon is what dictates what classes can equip it. For example, a Sword/Rifle multi-weapon can be equipped if your main class or subclass is Hunter, but if Hunter is neither your main class or subclass, you will not be able to equip the multi-weapon, even if you have Ranger as your main class or subclass.
In addition, the process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.