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{{DISPLAYTITLE: New Genesis: Item Lab}}
 
[[File:NGS ItemLab.png|thumb|right]]
 
[[File:NGS ItemLab.png|thumb|right]]
 
The Item Lab is the place to go to enhance your equipment in several ways.
 
The Item Lab is the place to go to enhance your equipment in several ways.
Line 5: Line 6:
 
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).
 
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 use the "New Type" Weapon Grinding system found in PSO2. By feeding other weapons to the weapon you want to Enhance, the weapon's Grind EXP increases. When the Grind EXP bar fills, the weapon gains a Grind Level, and the weapon name shows a +# at the end of the name, showing the Grind Level of the weapon.
+
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.
  
Unit enhancing has been seen but it is not known how this will work.
+
====Grind EXP Requirements====
 
+
{| class="wikitable table-bordered table-responsive-md" style="text-align:center;"
==Limit Break==
+
! Rarity
Weapons and Units come with a Enhancement limit. Using materials and Meseta, you can raise this limit to a certain amount.
+
! Meseta/Item
 
+
! Grind
==Add Special Abilities==
+
! EXP/Level
Also known as Affixes, Abilities are like enchantments that you add to weapons and units to increase their damage, increase max HP & PP and grant other useful effects.
+
! Total EXP
 
 
In New Genesis, Abilities are now added to equipment by using Ability Capsules. When using one copy of a Ability capsule on its own, the 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 Ability.
 
 
 
For example, if you wanted to add the "Foms Soul I" Ability to a weapon, using one "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 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, and it is not known how this can be increased.
 
 
 
Multiple Abilities can be affixed at the same time in all of the slots available. A limit to how many capsules can be used at the same time is not known.
 
 
 
===Sample list of Abilities===
 
====Stat Boosts===
 
{| class="wikitable table-bordered table-responsive-md"  
 
! Capsule Name
 
! Special Ability
 
! Success Rate/Capsule
 
! Effect
 
|-
 
| {{rarity|1}} C/パワーⅠ<br>{{rarity|1}} C/Power I || {{icons|Ability}} パワーⅠ<br>{{icons|Ability}} Power I || +10% || Striking Weapon Damage +1.0%
 
|-
 
| {{rarity|1}} C/パワーⅠⅠ<br>{{rarity|1}} C/Power II || {{icons|Ability}} パワーⅠI<br>{{icons|Ability}} Power II || +10% || Striking Weapon Damage +1.5%
 
|-
 
| {{rarity|2}} C/パワーⅠⅠⅠ<br>{{rarity|2}} C/Power III || {{icons|Ability}} パワーⅠⅠⅠ<br>{{icons|Ability}} Power III || +9% || Striking Weapon Damage +2.0%
 
|-
 
| {{rarity|1}} C/シュートⅠ<br>{{rarity|1}} C/Shoot I || {{icons|Ability}} シュートⅠ<br>{{icons|Ability}} Shoot I || +10% || Ranged Weapon Damage +1.0%
 
|-
 
| {{rarity|1}} C/シュートⅡ<br>{{rarity|1}} C/Shoot II || {{icons|Ability}} シュートⅡ<br>{{icons|Ability}} Shoot II || +10% || Ranged Weapon Damage +1.5%
 
 
|-
 
|-
| {{rarity|2}} C/シュートⅢ<br>{{rarity|2}} C/Shoot III || {{icons|Ability}} シュートⅢ<br>{{icons|Ability}} Shoot III || +9% || Ranged Weapon Damage +2.0%
+
| rowspan="4" | {{rarityNGS|1}} || rowspan="4" | 1000{{icons|nmeseta}} || +1 ~ +10 || 100 EXP || 1000 EXP
 
|-
 
|-
| {{rarity|1}} C/テクニックⅠ<br>{{rarity|1}} C/Technique I || {{icons|Ability}} テクニックⅠ<br>{{icons|Ability}} Technique I || +10% || Tech Weapon Damage +1.0%
+
| +11 ~ +20 || 200 EXP || 3000 EXP
 
|-
 
|-
| {{rarity|1}} C/テクニックⅡ<br>{{rarity|1}} C/Technique II || {{icons|Ability}} テクニックⅡ<br>{{icons|Ability}} Technique II || +10% || Tech Weapon Damage +1.5%
+
| +21 ~ +30 || 300 EXP || 6000 EXP
 
|-
 
|-
| {{rarity|2}} C/テクニックⅢ<br>{{rarity|2}} C/Technique III || {{icons|Ability}} テクニックⅢ<br>{{icons|Ability}} Technique III || +9% || Tech Weapon Damage +2.0%
+
| +31 ~ +40 || 400 EXP || 10000 EXP
 
|-
 
|-
| {{rarity|1}} C/アームⅠ<br>{{rarity|1}} C/Arm I || {{icons|Ability}} アームⅠ<br>{{icons|Ability}} Arm I || +10% || Minimum Damage +1.0%
+
| rowspan="4" | {{rarityNGS|2}} || rowspan="4" | 2000{{icons|nmeseta}} || +1 ~ +10 || 150 EXP || 1500 EXP
 
|-
 
|-
| {{rarity|1}} C/アームⅡ<br>{{rarity|1}} C/Arm II || {{icons|Ability}} アームⅡ<br>{{icons|Ability}} Arm II || +10% || Minimum Damage +1.5%
+
| +11 ~ +20 || 300 EXP || 4500 EXP
 
|-
 
|-
| {{rarity|2}} C/アームⅢ<br>{{rarity|2}} C/Arm III || {{icons|Ability}} アームⅢ<br>{{icons|Ability}} Arm III || +9% || Minimum Damage +2.0%
+
| +21 ~ +30 || 450 EXP || 9000 EXP
 
|-
 
|-
| {{rarity|1}} C/ガードⅠ<br>{{rarity|1}} C/Guard I || {{icons|Ability}} ガードⅠ<br>{{icons|Ability}} Guard I || +10% || Damage Resistance +1.0%
+
| +31 ~ +40 || 600 EXP || 15000 EXP
 
|-
 
|-
| {{rarity|1}} C/ガードⅡ<br>{{rarity|1}} C/Guard II || {{icons|Ability}} ガードⅡ<br>{{icons|Ability}} Guard II || +10% || Damage Resistance +1.5%
+
| rowspan="4" | {{rarityNGS|3}} || rowspan="4" | 3000{{icons|nmeseta}} || +1 ~ +10 || 250 EXP || 2500 EXP
 
|-
 
|-
| {{rarity|2}} C/ガードⅢ<br>{{rarity|2}} C/Guard III || {{icons|Ability}} ガードⅢ<br>{{icons|Ability}} Guard III || +9% || Damage Resistance +2.0%
+
| +11 ~ +20 || 500 EXP || 7500 EXP
 
|-
 
|-
| {{rarity|1}} C/スタミナⅠ<br>{{rarity|1}} C/Stamina I || {{icons|Ability}} スタミナⅠ<br>{{icons|Ability}} Stamina I || +10% || HP +30
+
| +21 ~ +30 || 750 EXP || 15000 EXP
 
|-
 
|-
| {{rarity|1}} C/スタミナⅡ<br>{{rarity|1}} C/Stamina II || {{icons|Ability}} スタミナⅡ<br>{{icons|Ability}} Stamina II || +10% || HP +40
+
| +31 ~ +40 || 1000 EXP || 25000 EXP
 
|-
 
|-
| {{rarity|2}} C/スタミナⅢ<br>{{rarity|2}} C/Stamina III || {{icons|Ability}} スタミナⅢ<br>{{icons|Ability}} Stamina III || +9% || HP +50
+
| rowspan="4" | {{rarityNGS|4}} || rowspan="4" | 4000{{icons|nmeseta}} || +1 ~ +10 || 350 EXP || 3500 EXP
 
|-
 
|-
| {{rarity|1}} C/スピリタⅠ<br>{{rarity|1}} C/Spirita I || {{icons|Ability}} スピリタⅠ<br>{{icons|Ability}} Spirita I || +10% || PP +3
+
| +11 ~ +20 || 700 EXP || 10500 EXP
 
|-
 
|-
| {{rarity|1}} C/スピリタⅡ<br>{{rarity|1}} C/Spirita II || {{icons|Ability}} スピリタⅡ<br>{{icons|Ability}} Spirita II || +10% || PP +4
+
| +21 ~ +30 || 1050 EXP || 21000 EXP
 
|-
 
|-
| {{rarity|2}} C/スピリタⅢ<br>{{rarity|2}} C/Spirita III || {{icons|Ability}} スピリタⅢ<br>{{icons|Ability}} Spirita III || +9% || PP +5
+
| +31 ~ +40 || 1400 EXP || 35000 EXP
 
|-
 
|-
 
|}
 
|}
  
====Stat Boosts (Special)====
+
==== 'Fodder' EXP ====
{| class="wikitable table-bordered table-responsive-md"
+
As weapons/units require different amounts of EXP to increase their Grind Level, they also grant different amounts of Grind EXP.
! Capsule Name
+
 
! Special Ability
+
The Formula is: <code>'''75(2^<sup>x−1</sup>+x)+GrindEXP*0.5'''</code>
! Success Rate/Capsule
+
 
! Effect
+
However if the Fodder and Base are not the same Weapon/Unit, the FodderEXP is reduced to 66%.
|-
+
 
| {{rarity|2}} C/エアル・ノートA<br>{{rarity|2}} C/Aile Note A || {{icons|Ability}} エアル・ノートA<br>{{icons|Ability}} Aile Note A || +9% || HP +30<br>PP +5
+
Using what we know, we get following Values:
|-
+
{| class="wikitable"
| {{rarity|2}} C/エアル・ノートB<br>{{rarity|2}} C/Aile Note B || {{icons|Ability}} エアル・ノートB<br>{{icons|Ability}} Aile Note B || +9% || Striking Weapon Damage +1.0%<br>Ranged Weapon Damage +1.0%
+
!Fodder-->
|-
 
| {{rarity|2}} C/エアル・ノートC<br>{{rarity|2}} C/Aile Note C || {{icons|Ability}} エアル・ノートC<br>{{icons|Ability}} Aile Note C || +9% || Striking Weapon Damage +1.0%<br>Tech Weapon Damage +1.0%
 
|-
 
| {{rarity|2}} C/エアル・ノートD<br>{{rarity|2}} C/Aile Note D || {{icons|Ability}} エアル・ノートD<br>{{icons|Ability}} Aile Note D || +9% || Ranged Weapon Damage +1.0%<br>Tech Weapon Damage +1.0%
 
|-
 
| {{rarity|2}} C/マグヌ・ノート<br>{{rarity|2}} C/Magnu Note || {{icons|Ability}} マグヌ・ノート<br>{{icons|Ability}} Magnu Note || +9% || Striking Weapon Damage +1.5%
 
|-
 
| {{rarity|3}} C/ドレド・キーパーⅠ<br>{{rarity|3}} C/Dread Keeper I || {{icons|Ability}} ドレド・キーパーⅠ<br>{{icons|Ability}} Dread Keeper I || +8% || Minimum Damage +1.0%<br>Damage Resistance +1.0%<br>HP +30<br>PP +3
 
|-
 
| {{rarity|3}} C/ドレド・キーパーⅡ<br>{{rarity|3}} C/Dread Keeper II || {{icons|Ability}} ドレド・キーパーⅡ<br>{{icons|Ability}} Dread Keeper II || +7% || Minimum Damage +1.5%<br>Damage Resistance +1.5%<br>HP +40<br>PP +4
 
|-
 
| {{rarity|3}} C/ギガス・パワーⅠ<br>{{rarity|3}} C/Gigas Power I || {{icons|Ability}} ギガス・パワーⅠ<br>{{icons|Ability}} Gigas Power I || ||
 
|-
 
| {{rarity|3}} C/ギガス・パワーⅡ<br>{{rarity|3}} C/Gigas Power II || {{icons|Ability}} ギガス・パワーⅡ<br>{{icons|Ability}} Gigas Power II || ||
 
|-
 
| {{rarity|3}} C/ギガス・シュートⅠ<br>{{rarity|3}} C/Gigas Shoot I || {{icons|Ability}} ギガス・シュートⅠ<br>{{icons|Ability}} Gigas Shoot I || ||
 
|-
 
| {{rarity|3}} C/ギガス・シュートⅡ<br>{{rarity|3}} C/Gigas Shoot II || {{icons|Ability}} ギガス・シュートⅡ<br>{{icons|Ability}} Gigas Shoot II || ||
 
|-
 
| {{rarity|3}} C/ギガス・テクニックⅠ<br>{{rarity|3}} C/Gigas Technique I || {{icons|Ability}} ギガス・テクニックⅠ<br>{{icons|Ability}} Gigas Technique I || ||
 
|-
 
| {{rarity|3}} C/ギガス・テクニックⅡ<br>{{rarity|3}} C/Gigas Technique II || {{icons|Ability}} ギガス・テクニックⅡ<br>{{icons|Ability}} Gigas Technique II || ||
 
  
====Souls====
 
  
{| class="wikitable table-bordered table-responsive-md"
+
Base
! Capsule Name
+
!{{rarityNGS|1}}
! Special Ability
+
!{{rarityNGS|2}}
! Success Rate/Capsule
+
!{{rarityNGS|3}}
! Effect
+
!{{rarityNGS|4}}
 
|-
 
|-
| {{rarity|2}} C/フォムズ・ソールⅠ<br>{{rarity|2}} C/Foms Soul I || {{icons|Ability}} フォムズ・ソールⅠ<br>{{icons|Ability}} Foms Soul I || +9% || Striking Weapon Damage +2.0%
+
!{{rarityNGS|1}}
 +
!150
 +
|200
 +
|350
 +
|600
 
|-
 
|-
| {{rarity|3}} C/フォムズ・ソールⅠⅠ<br>{{rarity|3}} C/Foms Soul II || {{icons|Ability}} フォムズ・ソールⅠⅠ<br>{{icons|Ability}} Foms Soul II || +8% || Striking Weapon Damage +2.0%<br>Damage Resistance +2.0%
+
!{{rarityNGS|2}}
 +
|100
 +
|'''300'''
 +
|350
 +
|600
 
|-
 
|-
| {{rarity|2}} C/アルズ・ソールⅠ<br>{{rarity|2}} C/Alz Soul I || {{icons|Ability}} アルズ・ソールⅠ<br>{{icons|Ability}} Alz Soul I || +9% || HP +50
+
!{{rarityNGS|3}}
|-
+
|100
| {{rarity|3}} C/アルズ・ソールⅡ<br>{{rarity|3}} C/Alz Soul II || {{icons|Ability}} アルズ・ソールⅡ<br>{{icons|Ability}} Alz Soul II || +8% || Damage Resistance +2.0%<br>HP +50
+
|200
|-
+
|'''525'''
| {{rarity|2}} C/ドルズ・ソールⅠ<br>{{rarity|2}} C/DOLLS Soul I || {{icons|Ability}} ドルズ・ソールⅠ<br>{{icons|Ability}} DOLLS Soul I || +9% || PP +5
+
|600
|-
 
| {{rarity|3}} C/ドルズ・ソールⅠⅠ<br>{{rarity|3}} C/DOLLS Soul II || {{icons|Ability}} ドルズ・ソールⅠⅠ<br>{{icons|Ability}} DOLLS Soul II || +8% || Minimum Damage +2.0%<br>PP +5
 
|-
 
| {{rarity|3}} C/ダイダル・ソールⅠ<br>{{rarity|3}} C/Daidal Soul I || {{icons|Ability}} ダイダル・ソールⅠ<br>{{icons|Ability}} Daidal Soul I || +8% || PP +5
 
|-
 
| {{rarity|3}} C/ダイダル・ソールⅡ<br>{{rarity|3}} C/Daidal Soul II || {{icons|Ability}} ダイダル・ソールⅡ<br>{{icons|Ability}} Daidal Soul II || +8% || Striking Weapon Damage +2.0%<br>PP +5
 
|-
 
| {{rarity|3}} C/ペダス・ソールⅠ<br>{{rarity|3}} C/Pedas Soul I || {{icons|Ability}} ペダス・ソールⅠ<br>{{icons|Ability}} Pedas Soul I || +8% || PP +5
 
 
|-
 
|-
 +
!{{rarityNGS|4}}
 +
|100
 +
|200
 +
|350
 +
|'''900'''
 
|}
 
|}
  
===''PSO2'' Special Abilities===
+
====Limit Break====
[[Portal:New_Genesis/Special_Ability_Conversion|Special Ability Conversion]]
+
By default, all Weapons and Units can increase their Grind Level up to +20. However, by expending minerals and Meseta, this limit can be increased up to +40, with the limit increasing by +10 per purchase.
 +
 
 +
Fusing two weapons together with Multi-Weapon automatically increases the maximum Grind Limit of the base weapon to +40 without requiring Limit Break.
 +
 
 +
== Add Special Abilities==
 +
{{Template:NGSAffixing_Nav}}
 +
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 "{{icons|NGS Ability}} Foms Soul I" Special Ability to a weapon, using one "{{icons|NGS Ability Capsule}} 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, as well as another at +40.
 +
 
 +
Multiple Abilities can be affixed at the same time in all of the slots available.
  
==Release Potential==
+
A list of these Special Abilities can be found at the [[Portal:New_Genesis/List_of_Special_Abilities|List of Special Abilities]] page.
If this works like Potential Unlocking in PSO2, then is will be a way to unlock Potentials on weapons.
 
  
Certain 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.
+
===''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 [[Portal:New_Genesis/Special_Ability_Conversion|PSO2 Special Ability Conversion]] page.
  
No potentials are known yet.
+
==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===
 
===''PSO2'' Weapon Potentials===
Line 150: Line 122:
  
 
{| class="wikitable table-bordered table-responsive-md"  
 
{| class="wikitable table-bordered table-responsive-md"  
! Original Series
+
!Original Series
! ''NGS'' Potential
+
!''NGS'' Potential
 +
|-
 +
|{{rarity|15}} Lightweaver Cras Series||{{NGSPots|Blitzed Form}}
 
|-
 
|-
| {{rarity|15}} Lightweaver Cras Series || {{pots|連撃の型}}
+
|{{rarity|15}} Fluxio Series<br>{{rarity|15}} Rinza Series||{{NGSPots|不倒の型}}
 
|-
 
|-
| {{rarity|15}} Adel Series<br>{{rarity|15}} Seiros Series<br>{{rarity|15}} Fimbul Series || {{pots|利運の型}}
+
|{{rarity|15}} Stil Series||{{NGSPots|Sturdy Form}}
 
|-
 
|-
| {{rarity|15}} Liberate Series<br>{{rarity|15}} Oblisana Series<br>{{rarity|15}} Darkbanisher Ayer Series<br>{{rarity|15}} Puras Series<br>{{rarity|15}} Anacates Series<br>{{rarity|15}} Shihou Series<br>{{rarity|15}} Legacy Weapon Series || {{pots|傾覆の型}}
+
|{{rarity|15}} Adel Series<br>{{rarity|15}} Seiros Series<br>{{rarity|15}} Fimbul Series||{{NGSPots|利運の型}}
 
|-
 
|-
| {{rarity|15}} Lightstream Xion Series || {{pots|気精の型}}
+
|{{rarity|15}} Liberate Series<br>{{rarity|15}} Oblisana Series<br>{{rarity|15}} Darkbanisher Ayer Series<br>{{rarity|15}} Puras Series<br>{{rarity|15}} Chaval Series<br>{{rarity|15}} Anacates Series<br>{{rarity|15}} Genon Series<br>{{rarity|15}} Shihou Series<br>{{rarity|15}} Orb Series<br>{{rarity|15}} Dusk Series<br>{{rarity|15}} Million Series<br>{{rarity|15}} Krisa Series<br>{{rarity|15}} Nova Series<br>{{rarity|15}} {{#simple-tooltip: Legacy Weapon Series|Sealed J-Sword<br>Rengokuto Renge<br>World of Guardians<br>Black Darkness<br>Arc Serpent}}<br>{{#simple-tooltip: Other Weapons|Omega Elder Pain<br>Ultimate Chain<br>Fraulein Rose<br>Lumigunny<br>Aestria}}||{{NGSPots|傾覆の型}}
 
|-
 
|-
| {{rarity|15}} Atlas Ex Series || {{pots|堅忍の型}}
+
|{{rarity|15}} Lightstream Xion Series||{{NGSPots|Spirit Mould}}
 
|-
 
|-
| {{rarity|15}} Austere-NT Series || {{pots|理発の型}}
+
|{{rarity|15}} Atlas Ex Series||{{NGSPots|堅忍の型}}
 
|-
 
|-
| Any {{rarity|13}} to {{rarity|14}} Weapon || {{pots|攻の基本型Ⅲ}}
+
|{{rarity|15}} Austere-NT Series||{{NGSPots|理発の型}}
 +
|-
 +
|Any {{rarity|13}} to {{rarity|14}} Weapon||{{NGSPots|Offensive Prototype III}}
 
|-
 
|-
 
|}
 
|}
  
==Multi-weapon==
+
==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.
+
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 "{{icons|NGS Sword}} Terseus Sword" and "{{icons|NGS Assault Rifle}} Terseus Rifle" together, you cannot combine a "{{icons|NGS Sword}} Terseus Sword" with a "{{icons|NGS Knuckles}} Troward Knuckle".
 +
 
 +
Note that the weapons used in a multi-weapon will retain their damage types. For example, a {{icons|NGS Sword}} Sword / {{icons|NGS Assault Rifle}} 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.
 +
 
 +
{{PSO2NGS Navbox}}

Revision as of 10:38, 24 October 2021

NGS ItemLab.png

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 Meseta/Item Grind EXP/Level Total EXP
1 1000N-Meseta +1 ~ +10 100 EXP 1000 EXP
+11 ~ +20 200 EXP 3000 EXP
+21 ~ +30 300 EXP 6000 EXP
+31 ~ +40 400 EXP 10000 EXP
2 2000N-Meseta +1 ~ +10 150 EXP 1500 EXP
+11 ~ +20 300 EXP 4500 EXP
+21 ~ +30 450 EXP 9000 EXP
+31 ~ +40 600 EXP 15000 EXP
3 3000N-Meseta +1 ~ +10 250 EXP 2500 EXP
+11 ~ +20 500 EXP 7500 EXP
+21 ~ +30 750 EXP 15000 EXP
+31 ~ +40 1000 EXP 25000 EXP
4 4000N-Meseta +1 ~ +10 350 EXP 3500 EXP
+11 ~ +20 700 EXP 10500 EXP
+21 ~ +30 1050 EXP 21000 EXP
+31 ~ +40 1400 EXP 35000 EXP

'Fodder' EXP

As weapons/units require different amounts of EXP to increase their Grind Level, they also grant different amounts of Grind EXP.

The Formula is: 75(2^x−1+x)+GrindEXP*0.5

However if the Fodder and Base are not the same Weapon/Unit, the FodderEXP is reduced to 66%.

Using what we know, we get following Values:

Fodder-->


Base

1 2 3 4
1 150 200 350 600
2 100 300 350 600
3 100 200 525 600
4 100 200 350 900

Limit Break

By default, all Weapons and Units can increase their Grind Level up to +20. However, by expending minerals and Meseta, this limit can be increased up to +40, with the limit increasing by +10 per purchase.

Fusing two weapons together with Multi-Weapon automatically increases the maximum Grind Limit of the base weapon to +40 without requiring Limit Break.

Add Special Abilities

Ability (NGS) Adding Abilities (NGS) Ability (NGS) List of Abilities (NGS) Ability (NGS) PSO2 Special Ability Conversion Ability Capsule (NGS) 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 "Ability (NGS) Foms Soul I" Special Ability to a weapon, using one "Ability Capsule (NGS) 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, as well as another at +40.

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
15 Lightweaver Cras Series Potential (NGS) Blitzed Form
15 Fluxio Series
15 Rinza Series
Potential (NGS) 不倒の型
15 Stil Series Potential (NGS) Sturdy Form
15 Adel Series
15 Seiros Series
15 Fimbul Series
Potential (NGS) 利運の型
15 Liberate Series
15 Oblisana Series
15 Darkbanisher Ayer Series
15 Puras Series
15 Chaval Series
15 Anacates Series
15 Genon Series
15 Shihou Series
15 Orb Series
15 Dusk Series
15 Million Series
15 Krisa Series
15 Nova Series
15 Legacy Weapon Series
Other Weapons
Potential (NGS) 傾覆の型
15 Lightstream Xion Series Potential (NGS) Spirit Mould
15 Atlas Ex Series Potential (NGS) 堅忍の型
15 Austere-NT Series Potential (NGS) 理発の型
Any 13 to 14 Weapon Potential (NGS) 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, 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 "Sword (NGS) Terseus Sword" and "Assault Rifle (NGS) Terseus Rifle" together, you cannot combine a "Sword (NGS) Terseus Sword" with a "Knuckles (NGS) Troward Knuckle".

Note that the weapons used in a multi-weapon will retain their damage types. For example, a Sword (NGS) Sword / Assault Rifle (NGS) 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.