Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I mean, just randomly I realized I had a column of all five "heart" symbols, and now I have +20 to all stats, which at level 9 is like... amazing
Using fusion at low levels, you can easily access very powerful abilities from the start with the skill grid. A few relatively easy abilities to get that make things easier in the early portion of the game is:
First column of glyphs (5 up and down): +20 to all stats
3 of any one glyph: +1 Burst Gauge
So you have to weigh your options. Do you want to vary your skills? Or go fill out the right Glyphs. It's too important not to touch upon. If I find any easy to acquire bonus skills I'll try to list them
You can add/remove contributors but they have to be on your friends list. Normally if something is missing or needs to be added, people just leave a comment in the guide. The reason you want to put in a guide instead of leaving it in the forum is for visiblity. Especially with the new topics that are constantly coming out, this information will quickly be archived.
Going to experiment some more when I get home from school, yesterday I was just combining all of my gear instead of selling it, and I think I might have just made some pieces of gear worse in the process... so again thanks for the guide, will stop me from making that mistake again.
From what I can tell, each skill is a single glyph, always the same. If its an attack , it will always be the first row first column glyph
There are 10 columns and 5 rows, this means you can make, at most, 2 full rows or 4 complete columns. However, Stacking columns, stacking rows, or even stacking individual glyphs (Having up to 11 of a single glyph) gives extra bonuses AS WELL as compounding the benefits of the glyph.
For example. The first column are your attack glyphs. One glyph is +4% of an type of damage. Like +4% non elemental attack. If you have two of those, you get +8% non elemental damage PLUS a bonus skill. 3 makes +12% non elemental damage PLUS another skill (replaces the other, you don't get both bonus skills)
Cool, that makes sense. Didn't realize the bonus skills and the glyphs were tied together, thought they were separate things. Thanks again!
Fusing a +0 with a +0 creates a +1 item
Fusing a +1 with a +0 creates a +2 item
Fusing a +1 with a +1 creates a +3 item
It does not matter if you only fuse onto one weapon or item, the end result is the same. So instead of fusing exclusively to one item you can mix and match.
This is good for my next tip!
Lets say you have a +5 item that's got all the skills you want on it. you don't want to fuse any skills OFF the item, so you think you're limited to only using items that have no slot 2-4 skills, right?
Not necessarily. You need items with OPEN slots, not empty ones. So! use a third item to open up the slots on the item you want to fuse onto your godly +5 weapon. You wont lose out! Fusing a +1 weapon onto a +5 weapon makes a +7! just as if you had fused twice on it yourself.
That last part doesn't quite make sense to me. What's the difference between an open slot and an empty slot? How does a third item open up slots?
When fusion combines skills into a new skill the skill is sealed untill you level up the item some. If you don't level it up first sealed skills will be overwritten instead of turning into new skills when fused.