Hylian Blacksmith Guild: Difference between revisions

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m
(→‎Fuse Weapons: fill in seals table using data from "the spreadsheet")
m (Linking Experience Point)
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To fuse weapons, first select a character, then select a weapon to enhance as a base. Then select up to five other weapons to use as fusing material. Weapons that are locked or currently equipped can be enhanced but cannot be used as material. The price in [[Rupee]]s depends on the type of weapon used as a base multiplied by the number of weapons (regardless of type) used as material.
To fuse weapons, first select a character, then select a weapon to enhance as a base. Then select up to five other weapons to use as fusing material. Weapons that are locked or currently equipped can be enhanced but cannot be used as material. The price in [[Rupee]]s depends on the type of weapon used as a base multiplied by the number of weapons (regardless of type) used as material.


Each weapon used as a material provides a certain amount of EXP to the base weapon. There is a chance that the fusion will be a great success, which grants additional EXP. When the base weapon receives enough EXP to level up, its damage increases by a set amount, regardless of the materials used. Additional slots for seals are unlocked at levels 5, 10, and 20, for a total of four at level 20. After raising the level limit, additional pre-determined seals are added at levels 25 and 30.
Each weapon used as a material provides a certain amount of [[Experience Point|EXP]] to the base weapon. There is a chance that the fusion will be a great success, which grants additional EXP. When the base weapon receives enough EXP to level up, its damage increases by a set amount, regardless of the materials used. Additional slots for seals are unlocked at levels 5, 10, and 20, for a total of four at level 20. After raising the level limit, additional pre-determined seals are added at levels 25 and 30.


If the base weapon has an open seal slot, or will have one as a result of leveling up from the fusion, it will be filled by the first seal on the first weapon used as fusion material that has a seal. If multiple slots are open, they are filled in the order the material weapons are selected, using only one seal per weapon. If a new slot unexpectedly opens due to a great success, it will not be filled.
If the base weapon has an open seal slot, or will have one as a result of leveling up from the fusion, it will be filled by the first seal on the first weapon used as fusion material that has a seal. If multiple slots are open, they are filled in the order the material weapons are selected, using only one seal per weapon. If a new slot unexpectedly opens due to a great success, it will not be filled.
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| 6% || 11% || 16% (18%<sup>2</sup>)
| 6% || 11% || 16% (18%<sup>2</sup>)
|-
|-
| rowspan=3 | Battle EXP || 3% || 6% || 9% (10%<sup>2</sup>)
| rowspan=3 | Battle [[Experience Point|EXP]] || 3% || 6% || 9% (10%<sup>2</sup>)
|-
|-
| 4% || 7% || 10% (11%<sup>2</sup>)
| 4% || 7% || 10% (11%<sup>2</sup>)
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| 4% || 8% || 11% (12%<sup>2</sup>)
| 4% || 8% || 11% (12%<sup>2</sup>)
|-
|-
| rowspan=3 | Fusion Material EXP || 150% || 250% || 375% (400%<sup>2</sup>)
| rowspan=3 | Fusion Material [[Experience Point|EXP]] || 150% || 250% || 375% (400%<sup>2</sup>)
|-
|-
| 165% || 275% || 413% (440%<sup>2</sup>)
| 165% || 275% || 413% (440%<sup>2</sup>)

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