Hylian Blacksmith Guild: Difference between revisions

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correct some things in fusing section, start expanding the seals table, add headings for other services to fill out later
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(correct some things in fusing section, start expanding the seals table, add headings for other services to fill out later)
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===Fuse Weapons===
===Fuse Weapons===
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 enhanced but cannot be used as material. Fusion costs 50 [[Rupee]]s for each material used.
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, times 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. 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 bonus effects are unlocked at levels 5, 10, and 20, for a total of four at level 20.
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.


If a weapon used as a material has bonus effects, the first effect will transfer to the base weapon. If the base weapon does not have an available slot for the effect, then it won't be applied until the weapon unlocks a slot for it. If multiple effects are queued in this way, new slots are filled in the order that the effects were fused. If two of the same effect are fused, they both receive a bonus to their value. In addition, combining effects in the same category, indicated by the shape of the effect icon, will apply bonus damage on the weapon. Two effects of the same category gives +5 damage, and four gives +15 damage.
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.


Combining seals of the same category, denoted by the shape of the seal icon, yields a bonus to both weapon damage and seal effect. Two seals of the same category give +5 damage, and four give +15 damage.
====Seals====
{| class="wikitable"
{| class="wikitable"
! Effect !! Category
! rowspan=3 | Category !! rowspan=3 | Effect !! Amount !! + !! ++
|-
! colspan=3 | Two-of-a-Kind
|-
! colspan=3 | Four-of-a-Kind
|-
| rowspan=24 | Damage<br />(Star) || rowspan=3 | Regular-Attack Damage || 2% || 4% || 6%
|-
| 3% || 5% ||
|-
| || ||
|-
| rowspan=3 | Strong-Attack Damage || 2% || 4% || 6%
|-
| 3% || ||
|-
| || ||
|-
| rowspan=3 | Special-Attack Damage || 5% || 8% ||
|-
| 6% || || 14%
|-
| || ||
|-
| rowspan=3 | Dash-Attack Damage || 7% || 13% || 18%
|-
| 8% || ||
|-
| || ||
|-
| rowspan=3 | Flurry Rush Damage || 7% || 13% || 18%
|-
| 8% || ||
|-
| || ||
|-
| rowspan=3 | Midair-Attack Damage || 7% || 13% || 18%
|-
| 8% || ||
|-
| || ||
|-
| rowspan=3 | Damage to Midair Enemies || 7% || 13% || 18%
|-
| 8% || ||
|-
| || ||
|-
| rowspan=3 | Damage to Foes with Status Effects || 13% || ||
|-
| || ||
|-
| || ||
|-
| rowspan=18 | Agility<br />(Square) || rowspan=3 | Attack Speed || 3% || 4-6% || 6%
|-
| 4% || ||
|-
| || ||
|-
| rowspan=3 | Attack Range || 4% || 7% || 10%
|-
| 5% || ||
|-
| || ||
|-
| rowspan=3 | Special-Attack Charge Rate || 3% || 6% || 10%
|-
| 4% || ||
|-
| || ||
|-
| rowspan=3 | Perfect-Dodge Timing Window || 5% || 10% || 10%
|-
| 10% || ||
|-
| || ||
|-
| rowspan=3 | Damage at 30% Hearts or Less || 7% || 12% ||
|-
| 8% || ||
|-
| || ||
|-
| rowspan=3 | Chance to Automatically Guard || 10% || ||
|-
| 11% || ||
|-
| || ||
|-
| rowspan=21 | Defense<br />(Hexagon) || rowspan=3 | Damage at Full Hearts || 2% || 3-4% ||
|-
|-
| Battle EXP || Loot
| 3% || 5% ||
|-
|-
| Monster-Part Drop Rate || Loot
| || ||
|-
|-
| Battlefield-Specific Material Drop Rate || Loot
| rowspan=3 | Damage per 100 KOs || 2% || || 6%
|-
|-
| Attack Speed || Movement
| 3% || ||
|-
|-
| Attack Range || Movement
| || ||
|-
|-
| Perfect-Dodge Timing Window || Movement
| rowspan=3 | Healing-Item Effect || 3% || 5% || 9%
|-
|-
| || Attack
| 4% || ||
|-
|-
| || Defense
| || ||
|-
| rowspan=3 | Healing-Item Drop Rate || 12% || 20% ||
|-
| 14% || ||
|-
| || ||
|-
| rowspan=3 | Reduced Damage from Fire || || ||
|-
| || ||
|-
| || ||
|-
| rowspan=3 | Reduced Damage from Ice || || ||
|-
| || ||
|-
| || ||
|-
| rowspan=3 | Reduced Damage from Lightning || || ||
|-
| || ||
|-
| || ||
|-
| Collection<br />(Circle) || || || ||
|}
|}
===Raise Weapon-Level Limit===
===Remove Seals===
===Octo-Polish===


===Sell===
===Sell===