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| </div> | | </div> |
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| == See Also ==
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|
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| * [[Upgrade Weapon|Upgrade Weapon (Mastersmith Skill)]] · [[Enchantment]] · [[Memorial Dungeon Equipment]]
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| * [[Thor's Flame]]
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|
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| {{Navbox Crafting}}
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| [[Category:General Information]]
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⚒
⚒ Equipment Refinement
Refinement increases the power of weapons and armor by consuming ores, catalysts, and Zeny. Equipment starts at +0 and the main progression path reaches +10. The old idea of a completely safe early refine range no longer applies: even low refines carry destruction risk.
⚠️
No True Safe Range
Early refine can still destroy the item.
🛡️
Armor Early Risk
1% / 2% / 3% / 5%
+0→+4 progression
⚔️
Weapon Floor Risk
5%
All weapon attempts can break
◆
+9 → +10 Gate
Carnium for armor
Bradium for weapons
Refinement Reality
When an item breaks, the equipment is permanently destroyed. Cards, enchants, refine level, and invested materials are lost. The percentage tables below are the main decision point of this system and should be checked before refining valuable gear.
NPC Locations
🗺 Upgrade NPC Locations
📍 Inside
Prontera /navi prt_fild05 145/235 and /navi prt_fild05 145/235
📍 Inside
Morroc /navi prt_fild05 145/235
📍 Payon /navi prt_fild05 145/235
📍 Inside
Alberta /navi prt_fild05 145/235
⭐ Austry /navi prt_fild05 145/235 (Prontera, north room) handles high-grade +10 catalyst exchange and advanced refine services.
◆
+9 → +10 Catalyst Requirement
The final step to +10 requires an additional catalyst. This is intentional: +10 is no longer just another ore click — it is the final commitment point of the refinement path.
Armor +9 → +10
Carnium is consumed as the additional high-grade catalyst for armor refinement.
Weapon +9 → +10
Bradium is consumed as the additional high-grade catalyst for weapon refinement.
Upgrade Requirements
Armor Tables
Armor Refine Table — Standard Elunium
Armor no longer has a true +0 → +4 safe range. Even early attempts can destroy the armor, including cards and enchants.
| Attempt
|
Success
|
Break
|
Reality
|
| +0 → +1
|
99%
|
1%
|
Early armor refining is no longer perfectly safe.
|
| +1 → +2
|
98%
|
2%
|
Small but real destruction risk.
|
| +2 → +3
|
97%
|
3%
|
Risk starts to matter on valuable gear.
|
| +3 → +4
|
95%
|
5%
|
Old safe range is gone; cards and enchants are at risk.
|
| +4 → +5
|
60%
|
40%
|
Standard Elunium refine risk.
|
| +5 → +6
|
40%
|
60%
|
High destruction pressure.
|
| +6 → +7
|
40%
|
60%
|
Commit only on replaceable or prepared gear.
|
| +7 → +8
|
20%
|
80%
|
High-risk upgrade tier.
|
| +8 → +9
|
20%
|
80%
|
Very high-risk upgrade tier.
|
| +9 → +10
|
9%
|
91%
|
Requires Carnium as additional material.
|
Weapon Tables
Level 1 Weapons
| Attempt
|
Success
|
Break
|
Note
|
| +0 → +1
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +1 → +2
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +2 → +3
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +3 → +4
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +4 → +5
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +5 → +6
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +6 → +7
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +7 → +8
|
60%
|
40%
|
Failure destroys the weapon.
|
| +8 → +9
|
40%
|
60%
|
Failure destroys the weapon.
|
| +9 → +10
|
19%
|
81%
|
Bradium required as additional material.
|
Level 2 Weapons
| Attempt
|
Success
|
Break
|
Note
|
| +0 → +1
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +1 → +2
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +2 → +3
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +3 → +4
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +4 → +5
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +5 → +6
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +6 → +7
|
60%
|
40%
|
Failure destroys the weapon.
|
| +7 → +8
|
40%
|
60%
|
Failure destroys the weapon.
|
| +8 → +9
|
20%
|
80%
|
Failure destroys the weapon.
|
| +9 → +10
|
19%
|
81%
|
Bradium required as additional material.
|
Level 3 Weapons
| Attempt
|
Success
|
Break
|
Note
|
| +0 → +1
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +1 → +2
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +2 → +3
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +3 → +4
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +4 → +5
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +5 → +6
|
60%
|
40%
|
Failure destroys the weapon.
|
| +6 → +7
|
50%
|
50%
|
Failure destroys the weapon.
|
| +7 → +8
|
20%
|
80%
|
Failure destroys the weapon.
|
| +8 → +9
|
20%
|
80%
|
Failure destroys the weapon.
|
| +9 → +10
|
19%
|
81%
|
Bradium required as additional material.
|
Level 4 Weapons
| Attempt
|
Success
|
Break
|
Note
|
| +0 → +1
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +1 → +2
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +2 → +3
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +3 → +4
|
95%
|
5%
|
Every weapon attempt has at least a 5% break risk.
|
| +4 → +5
|
60%
|
40%
|
Failure destroys the weapon.
|
| +5 → +6
|
40%
|
60%
|
Failure destroys the weapon.
|
| +6 → +7
|
40%
|
60%
|
Failure destroys the weapon.
|
| +7 → +8
|
20%
|
80%
|
Failure destroys the weapon.
|
| +8 → +9
|
20%
|
80%
|
Failure destroys the weapon.
|
| +9 → +10
|
9%
|
91%
|
Bradium required as additional material.
|
Ore Types
Standard Ores
Failure can destroy the item, including cards and enchants.
Enriched Ores
Increases success rate by 20%. Failure can still destroy the item.
HD Ores
Used by special systems where failure degrades instead of breaking. Follow the specific NPC rules before using them.