Refinement
Every weapon and every piece of armour refines from +0 to +9. Each attempt costs credits and materials, and the chance of success falls at every level.
| Level | Success | Credits | Materials |
|---|---|---|---|
| +1 | 100% | 100 | 2× Rottame |
| +2 | 85% | 250 | 3× Rottame |
| +3 | 70% | 600 | 4× Rottame, 1× Vetro di cenere |
| +4 | 55% | 1400 | 6× Rottame, 2× Vetro di cenere |
| +5 | 42% | 3000 | 4× Rottame, 2× Scheggia runica, 1× Polvere di Kisel |
| +6 | 32% | 6000 | 6× Scheggia runica, 2× Polvere di Kisel |
| +7 | 24% | 12000 | 8× Scheggia runica, 3× Polvere di Kisel, 1× Lingotto di ley |
| +8 | 17% | 24000 | 10× Scheggia runica, 4× Polvere di Kisel, 2× Lingotto di ley |
| +9 | 11% | 50000 | 12× Scheggia runica, 6× Polvere di Kisel, 3× Lingotto di ley, 1× Nucleo di Severance |
What failure does
Sezione intitolata “What failure does”The item is never deleted. A failed attempt turns it into a fragment of the same kind that keeps its level.
To refine a fragment again you need:
- one more fragment of the same item, of equal or higher level, and
- double the materials the table asks for at that step.
The recovery brings the whole item back at the level of the fragments used and consumes the extra fragment. The rule is the same at every level from +0 to +9.
Protection
Sezione intitolata “Protection”A ward sigil saves an attempt at +7 and above, and is never sold: it is dropped or quested. No protection, no probability and no power is for sale.
Server rules
Sezione intitolata “Server rules”- only the server rolls, with an injected seeded generator, and every attempt is recorded
- an attempt is one transaction: materials and credits are consumed, and the item is upgraded or broken, all or nothing