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Alchemy Rules REVISED

AoriRadidjiu Jul 13th, 2015 (edited) 327 Never
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  1. Alchemy allows you to modify existing items to have different or additional properties, or to break down an item to have more things to modify items with.
  2.  
  3. SYNTHESIS:
  4.  
  5. Synthesis allows you to replace an item's alchemical slots with new effects.  Synthesis costs 100 PY to do per reagent, whether you're filling in an empty slot or replacing an effect.
  6.  
  7. Items will have a variety of slot types in them, here's a few:
  8.  
  9. Universal: Anything goes.  If the Reagent can be applied to this item type, it can be applied to this slot.
  10. Active:  Active effects.  Include Moves, activated Abilities, and activated Features.
  11. Passive: Passive effects.  Include Static moves like Bind, static abilities, and static features.
  12. Move:  Any move.
  13. Ability: Any ability.
  14. Feature: Any feature.
  15. Heal: A special slot on healing type items, allows for charge capacity types to be added to them.
  16. Bolt:  For Boltguns, modifies boltgun effects, such as maximum tags.
  17.  
  18. And others!
  19.  
  20. A reagent will have its Effect, which determines what kind of slots it can be put into, and it'll have Restrictions, which designate items compatible with that reagent.
  21.  
  22. For example:
  23.  
  24. Parry Peridot (+1 Evasion, Restriction: 2-handed Weapons only)
  25.  
  26. As a note, you cannot ever have multiple of the same slot effect on an item.  This means, for example, that you can't put in two Parry Peridots to get +2 evasion.  You're limited to just one.  Even if the Reagents are technically different Reagents, if their effects match, you can't have more than one of them.  If the effects are SIMILAR but different, they're okay.   You could put a theoretical +2 Evasion reagent (not like I'd give one, that'd made shields worthless) on the same equip as you put a Parry Peridot, because +1 Evasion and +2 evasion are different effects.
  27.  
  28. Now, let's give a few examples of synthesis, shall we?  Let's use one of your new items for this:
  29.  
  30. Martial Bling
  31. Base: Large Melee weapon (Bash!, Titanic Slam, +1 AC, +2 DB)
  32. Fixed: Head Smash
  33. Active: Steel Wing
  34. Active: (empty)
  35. Passive: (empty)
  36. Passive: (empty)
  37. Universal: (empty)
  38.  
  39. That's a lot of empty slots!
  40.  
  41. If you wanted to apply a Parry Peridot to it, you could apply it to a Passive slot, like so...
  42.  
  43. Martial Bling
  44. Base: Large Melee weapon (Bash!, Titanic Slam, +1 AC, +2 DB)
  45. Fixed: Head Smash
  46. Active: Steel Wing
  47. Active: (empty)
  48. Passive: Evasion +1
  49. Passive: (empty)
  50. Universal: (empty)
  51.  
  52. Or you could apply it to the Universal slot...
  53.  
  54. Martial Bling
  55. Base: Large Melee weapon (Bash!, Titanic Slam, +1 AC, +2 DB)
  56. Fixed: Head Smash
  57. Active: Steel Wing
  58. Active: (empty)
  59. Passive: (empty)
  60. Passive: (empty)
  61. Universal: Evasion +1
  62.  
  63. But you couldn't be able to put it in the empty active slot!
  64.  
  65. Now, let's say you applied your Parry Peridot like in the first example, and now want to add a Shocking Sapphire (Add 19-20 Paralyze range to all melee attacks, or add +2 to an existing Paralyze range on a melee attack, Restriction: Melee Weapons only).  You could add it in the other Passive slot, like so...
  66.  
  67. Martial Bling
  68. Base: Large Melee weapon (Bash!, Titanic Slam, +1 AC, +2 DB)
  69. Fixed: Head Smash
  70. Active: Steel Wing
  71. Active: (empty)
  72. Passive: Evasion +1
  73. Passive: Add 19-20 Paralyze range to all melee attacks, or add +2 to an existing Paralyze range on a melee attack
  74. Universal: (empty)
  75.  
  76. Or you could replace the Parry Peridot's effect...
  77.  
  78. Martial Bling
  79. Base: Large Melee weapon (Bash!, Titanic Slam, +1 AC, +2 DB)
  80. Fixed: Head Smash
  81. Active: Steel Wing
  82. Active: (empty)
  83. Passive: Add 19-20 Paralyze range to all melee attacks, or add +2 to an existing Paralyze range on a melee attack
  84. Passive: (empty)
  85. Universal: (empty)
  86.  
  87. But that's a bad idea because that means that the Parry Peridot's effect is LOST FOREVER AND YOU CAN NEVER GET IT BACK, as it has been OVERWRITTEN.
  88.  
  89. Now, say you have some effects you like, but you've already put them on an item.  How would you apply those effects elsewhere now?
  90.  
  91. Well...
  92.  
  93. DESYNTHESIS:
  94.  
  95. Desynthesis allows you to break an item down into components!  Desynthesis is FREE!  Let's try breaking down our souped up Martial Bling from before!  For Review...
  96.  
  97. Martial Bling
  98. Base: Large Melee weapon (Bash!, Titanic Slam, +1 AC, +2 DB)
  99. Fixed: Head Smash
  100. Active: Steel Wing
  101. Active: (empty)
  102. Passive: Evasion +1
  103. Passive: Add 19-20 Paralyze range to all melee attacks, or add +2 to an existing Paralyze range on a melee attack
  104. Universal: (empty)
  105.  
  106. After Desynthesis, you're left with...
  107.  
  108. Steel Wing HM (you may use HMs and unlimited use VMs for synthesis)
  109. Parry Peridot (+1 Evasion, Restriction: 2-handed Weapons only)
  110. Shocking Sapphire (Add 19-20 Paralyze range to all melee attacks, or add +2 to an existing Paralyze range on a melee attack, Restriction: Melee weapons only)
  111.  
  112. But what about our Fixed Slot?  Surely we can put that back in on another item, right?  Well, NOPE.  Instead, you get...
  113.  
  114. Head Smash Single Use VM
  115.  
  116. Single use TMs and VMs CANNOT be used for Synthesis!  And that's what'll generally happen, you'll have something approximating the effect of your fixed slot, but you'll never be able to put it on an item again!
  117.  
  118. The Large Melee Weapon is turned into Equipment scrap worth 2.5k PY (Scrap payout is half the base item's price).  You can use Equipment scrap for paying for Synthesis, Creation, and Refinement.
  119.  
  120. CREATION AND REFINEMENT:
  121.  
  122. Creation is the process of create new items from scratch, obviously.  Unlike Synthesis and Desynthesis, it's a fuzzier thing.  Phantasia can create any one-handed item for 4k PY, and any two-handed item for 5k PY, and she'll accept Equipment Scrap as payment for this.  You can specify the weapon type, but you can't specify the actual weapon moves on it, nor can you specify the slot types on it.  Refinement is a process that can be performed on any item that doesn't have a fixed slot, even ones you buy from elsewhere.  It fuses two random reagents from a pool of reagents being Synthed onto the item (you can have it be just two if you want to definitely have those fuse, although I'll generally make the effect more boring if you do that, you nerd). Refinement costs 50% of the item's price if it's a weapon, and 25% of the item's price if it's not.  Refinement allows you to choose/replace the weapon's weapon moves if you want, although if you leave it up to me I might give it something special.  Also, as a note, during Refinement, you can submit any reagents regardless of the initial item's slots, and it will shift the slot types to fit what's not in Fixed Slots, so you can influence the You can also pay this price without actually fusing a slot to choose weapon moves.  Anyway, as an example...
  123.  
  124. Say you have Phantasia create a Claw (Small Melee Weapon) for 4k PY.  Then you request the Refinement process on the Claw, costing 2k PY, and provide the following 4 Reagents for Synthing (which still costs 400 PY)...
  125.  
  126. Shadow Claw HM
  127. Drain Punch HM
  128. Shocking Sapphire (Add 19-20 Paralyze range to all attacks, or add +2 to an existing Paralyze range on an attack, Restriction: Melee Weapons only)
  129. Swirlix Tears (May use a Swift Action to gain a tick in HP, EoT freq)
  130.  
  131. After a bit of knocking around, this is the result:
  132.  
  133. Vampire Claw
  134. Base: Small Melee Weapon (Cheap Shot, Bleed!, +1 DB)
  135. Fixed: Whenever this Weapon uses a Weapon or Alchemy Attack, the user gains Hit Points equal to a fourth of the damage they dealt to the target.
  136. Active: Shadow Claw
  137. Passive: Add 19-20 Paralyze range to all melee attacks, or add +2 to an existing Paralyze range on an attack
  138. Universal: (empty)
  139.  
  140. As you can see, the Drain Punch HM and Swirlix Tears fused into the Fixed slot, and boy is it a good one!
  141.  
  142. Mayuri can Synthesize and Refine Accessories and Held Items herself, as an Extended Action, which means she can do it in the field so long as there's no distractions for a while.  If she's doing it in hostile territory, she can only use Scrap to pay for it, and not raw PY.
  143.  
  144. As a note, the maximum number of reagents you can use in the Refinement process is equal to the number of slots it has +1 (including fixed), so for the Vampire Claw, you could've requested up to 5 reagents on it, and that would've resulted in 3 normal slots and 1 fixed slot.  For reference...
  145.  
  146. Overview of slot numbers:
  147. One-handed weapons: 4
  148. Two-handed Weapons: 6
  149. Light Shields: 3
  150. Wands: 3
  151. Heavy Shields: 2
  152. Accessories/Held Items: 2
  153. Body slot items: 3
  154. Feet items: 3
  155. Head items: 2
  156.  
  157. And that should be about all!
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