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Just a well explained SI guide. I hope

a guest Apr 19th, 2019 514 Never
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  1. Okay, so to begin, you're going to need to find the Masterly Dwarf. He's in babel, here:
  2.  
  3.  
  4. This would be the guy we're looking for:
  5.  
  6.  
  7. Now then, we need to talk to him about work. It should be one before 'End Conversation'. Read what he has to say, and say 'Yes' to learning a new technique. Read further on what he has to say, you will then be given a quest to find hihi-irokane armour; you can get this by bringing a dwarf with 99 needles to Junkerman in Suginami. Don't expect to get it first time, just hope.
  8.  
  9.  
  10.  
  11. BEFORE WE GO FURTHER!
  12. Train Gun Knowledge ("GK") and Weapon Knowledge ("WK") to Class 1!
  13.  
  14. And get an SI demon, from any of the following:
  15.  
  16. SI Demons:
  17. Lilim
  18. Queen Mab
  19. Dwarf
  20. Hua Po
  21. Lilith
  22. Ubelluris
  23. Kodama
  24. Formorian
  25. Empusa
  26. Succubus
  27. Incubus
  28. Alp
  29. Sudama
  30. Knocker
  31. Bucca Bo
  32.  
  33. (Nocturnes, Earth Spirits)
  34.  
  35. Not all of those demons are tested, you can always try for yourself. Don't mainstream and pick a Dwarf, or Queen Mab. <3
  36.  
  37.  
  38. Next, go back to the Masterly Dwarf with the Hihi-Irokane Armour. Talk about compounding and choose what smith you'd rather be, either will do, it doesn't matter since you're going to need to be both to achieve 100% SI in any case.
  39.  
  40. Note: You're only going to be 100% for AP items, as for non-AP items, you will be 94-97%
  41.  
  42. You will need to bring him 5 opals. This is easy, just go to Celu Tower Silver, there should be 2 per treasure box in every treasure room. If you really can't be bothered, just go to quartz a couple of times and hope you get it as end loot, knowing you will only get 2-3 each run.
  43.  
  44. One you have the 5 Opals, bring them back to him. You have now unlocked one smith-type skill, follow the tutorial. Once you have done this, ask him about work/smith again and unlock the second smith skill, to do this you're going to bring him 10 rubies. You can easily do this by going on Ichigaya Camp Gold, and looting Jikokuten, Bishamonten etc. They give 2 Rubies and <500 Macca or just <500 Macca. There are also Gaki, they will drop 15 Rubies on rare occasions; you can usually find 2-4 of these Gaki per run if you're in luck.
  45.  
  46. Bring these rubies back to the dwarf and unlock the second smith class. Well done, you now have the possibility of making 100% SI.
  47.  
  48. So, the equation for 100% SI is as follows:
  49.  
  50.  
  51. Expert Skill Mod: (Weapon Knowledge Class + Gun Knowledge Class + Survival Class)/3
  52. Chain Expert Skill Mod: (Weapon Smithing Class + Armsmaking Class )/2
  53. Total Expert Skill Mod: (Expert Skill Mod + Chain Expert Skill Mod) * 5
  54.  
  55. Success = 30% + (Total Expert Skill Mod * 1.2 (if appropriate demon) * 1.1 (if AP))
  56.  
  57.  
  58.  
  59. WRITE THIS DOWN!
  60. Class 7 Blades
  61. Class 9 Weapon Knowledge
  62. Class 5 Crafts
  63. Class 5 Gun Knowledge
  64. (c7 Swordsmith, c5 Gunsmith)
  65.  
  66.  
  67. Class 7.2 Blades
  68. Class 9 Weapon Knowledge
  69. Class 1.8 Crafts
  70. Class 8 Gun Knowledge
  71. (7.5 Swordsmith, c3 Gunsmith)
  72.  
  73. You can create your own build if you like, of course. It depends what's easier for you.
  74.  
  75.  
  76. Each one of these can be trained in lovely and expensive ways.
  77.  
  78. Blades:
  79. Make weapons using the Swordsmith Skill.
  80.  
  81. Crafts:
  82. Make weapons using the Arms Maker skill.
  83.  
  84. Weapon Knowledge:
  85. Unlock synthesis and use tarot cards from Saint Germain on silver rings/earrings.
  86. Or by using spin and rush on demons (Home 3 hack/Virtual battle are the best places for this.)
  87.  
  88. Gun Knowledge:
  89. Use rapid on demons, use the same places as mentioned for Weapon Knowledge.
  90.  
  91.  
  92.  
  93. How to perform an SI
  94.  
  95. When you want to perform Spiritual Infusion or 'SI' then go to the dwarf.
  96.  
  97. Click on 'Perform Spiritual Mixing' when he asks if you do, just say 'Yes'
  98.  
  99. You will then have a window come up with your inventory and a mixing window above it. Like so:
  100.  
  101.  
  102.  
  103.  
  104. SI is really easy to understand, once you have been told, I'm sure it's easy enough to work out too.
  105.  
  106. The way slots are set out as as follows.
  107.  
  108.  
  109.  
  110. Slot One -
  111.  
  112. - Looks of an item. - This is just the appearance your infused item will have at the end of the SI.
  113. - Name of an item (except occult fusion names.)
  114. - Set effects (If wearing item x and item y at the same time, get this effect, etc.)
  115. - Summoning Time Reduction (if it's a COMP.)
  116. - Stocks (if it's a COMP.) Even though this appears under "Basic Features", take note that this is Slot1 and not Slot2.
  117. - Durability and Repair Cost of the item. - Take into account that although the durability is shown under "Basic Features", this is actually strictly bound to slot 1 only.
  118. - Description of the Item (Note that some items may have incorrect descriptions and you might get confused on whether the stats written on it are on Slot 1 or not. However, if it's not a set bonus, in most, if not all, cases, it should be on Slot 2.)
  119.  
  120. Slot Two -
  121.  
  122. - Basic Features and Modification Slots - This includes the stats that your item shows under "Basic Features" and "Modification Slot" when you right-click your item.
  123. - Alignment Restrictions - "Only usable for Law/Neutral/Chaos" restrictions go on this slot. Therefore, you can use an item that is chaos-only on slot 3 or 1 and the restriction won't be passed on to the final item, or in the opposite case, you can use it to give alignment restrictions to your items. Example of using an alignment-restricted item without passing on the restriction (Obviously, this kills the rest of the Slot 2 features.)
  124. - Level Restriction - This is pretty much the same as the alignment restriction, except it's obviously with levels instead of alignments.
  125. - Occult Fusions - This is often confusing for people. Tarots and Soulstones are always bound to slot 2. If you use an item with SS/Tarots on slot 3 or slot 1 and not on slot 2, the occult fusions will be lost.
  126.  
  127. Slot Three
  128. -Characteristics - This is probably the easiest to understand of all the slots. As the name says, it's anything under the "characteristics" tab shown when right-clicking your item.
  129.  
  130. -----------------------------------------------------------------
  131.  
  132. Important Note:
  133. -You may use an item for TWO slots at most. This also means that you don't necessarily have to use an item per slot. For example, trading two executers, one for the looks and the other one for the characteristics would be unnecessary since you can use the same executer for Slot 1 AND Slot 2.
  134.  
  135.  
  136.  
  137. When you're absolutely sure, click confirm, and then Yes.
  138.  
  139. Also notice that the original tarot/SS from the abyss gloves is lost, as they were within slot 2.
  140.  
  141.  
  142.  
  143.  
  144. You will now have an SI'd piece of gear.
  145.  
  146.  
  147.  
  148. If you're not 100%, your SI could fail, which means you will have 10 days (240 hours) to re-SI the failed gear or it will simply disappear from your inventory forever.
  149.  
  150.  
  151. So generally, it's going to be 80k.
  152.  
  153.  
  154. Items can be SI'd as many times as you want them to be, but of course, it can be costly, and sometimes a waste.
  155.  
  156. Just on another note, I was asked if movement wings could be SI'd; they can't be.
  157. +20% movement can be, +50% cannot. This also applies to all non-trade items, talismans and extras. If you want to see if an item can be SI'd or not, analyse it like so:
  158.  
  159.  
  160.  
  161. These gloves can be SI'd as they say 'Yes' next to Spiritual Mixing.
  162.  
  163.  
  164.  
  165. How to ask for an SI
  166.  
  167. Hopefully, people will read this, it can be hard to understand some people when they ask for orders because they aren't clear, and have to be clarified.
  168.  
  169. When shouting for an SI, always check at the Masterly Dwarf to see if there is an SI within that area. If not, then continue to shout until someone replies, or an SI appears at the Dwarf.
  170.  
  171. Once you have the SI's attention, you ask them for an SI (Manners are usually appreciated a lot). You tell them your order in the format of Slot1/Slot2/Slot3, just to make things so much easier for them to understand, if you want to know what slot is what, then read above.
  172.  
  173. Example:
  174. You have an Omen Wing you'd like to SI into Cloak of The Abyss: Magic. You'd like the Omen Wings' looks, the Omen Wings basic stats, and the Cloak of The Abyss' characteristics.
  175. You'd reply for an order like so: Omen/Omen/Abyss
  176.  
  177. This way, the SI'er can clearly understand what it is what you want without having to interpret what you're saying as much, it may make things lazier, but at least this way, there is less chance of the SI'er making any mistakes.
  178.  
  179. When trading items, be sure to trade the correct amount of macca over with the items. If you give them loads of macca, without saying you'd rather like change, how are they supposed to know that? They just won't, and may assume it's just a generous tip, or if they're nice anyway, give you your macca back regardless.
  180.  
  181. Once items are trade, an SI will talk to the Dwarf and have the items SI'd, they will then trade you back the item; and anything else you wanted back. You can always trade a tip over while doing this, it's not necessary, but it's always appreciated.
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