Now, your experience in the game will really be affected by your choice in equipment. It’s really the difference between easily clearing out quests and struggling along. Once you’re into Hard difficulty, you should be starting to consider some real gear to use.
So, to start off, how about weapons? It’s most of your damage, obviously. So one would think having a good weapon will be very important. Well, it is. So, what makes a good weapon, good?
With the existence of crafting within the game, which is covered in a later section of this guide, all you really need to look for is the potential of the weapon when considering what to use at an early level.
Generally, you’re looking for potentials that boost your damage in some way or another. Stuff that enhances the effect of a stance your class is using is a prime example of this. You can also think about using things that enhance your damage through other ways, such as increasing the effectiveness of certain PAs or skills that you commonly use.
The easiest way of looking up the potentials of weapons would be to purely look them up in a wiki. Just make sure you’re able to equip the item.
With the addition of red weapons’ new potential, typically they will be your best bet for a decently cheap weapon that can tide you well over into 12 or 13 star weapons. The only requirement you need to meet is to have it crafted. Another upside to them is the fact that you only need to potential it once. Getting the weapon to +40 is a fairly minor boost in stats, a 2% damage increase in total.
Do note: To unlock the potential of red weapons, you’re required to use Photon Boosters. These come from the Challenge Mile Shop 2 for the price tag of 3,500 per. You can, however, buy them from players at +20. With featured quests added, you can also obtain them through chance via those.
With collection sheets added, a good thing to look at is getting those done. They can actually provide some really nice weapons, depending on your class, even without finishing them. After finishing those sheets, you can get a fairly decent weapon from them. For example, the Revolucio weapons are a good stepping stone into 13* weaponry. They’re about the same level as Ares weapons, with a more manageable potential. Consult Swiki to decide on what weapons to consider going for.
As for units, this one’s a bit simpler to answer.
First off, all you really need is to buy or get the full Hiei set. Rear, Arms, and legs. To get it, just go through the 1st Matter Board of Episode 3 and clear through it. You won’t need another set til you’re in your 50s. Provided you +10 them, they should be good enough from sheer HP/PP/Attack bonuses to get you through the early game. You can affix these, if you so wish, but I don’t think it’s very needed, as you’re still dealing with fairly weak monsters this early on. The price tag on doing that this early on is fairly high and you’re liable to just replace it in the near future.
However, once you hit Super Hard Difficulty, the defense is going to be fairly lacking. Coming onto SH, your options do open up.
1) you could consider crafting the Hiei set, this should satisfy the defensive needs. If you’ve chosen to go through this path, I would also recommend affixing them with some standard affixes.
2) you could switch over to Gloam units if you’re ranged or melee. While they’re 10 star units, you have an easy way of getting them through the 3rd Matter Board of Episode 3. These only require two units to activate the set effect so you’re free to choose a third unit to go with it. Most people either craft a leg unit, get an Ing Plate from the 4th Matter Board of Episode 3 if they want HP, or get the White Tail from the 6th Matter Board of Episode 3 if they want PP. This will last you all the way until you’ve reached your final unit set.
3) for tech based classes, a full Negro Set. This gives you 30 extra T-Atk compared to Hiei. However, you’ll need to craft all three pieces to be effective. Like Gloam, this can be acceptable all the way until your final unit set choice.
4) for ranged based classes, a full Tian Set. This is more or less the same thing as Negro, just for R-Atk.
As this is a beginner’s gear section, I won’t give you the entire explanation, but you have a few options for endgame units.
First, Saiki. Considered the best unit set. Comes from Gigur Gunne-Gam on SH+ Shironia Exploration.
Second, Ideal units. These are from the Challenge Mile Shop after you’ve completed mission 3 in CQ 2 (Decision). With the cost of 60k CM, it works best with the ideal series weapons. It’s recommended that you only really use these with those ideal weapons, since without it, you’re lacking the second set bonus within the arm+weapon set.
Lastly, you have sets such as Orbit, Kaiser, Austere, and multiple different two unit set units. This consider looking at these only when you’ve picked out a weapon to go along with them, as the effectiveness of these sets strongly hinge on what weapon you’re using.
Grinding is the most basic way to enhance your weapons and units. It’s fairly simple, but gives you a large boost in stats.
Old Style Grinding:
Getting Started: all you need is your item you’re trying to enhance, meseta, and grinders. Grinders are a fairly common drop from enemies and boxes, you may also get them as rewards from quests and client orders. If all else fails, you can also buy them from other players via the visiphone.
Once you have your stuff, you head over to the item lab. There, you talk with Monica or Dudu to start this off. Select the Item Grinding option and then select the unit or weapon you’re trying to grind. The rest is fairly self explanitory. From there, it either fails or succeeds. If it fails, you’ll lose the grinders and meseta used, and either maintain the same grind value, or drop. The drop is dependant on the grind risk. The higher you get the grind value, the lower the success rate is, and the higher the penality failing carries. The cap is +10.
There’s various ways you can boost your success rates and lower the penalities. Most come in the form of support items you can use just before you confirm your choice to grind the item. The most common item to use is Grind Risk Reduction +1, which lowers the risk of losing grind value when you fail. You also have Grind Success rate +% items, which raise the chance of you succeeding on a grind. For higher end items, you also have higher level Grind Risk Reductions, but those usually aren’t needed unless you’re fairly unlucky.
Obtaining these items are fairly simple. The Grind Risk Reduction +1s are obtained from FUN scratch. You can also get Grind Success Rate +5% from the same source. 10% and 20% Success Rates are fairly annoying to obtain, so I’d suggest going straight for +30%. Those are obtained from the Excube shop. Trading twenty Excubes will get you one 30%.
For higher tiered Risk Reductions, +2 is obtained from the FUN shop most easily, Full Reduction is from AC scratch.
As for my advice on how to grind exactly, this is how I usually do it.
No items for +0~+6, once I get to +6, I start using Risk Reduction +1s until +10. Adding in +% Success items are optional, but I’d advise using them after about +5. If something is being stubborn or if I just want to make sure I don’t fail any grinds, I use +30% Success rates at +8 til it’s +10. If you’re afraid of dropping grinds, you can use a higher Risk Reduction, but to me it’s not that nessisary.
With all that talk about getting an item to +10, what do you after that?
For units, there’s nothing you can really do past it within this category of enhancement. For weapons, however, you can do a bit more.
At +10, you gain the option of unlocking the potential of the weapon. Not all weapons have this, but most do. What it is depends on the weapon. I’d suggest looking at one of the wikis to figure out what potential a weapon has.
To potential it, just talk to Monica or Dudu again, and this time select unlocking a weapon’s potential. There, you can select any weapon that’s +10 for unlocking its potential. For the cost of four to six photon spheres, you can unlock the potential. This resets the grind value to +0 but gives you the potential of the weapon. This can be done three times, essentially you can +40 a weapon. Each time you potential weapon, the potential you have levels up. This gives an increased effect of the potential in some shape or form.
Really, to get the maximum out of your weapon, it’s recommended that you get that +40. However, if you’re on a budget, just having a Lv 1 potential and +10 can suffice. (+20)
But once you get a weapon you want to use for awhile, do try and get it fully potentialed.
There’s also another facet of grinding that’s a bit separate from the system I discussed earlier. This other section of grinding will cover Elemental Grinds.
Elemental Grinds, also known as attribute grinding, involves the elemental value of a weapon.
Most weapons will have an element and a value attatched to it. The element of the weapon determines what elemental damage the weapon will do when attacking. Essentially, it tacks on extra damage as elemental damage. The amount of elemental damage is determined by the value of the elemental grind. 20 element? Your attacks will do another 20% of elemental damage. Say you have 1,000 attack on your weapon. You’ll do an extra 200 damage purely off the elemental grind. Even more if the element your weapon has matches the weakness the enemy you’re fighting has.
Sounds strong, right? It is. You want that to be as high as possible. For most weapons that cap is at 50 element. To achieve this, you’ll most likely need to grind its attribute. To do this, you’ll have to return to Dudu and Monica, but this time you won’t need to rely on luck. You’ll also need weapons of the same archetype and rarity, meseta, and synthesizers. Synthesizers are a bit rarer than grinders, but they’re a common drop. Again, if you need to, you can buy them from other players.
Now, on to actually doing the grinding itself. For this, you’re basically using extra weapons, again of the same archetype (katanas with katanas and so on) and same rarity, to enhance your own. You’ll destroy those extras in the process.
The amount of elemental value you’ll gain is determined by a few factors.
The baseline factor is if the weapon have the same name. If not, you’ll only gain +1 to the value. If it does have the same name, but not the same element, you’ll gain a +10 to the element value. If you have the same name and same element, you’ll add the two elemental values together.
Essentially you can look at it like this:
You have a 12 star twin dagger, Saika Hyouri. You want to elemental grind it. It has 25 fire element on it already.
If you use another 12 star dagger, Lavis Blade, to elemental grind it, you’ll only gain one elemental value to make it twenty-six. That holds true for any element the Lavis Blade is.
But if you were to use another Saika Hyouri in the process, instead of a Lavis Blade, you have two outcomes. One, if the Saika Hyouri had a different element, like say, ice, the element of the base weapon would become thirty-five. Two, if the Saika Hyouri had fire on it, thus having the same element as the base one, the two would add together. If you had another twenty-five fire element Saika Hyouri, the end result would be a fifty element Saika Hyouri.
There’s support items for elemental grinding as well. Attribute Enhance +5%, and Attribute Change items would be the ones you’d use. The Enhance is fairly simple, it just adds another 5 elemental value to the end result of elemental grinding. The Attribute Change just changes the end result element of the item you’re grinding to whatever element the Attribute Change is. Both are used in similar manner to the other support items mentioned before.
Upgrading your weapons and units properly is pretty key to progressing through the game smoothly, so it’s highly recommended you enhance them.
Also known as NT weapons. This is the new system Sega has decided to implement that removes the RNG element from enhancing weapons.
The major changes to the system from old-type grinding, aside from the RNG removal, is the materials used in grinding. You’re now using weapons along side grinders and meseta. It works in the same way as attribute grinding, as the weapon you use to grind your new weapon is used up. There’s quirks just like attribute grinding, but I’ll go over that later in this section. You can also get your weapons to +35, rather than potential level 3 +10.
NT grinding also enhances attributes, so you’re essentially doing attribute grinding and doing the traditional +ing of your weapons at the same time. The rules from that system apply to NT grinding as well.
Potentials also exist in this system, getting an item to +10, 20, and 30 will cap the grind at that level until you unlock the potential. Which is done simply by attempting to grind the item and then paying the meseta and photon sphere price.
First of all, what weapons are considered NT? These weapons either have light blue outline around the weapon’s icon, or have NT appended to the end of the name. Another indicator of if you have a NT weapon is the grind exp bar they have. Once you have a NT weapon you’d like to grind, we can start the real “fun”.
The basic idea behind NT grinding is to take your NT weapon and feed it anything and everything you find. There’s optimal ways to do it, but for sub 13 star rarities, you can just throw whatever into it. So, let’s talk strategies on how to optimize this, since just saying “throw whatever into it” is pretty lame.
First off, we need to learn the bonuses that you can get that gives you extra grind exp.
The exp is sectioned off into three categories: Base exp, material bonus, and reinforcement bonus.
Purely what you get for using a weapon of a certain rarity. Higher rarity means more base exp. Simple stuff.
Where most of the more technical mechanics come in for exp. This is affected by various factors. Most of them are the same as attribute grinding, but to list them here we have a few different methods of increasing this value.
1) Same weapon category. e.g: Sword with a sword.
2) Same rarity. e.g: 13 star with 13 star.
These two methods can be combined for extra exp. So, for example…Same rarity+same category will give you a larger bonus than the other two methods by themselves.
There’s a third bonus that’s separate from those two, but it follows the same idea. This comes from having a weapon with the same name as the weapon you’re grinding. Which means finding a copy of the weapon. This one nets a larger bonus than the other methods. For 13 star weapons, this might not be the best method to go with, due to the relative difficulty in obtaining more copies of the weapon, as well as being a little counter intuitive.
Do note that the material bonus you get is also affected by what rarity you’re working with. The higher the rarity, the more exp you’ll get from fitting these conditions.
This is affected by two factors.
1) Grind value of your NT weapon that you’re using in the grinding.
2) The affix Emper Embrace being on the weapon.
Actually grinding stuff:
So, now that we know this, what’s the best route to go with on 13 star weapons? Depending on your resources available to you, there’s a few ways. For this, I’ll only cover methods that don’t involve any great successes or emper embraces. So adding those can reduce the materials needed.
Typically, people recommend using “dio” weapons for the 10 star weapons. They come from most of the content you’ll be doing, and as such, are easy to obtain. However, do note that any 12 or 10 star weapon can work for this.
For +1~+10, you want one +26 12 star weapon and four +20 10 star weapons.
After getting past the first potential, +11~+20 can be done with two +23 12 star weapons and six +20 10 star weapons.
For +21~+30 will take two +27 12 star weapons and seven +20 10 star weapons.
After this point, we need to do something different to get to +35.
To unlock each grind past 30, you either have to get lucky from a drop, or use weapons with the same name as grind fodder. At this point, people usually toss in their same name weapons to do the cap extend. If you do five of the same name, it should take you close to +35. From here, you can either just keep throwing in 12 star weapons.
There is more efficient ways to grind NT weapons, however.
By using Great Grind Success 100%s, you can get from 1~30 within three grinds. A +20 12 star weapon should be sufficient to go from 1 to 10. After unlocking the potential, using a +30 12 star weapon should get you to +20 from 10. A +30 12 star weapon and a few 10 star weapons should be able to get you to +30. From there, tossing in your same name weapons to extend the grind cap should be able to get you to +35. Do note that every single one of these grinds uses a Great Grind Success 100%. Any small bits of extra exp you need can be covered by 10 star weapons.
But wait you say, what about lambda grinders? You never told me how to get those.
Simply put, you can get lambda grinders from multiple avenues. One of the most common methods is doing Zeig’s Client orders for them. There’s a few of his orders that refresh and can be done repeatedly. Doing all of the repeatable orders nets you 11 lambdas and can be done weekly.
You can also get them from certain E-Trials on an appropriate difficulty, typically SH at the minimum. EQ Bosses, and unite E-Trials are the most common ones to give you lambdas.
The third method is just having them drop. Some notable locations to get them are EQ bosses, Buster Quests, and smaller bosses from seasonal-type EQs.
The next step after grinding to improve your units/weapons. This one is a bit more expensive, but less RNG-reliant typically.
Now, most people are daunted by the rules and methods of affixing, but I’ll try and make it fairly simple. It can get fairly complicated, but just keep in mind the basics and you should be fine.
To start off, an affix is essentially an extra ability your weapons or units can drop with. They’re listed below the current attack and element value on the first tab of a weapon. To look at the affixes you have on your weapon in a bit more detail, look over to the third tab. Depending on what you have, you could have some fairly good extra stats, or just garbage. The thing is, unless you’ve bought the item and it already had good affixes on it, it could be much better. Modifying the affixes is what we’re going to be doing. This can give you a fairly large increase of stats, something like 100+ attack and 7+ PP would be where you’d be trying to shoot for on higher end weapons/units. Pretty attractive to have that much extra on what you’re using right?
First off, let’s look at some of the rules related to affixing.
Learning to Affix
You can use any weapon to affix with any other weapon. However, you can’t use a weapon and a unit together for affixing. Basically, you can’t mix units and weapons together. Fairly simple.
Next, affixing requires that you have the same, or higher, amount of affixes on your target weapon/unit and what you’re using to affix with. Again, fairly simple. This makes affixing higher affix weapons/units harder and a lot more expensive. Typically, I’d recommend just using the same amount of affixes. This is due to the price difference between lower and higher affix amounts. Depending on what you’re affixing, the price difference could be in the millions of meseta.
Thirdly, raising amount of affixes an item has decreases the chances of affixes of landing. The amount it decreases by is dependant on how many affix slots you’re raising it to. The decrease of a 2 slot item going to 3 slot is less than a 5 slot going to 6.
Lastly, the cap of how many affix items per affixing attempt is 5, aside from the base item. To clarify, the base item is what item you’re trying to modify.
Alright, with those out of the way, let’s get this show on the road. Before you start actually affixing an item, you want to have an idea of what constitutes a good affix job.
Typically, most people try for a 4 slot affix for most of their stuff. It’s a good midway between price and amount of stats added. As for the actual affixes, people usually go for: A Boss Soul, Attack Stat, Spirita, and one variable affix. Easily +70 or higher attack, with 7+ PP. Depending on the variable affix you chose, those stats could be higher or lower.
For what variable affix you choose, you have a few options. Mostly based on preference. You have: Vinculum, Fever, and Stamina. Vinculum is for straight attack. Fevers would give you a mix of attack and PP. Stamina is purely for survivability. Up to you on what you want.
Starting the Affix Process
Now, let’s get to the actual affixing to try and get yourself to that standard goal. Let’s say you finally found that one weapon you always wanted. You got through all the grinding and such and you now have it all pretty with that Lv 3 Potential, +10, and 50 element. But it only has 2 affixes on it, and they’re both terrible. You want to at least have the recommended for it, but how do you get it to 4 affix slots? Not to mention add on all those things? Well, first things first. We need to get it to 4 slots.
I will note, for demonstrating this, it’s best to be using the affix simulator, which I link to in the helpful links section. It’s the same as affixing in game.
To do this, we’ll be doing what we refer to as using junk affixes to mitigate the decrease in chances for affixes landing. These junk affixes are anything that have a 100% transfer rate. Any of the stat affixes at rank I, resist Is, really, anything that’s 100%. You’ll be overriding them in the future.
Let’s assume this is what you’re working with for affixes right now. You have a 2 slot weapon with junk affixes as your base. You’re trying for the 3 slot. You throw in some fodder to give you some affixes to use, so you’re sitting with a bunch of random junk affixes in your affixing pool. You’re going to be using any three that give you 100% chance to transfer. Note that when you attempt to add in a third slot that your % chance of transferring all of the affixes goes down. That’s what I was referring to a little while ago. That’s the reason why we use the junk affixes. Now, you have two choices, try and transfer all of those with luck, or use a support item and raise the chance of the affixes being transferred. I’d recommend using the support item. I’ll cover where to get those later. Assuming those all get transferred, you now have a 3 slot weapon.
Do the same for the 3 slot weapon to get it to 4 slots. Congrats, now we can start adding the real affixes to it.
Adding Your Desired Affixes
This part is a bit more complicated than the rest. You have to know how certain affixes work and how to raise their chances of landing. So, let’s start with explaining that.
For this setup in particular, we’ll start with the soul portion of it. We’ll be using one of the lower grade souls for this; I’ll explain why in detail in a short bit.
To affix a boss soul, you either need to have another copy of the soul or use an item that has Soul Receptor on it. Ideally, you need 3 of the same soul to maximize the chances (raises it to 80%) of the soul transferring onto the base item. This doesn’t apply to Soul Receptor, as it boosts any souls that are in the pool of affixes to a 100% transfer rate, even if you only have one copy of the soul.
If you’re looking to not use any support items, I would definitely use Soul Receptor, however it will take up one of the slots you have available for fodders. That can be a detriment if you’re going for more complicated affix setups.
Anyways, the souls we’re going to be using are: Quartz Soul for S-Atk, Mizer Soul for R-Atk, and Elder Soul for T-Atk. The reasons for this is due to the stats they offer, 30 into their respective attack, the 3 PP they give as well, and also the fact that they enhance the chances of two of the affixes we’re looking to add by 20%.
I should note that every soul boosts the transfer rate of certain affixes. I won’t list off all of them, but the affixing simulator does show which boosts what when you mouse over the affixes in the list.
So, once you’ve gotten your choice in method for affixing boss souls, we can proceed to the rest of the affixes.
This part is going to be for Spirita and the attack stat you’re going for, mostly due to them having similar ways of being affixed. This also goes for Stamina, if you’ve elected to affix that as your 4th affix. I do want to also note that the III tier of affixes are what you’re looking for when affixing stats. As usual, it’s a good midway between effectiveness and price.
Now, as I stated before, souls enhance the transfer rate of certain affixes. As it so happens, the souls I outlined boost the transfer rate of the attack stat affix and Spirita. The base transfer rate is 60% for a III tier stat affix if you have a single instance of it in the pool of affixes. If you have a second affix in the pool, it goes to 80%. With the bonus from the boss soul, it gets to 100% transfer. Fairly simple stuff.
Applying your Fourth Affix
With the stats out of the way, you’re now done with the standard stuff. From here, you have some split on what you can use as your 4th affix. As a refresher, Vinculum, Fever, and Stamina are your standard choices. You do have more freedom to choose, but those are just what I would recommend.
For fever, it’s a simple affix that has a 100% transfer rate, simple to do. You’re looking for Love Fever for S-Atk, Saint Fever for R-Atk, and Latan Fever for T-Atk. They drop from seasonal rappies, so the price of these changes depending on how long since it was last available.
For Stamina, follow the same rules as Spirita/attack stat. You’ll need a different soul, Vol would be common, to boost it to 100% transfer, but you can also just use a support item to give you that last bit of %.
Vinculum is a bit different from the other two, it’s treated like a boss soul in the methods of transferring. You need two for it to be able to even be transferred, and three for best effect. However, there is no Soul Receptor-like affix for this. To get it to 100% transfer, you’ll need to have 3 Vinculums, Anga Soul, and at least a 20% Ability Success Rate support item. Definitely a bit more demanding, but a decently large attack boost.
That should do it for your more standard affixes. But for those that want to learn a bit more about the system, this next bit should do the trick. I won’t explain it step by step, but give you the rules and such that are in work.
Support Items For Affixing
To start off, the support items that are available to you. There’s 5, 10, 20, and 30% Ability Success Rates. You also have available to you Boost skills that give you 25 for an attack stat, 45 HP, or 5 PP. There’s also Noble Boosts, which give 30 to an attack stat and 3 PP. There’s also Noble Boosts for 50 HP and 3 PP, not as good as the other boosts. An even stronger Elegant Boost was also released for 40 attack and 4 PP or 70 HP 4PP. Note, the boosts are available only from AC scratch and will sell for a large amount on player shops. These boosts are a 100% affix chance. Next, a small index of (somewhat) less known affixing rules.
Now, just as a short note before this section of affixing, I will shorthand the affixes and I will only give the combinations that achieve best possible results. Some of these can be done with less, but I recommend just using the best available. Also, affixes that aren’t very relevant won’t be included. Things I’ve mentioned earlier in the section also won’t be mentioned.
- Stat+Stat+Stat=Variable transfer % higher tier stat. Ex: Pow II+Pow II+Pow II= 50% Pow III
- Pow III+Shoot III+Tech III=60% Ability III
- Ability III+Ability III+Ability III=50% Ability III
- Mutation+Stat II+Stat II= 60% Stat III
- Mutation+Mutation+Mutation= 80% Mutation
- Stigma+Stigma+Stigma=50% Stigma
- Vinculum+Vinculum+Vinculum=50% Vinculum
- Modulator+Modulator+Modulator=80% Modulator
- Flict Arma/Tiro/Magia+Flict+Flict= 80% Flict
- Alter Arma/Tiro/Magia+Alter+Alter=80% Alter
- Status Effect III+Status III+Status III=60% Status III/40% Status IV. Success Rate changes depending on tier of Status Effect. Higher chances of transferring on lower tiered status. Lower chances on higher.
- Ultimate Buster+Ultimate Buster+Ultimate Buster+Ultimate Buster+Ultimate Buster=100% Ultimate Buster. Requires 5 to be transferred.
- Soul+Soul Receptor=100% Soul
- Gift Receptor+Lucky Rise/Meseta Fever/Exp Boost+Lucky Rise/Meseta Fever/Exp Boost= Transferrable Lucky Rise/Meseta Fever/Exp Boost. Chance of transfer depends on the level of the affix as well as if you have two or three of them in the affix pool.
- Persona Soul+Apprentice Soul+Elder Soul+Loser Soul+Double Soul=10% Soul Catalyst
- Soul Catalyst+Soul Catalyst+Soul Catalyst+Soul Catalyst+Darkness Soul=60% Astral Soul
- Yamato Factor+Mother Factor+Deus Factor=10% Factor Catalyst
- Toh’Oh Soul/Escarde Soul/Full Vegas Soul+Toh’Oh Soul/Escarde Soul/Full Vegas Soul*=10% Ether Soul
*You need to take a soul you didn’t use as your first soul, i.e: Toh’Oh+Escarde.
- Ether Soul+Factor Catalyst+Factor Catalyst+Factor Catalyst+Factor Catalyst=Ether Factor
- Mutation II+Stat III+Stat III+Stat III=70% Stat IV
- Toh’Oh Soul+Lesser Used Souls*=70% Till The Soul/Act The Soul/Magi The Soul
*Gunne, Zigmorde, Vol, Fang, Nepto, Snow, Ex, Vardha, Shrayda, Meduna, Ringa, or Bal Souls.
- Attack Receptor+Attack Stat I/II/III/IV/V=100% Attack stat
- Guard Receptor+Mind/Body/React I/II/III/IV/V=100% Mind/Body/React
- Photon Receptor+Stamina/Spirita I/II/III/IV/V=100% Stamina/Spirita
- Ext Receptor+Flict/Alter Affix=100% Flict/Alter
There are certain affixes that can’t be affixed together, as well. As a quick reference:
- Affixes with the same name but different tiers can’t go together.
- You can’t have multiple souls on one item.
- Stigma can’t go with Flict/Alter affixes.
- Vinculum can’t go with Modulator.
- Alter and Flict can’t go together. As well as Flict and Flict of a different type can’t go together.
- You can’t have multiple Fevers on one weapon.
- You can only have one status effect affix on a weapon.
- Marks like Mark Grif or Mark Angar can’t be transferred at all.
- Another History and Temptation aren’t transferable
Special Ability Factors
Special Ability Factors, or SAFs, are another method of adding affixes to your weapons. Essentially, all NT weapons come with a SAF of some sort. Most, however, aren’t worth using. Checking what SAF comes with the weapon is very simple, just clicking on the weapon and using the “Confirm SAF” option on it. Typically, 12 and 13 star weapons are where the SAFs become useful.
The way these affixes work is very simple, having the NT weapon at +35 will automatically add the affix into the affixing pool. The affix in the pool is a 100% chance to transfer, so having the right SAFs can heavily alleviate affixing costs and open up new possibilities.
Super Special Abilities
Super Special Abilities, or SSAs, are a new system introduced with the advent of the Red Dragon EQ. They’re a new type of affix that functions like a mini potential. Typically a SSA will give a % boost of some type, like damage or PP regen. There’s other effects that aren’t as solid, such as giving you extra time on your Dual Saber whirlwinds or giving you invulnerability for a short period of time after using Chain Trigger.
These new SSAs have a few unique properties, however. First of all, they can only be put on certain weapons. These weapons are designated by a purple border around the weapon’s icon. Secondly, SSAs ignore rules of affixing and have a 100% chance of transference, even if you’re upslotting. Thirdly, weapons have a limit to what SSAs can be put on them.
To elaborate, weapons have unique SSA slots that can fit for certain SSAs. To find out what it can handle, you can view the second page of the weapon’s details. Currently Atra, the main weapon series you’re going to be using SSAs with, can support S1, S2, S3, and S4 SSAs. Each SSA has a tier designation next to it, e.g S3: Luminating Shot. You can only have one SSA of that type in your weapon. So, you can’t have two S3s with Atra, but you can have a S1 and a S3. These slots can also be used for regular affixes if you so wish.
There’s one more thing you can do with your equipment, crafting. The thing about crafting is that it’s mostly used for lower rarity gear to catch up to the higher end. You definitely won’t out damage them most of the time, but it will allow for you to maintain contribution during quests. There are exceptions to this, obviously, such as with the Red series of weapons which can be just as good, if not better than most 11 star weapons. If you’d like to learn more about crafting, see: Here.
Now, you’re probably asking yourself “How am I supposed to afford all this?” Well, it’s a struggle, but there’s a decent amount of things you can do to make some bank in PSO2.
First: the easiest, and most common, way people make money is through Daily Orders and Weeklies from Klotho. Daily Orders are fairly self explanatory, just talk to Faina and get the orders you can do. Some people skip the kill multiple enemies or the collect enemy drops orders, but it’s up to you.
As for Klotho, depending on how much time you have, you could do all of his client orders or just the ones requiring you to do 5 VH TAs, 1 SH TA, and 3 XQs. Whichever works. Typically if you’re going to be doing the VH TAs only, you’ll be running Harkotan TA over and over, as its typically the fastest one to do.
To add on to those, you can create a second character and third for free that will allow you to do those orders twice per day/week. As different characters have different cooldowns for orders, this essentially doubles your money from those, if you’re willing to put in the extra work. If you create more characters via AC, you can increase the amount of times you can do dailies/weeklies even more.
Aside from daily/weekly things, you can start selling stuff in player shops. This starts off with one thing, FUN Scratch.
Now, you gain FUN from doing various things in game, most of them being time gated. There’s ways to get FUN that doesn’t involve waiting, though. The main way being spending some Excubes at the Excube Shop to get 1,000 FUN per 2 cubes.
With FUN, you can do some FUN Scratches. Here, you’ll be trying to get a My Shop 3 Days pass. That will allow you to put stuff up for sale in your player shop. Note, you’ll have access to put things up in your shop for 3 days, but they’ll stay in your shop until they’re bought or you take them down, which you can do at any time.
FUN Scratch provides for more than just a way to access a My Shop pass. There’s also something that you could sell. That would be the Grind Risk Reduction +1s that sell decently well. Do note that you can also buy the Grind Risk Reductions from the FUN Shop, but it’s more efficient to get it through scratch. There’s not much else of value that you could sell in it.
Generally, if you’re not doing AC Scratch, you’ll be looking to sell things related to affixing and grinding. This would include, Grind Risk Reductions, Affix Fodders, completed weapons, and so on. As completed weapons is your goal with making money, this one is a bit out of reach right now. So, aside from the Risk Reductions, you’ll be mostly focusing on affixes.
As talked about before in the affixing section, you’ll have some idea of some of the important affixes. Now, the thing with those is that you’re hard pressed to find an item with most of the affixes you want on them. This is why people create them via Affixing. Using the rules from that section, you should be able to create items that have a fair bit of affixes on them. An example would be Quartz Soul/Power III/Spirita III/Something. There’s other combinations of affixes you can sell. Typically mixing a Soul and some of the stats relevant to that soul. Usually, most people will just put it on a worthless item that’s cheap in meseta costs to do the actual ability affixing on it. So, also remember to take the costs of actually affixing it into account when making these.
There’s a few things to think about before doing this. One, unless you’re putting excubes into the making of these, you’ll usually be dealing with random chance of things landing. Also know that market price for these affixes can determine how much you’ll actually make. Especially if you’re buying the pieces that you need from the market. If you’re farming it yourself, it’s not as bad of a loss.
You can sell affixes, especially more valuable ones like Modulator, by themselves as well.
You also have the option to opt for AC Scratch. AC Scratch is real money, so there’s less competition in the market. Due to this, the prices on certain items can get fairly high. However, do note that as with any scratch or gatcha system, you’re basically gambling on the fact you’ll hit it big with certain items. More likely than not, you won’t get the super expensive stuff, unless you throw a fair bit of money into it. However, if you have a fair bit of extra cash in real life, it might be a viable option for you to do to make meseta. To access AC Scratches, they’re just in the same menu as FUN Scratches.
Outside of paying up real money and affixes, you can sell what would be denoted as commodities. Photon spheres, Experience Gained 75%s, Mag Food, and other items would be in this category. Trading these mostly rely on Photon Spheres, and have very small amounts of profit, depending on the prices you buy and sell at. The idea is to look at the Exp 75%s and mag food items’ price in the player shops. As you can trade for these items at the Photon Drop Shop, you can compare those prices to Photon Spheres. If you can make a profit from trading them, please keep in mind the tax, you could buy Spheres and resell them as other items. Alternatively, you can make your own spheres by trading in 10 star weapons for the spheres.