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Economist_X

GameSage: Aura Kingdom
Economist_X
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PostedDec 17, 2012 10:39 am   Last edited by Economist_X on Dec 18, 2012 2:04 pm. Edited 1 time in total

Updated Costume Alchemy Guide

Everything and more of what you ever wanted to read about Costume Alchemy
So. I've been told there's this new system introduced within the latest patch. I also hear it's quite the big deal.

Now, what was it again? Was it that new introductory quest line that bombarded so many veteran players with a ton of quests? Wait, no, that wasn't it. Duel arena? Wait, no, I already wrote a guide about that. Hrm. Couldn't be the new Mutated dungeon, Desu already took care of that, and I also already have a guide on the Casino revamp done too...

Oh. Right.
The new Costume Alchemy system. That thing. That really, really neat thing.

Okay. So. Tenring actually already wrote out a guide on this, buuuut it was decided that Ten's too old for his own good and that it's rather boring, so who better to rewrite it than your friendly neighborhood GSChiru, right? Right. So here we are. And here's this guide thing. Yeah.


So what does this even do? And why do I care?

Well. This is actually pretty simple. As of now, I'm sure most players are already acquainted with the GM enchants - you know, those things on costumes that give additional stats, like +8 STR or the coveted +16 VIT. Well, that's mostly what this does(though not exactly). I guess that also answers why you should care; since everyone loves having more stats.


GM enchants? Hey, what does that do if we already have GM enchanted costumes?

Hey. That's an excellent question. Good for you, excellent question asker-er.
Well, here's the deal. And really, this is slightly hard to explain - so bear with me here - but, uh. Right.
Okay. So. There are two grades in this system that is eligible . There is a white grade, and a green grade. There is no blue grade. What does this mean? It means that if you have a blue grade gear, it is neither eligible to reroll nor is it eligible to toss into the fire.
But, here's one really, really, really important piece of information.
While green GM enchanted gear is eligible both as a Costume Alchemy target and as a crafting ingredient, using it as a target will - hold on let me put a space here without the underline and bold to put extra emphasis on this next part - reroll your GM enchanted gear and you will lose your GM enchanted stats. Likewise, using it as a crafting ingredient means you will lose the item forever and there's nothing anyone can do about it for you.
So, got that? Or do I need to repeat that if you use a costume as a Costume Alchemy target you'll lose all stats previously on it and it rerolls to something new and different and it can't be changed back?
Because I will repeat that if you use a costume as a Costume Alchemy target you'll lose all stats previously on it and it rerolls to something new and different and it can't be changed back if I have to, you just need to ask.

Got it?
Good. Let's carry on.


So, now that I know that if I use a GM enchanted costume as the Costume Alchemy target that I will lose its stats permanently and it will change to something new and can't be reversed, what now?

Well. Now I explain how you even use the system, I guess. Since you understand that if you use a GM enchanted costume as the Costume Alchemy target, that you will lose its stats permanently and it will change to something new and can't be reversed, I don't have to repeat it for you again.

Ok so how how do you use the system? And please don't repeat that anymore. Please.

Fine. I'm just making sure you understand that... Okay I'm tired of it too.

Explanation in pretty pictures in the next post.
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Economist_X

GameSage: Aura Kingdom
Economist_X
Joined
19 Oct 2009
Posts
1100
Location
The Federal Reserve United States
PostedDec 18, 2012 1:21 pm






Okay time to break into text mode for a bit, since this is going to take a bit to explain.
The two types are not interchangeable. In order to alch one, you must use the same type as ingredients.
Got it?
Not so fast there. There’s two more things you should know about this.
First, slot types are not interchangeable. To alch a backgear, you must use backgears as the ingredients. To alch a 2h weapon costume, you must use 2h weapon costumes as ingredients. For a shield, shields, etc.
And so on and so forth.
The second thing you should know is that the ingredient count differs between the two types. For Genki Costume Alchemy you only need two ingredients, for “Can be used for Costume Alchemy” you’ll need three total ingredients.
In short, uh, here’s this pretty picture:



The reverse is also true, as is for every other costume type.

Got it?
Really?
You think so?
Hold on slugger. I forgot one last thing, which expands a little on something I said way up in the first post.

So tell me already

Fine. Be impatient like that.
If your costume piece is white all your ingredients must be white. If your costume piece is green, all your ingredients must be green.

Say what?

Yeah. I know. It's slightly ridiculous. But that's how it is. It can't be helped.

Okay so now what?

Now I explain what else you're going to need.
In order to even attempt this Costume Alchemy system, you'll need a specific material called "Magic Alchemy Pieces.'
You're going to need 3 per attempt for hats, bodies, backgear, 1h weapon and shield costumes - however, you'll need 6 per attempt for 2h weapon costumes.

So, using all of the information given above, I now know that in order to use my Sprite Swagpack as a Costume Alchemy target I'll need three specific requirements.
First, I need 3 backgear - since it's labeled as "Can be used for Costume Alchemy"
Second, since again, it's labeled as "Can be used for Costume Alchemy," the 3 backgear must also have that label on it.
Third, I need 3 Magic Alchemy Pieces since it's a back gear.
And I place them in juuuuuust so...




And then press the "OK" option and pray to the RNG gods.

From there, one of two things will happen.
Either it'll roll and give me a white stat'ed swagpack back, or give me a green one.
If it gives me a white one, I'll need to do the above all over again. If it's green, lucky day, unless it's a green that I don't want at all; which I would then need to acquire 3 more green backgear labeled as "Can be used in Costume Alchemy" in order to reroll it further.

So, now with this large arduous process explained, do you understand the system?
Yes?
Maybe?
Sure?
Good.

If you do by any chance have further questions, feel free to ask.

All possible stats in next post.

Economist_X

GameSage: Aura Kingdom
Economist_X
Joined
19 Oct 2009
Posts
1100
Location
The Federal Reserve United States
PostedDec 18, 2012 1:58 pm
Sadly there is a stat difference between Genki Costume Alchemy costumes and "Can be used in Costume Alchemy," as such this list is only for Genki Costume Alchemy.
If you really need to know the stats of "Can be used in Costume Alchemy" costumes, most of them are just half of the Genki Costume Alchemy totals; without the special prefix options at the top.



Potential Hat and Body costume bonuses
Green stats
Blessed: Reduces all damage received by 1%
Harmonic: Reduces chance of critical hit by 1%
Stubborn: Reduces critical hit damage by 2%
Galloping: Increases movement speed by 1%
Explosive: STR +20
Reborn: VIT +10
Deity's Gift: INT +20
Unyielding: WIL +13
Illusionary: AGI +20
Murderous: STR +12, AGI +12
Warlord: STR +15, VIT +6
Glorious: INT +15, VIT +6
Radiant: INT +12, WIL +12
Rippling: VIT +6, AGI +15
Extraordinary: STR +12, VIT +12, AGI +12, INT +12, WIL +12

White stats
Explosive: STR +12
Reborn: VIT +6
Deity's Gift: INT +12
Unyielding: WIL +8
Illusionary: AGI +12
Murderous: STR +8, AGI +8
Warlord: STR +10, VIT +4
Glorious: INT +10, VIT +4
Radiant: INT +8, WIL +8
Rippling: VIT +4, AGI +10
Extraordinary: STR +8, VIT +8, AGI +8, INT +8, WIL +8


Potential Back, One-Handed Weapon and Shield costume bonuses
Green stats
Grim: Increases physical crit damage by 1%
Amplified: Increases magical crit damage by 1%
Explosive: STR +20
Reborn: VIT +10
Deity's Gift: INT +20
Unyielding: WIL +13
Illusionary: AGI +20
Murderous: STR +12, AGI +12
Warlord: STR +15, VIT +6
Glorious: INT +15, VIT +6
Radiant: INT +12, WIL +12
Rippling: VIT +6, AGI +15
Extraordinary: STR +12, VIT +12, AGI +12, INT +12, WIL +12

White stats
Explosive: STR +12
Reborn: VIT +6
Deity's Gift: INT +12
Unyielding: WIL +8
Illusionary: AGI +12
Murderous: STR +8, AGI +8
Warlord: STR +10, VIT +4
Glorious: INT +10, VIT +4
Radiant: INT +8, WIL +8
Rippling: VIT +4, AGI +10
Extraordinary: STR +8, VIT +8, AGI +8, INT +8, WIL +8


Potential Two-Handed Weapon costume bonuses
Green stats
Grim: Increases physical crit damage by 2%
Amplified: Increases magical crit damage by 2%
Explosive: STR +40
Reborn: VIT +20
Deity's Gift: INT +40
Unyielding: WIL +26
Illusionary: AGI +20
Murderous: STR +24, AGI +24
Warlord: STR +30, VIT +12
Glorious: INT +30, VIT +12
Radiant: INT +24, WIL +24
Rippling: VIT +12, AGI +30
Extraordinary: STR +24, VIT +24, AGI +24, INT +24, WIL +24

White stats
Explosive: STR +24
Reborn: VIT +12
Deity's Gift: INT +24
Unyielding: WIL +16
Illusionary: AGI +24
Murderous: STR +16, AGI +16
Warlord: STR +20, VIT +8
Glorious: INT +20, VIT +8
Radiant: INT +16, WIL +16
Rippling: VIT +8, AGI +20
Extraordinary: STR +16, VIT +16, AGI +16, INT +16, WIL +16

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