Synthesised_item
Old: chuanhsing#2097 2021-08-15 21:48:00
New: Yueren 2021-09-17 03:30:55
| Old | New | Differences | |
|---|---|---|---|
| 1 | - | # Expedition Locker | |
| 1 | + | # 追憶物品 | |
| 2 | + | **追憶物品** were introduced in the [[Synthesis league]], in which they could be crafted by combining three [Fractured items](Fractured_item) in the [[Synthesiser]]. The resulting item was a new item base with special implicit mods based on the mods of the items used. | |
| 2 | 3 | ||
| 3 | - | ||
| 4 | + | Currently, there are four ways to acquire Synthesised items as core game mechanic: | |
| 4 | 5 | ||
| 5 | - | You can talk to the traders in the wild, in town or in your hideout. They grant you access to your Expedition Locker which can be accessed in all three places also. | |
| 6 | + | - Bosses in Synthesis Unique Maps drop unique Synthesised items (can further augmented by [[atlas passive skill]] of [[the Uncharted Realms]]) | |
| 7 | + | - [[Harvest]] crafting can synthetize a non-influenced, non-fractured item; a recipe is earned by defeating [[Namharim, Born of Night]]. | |
| 8 | + | - [[Heist]]s, drop Synthesised rare items | |
| 9 | + | - Purchasable from a [[ritual]] encounter | |
| 6 | 10 | ||
| 7 | - | GGG has added the affinity system to this Expedition chest. | |
| 11 | + | ## 機制 | |
| 12 | + | - Synthesised items are special item bases with one to three Synthesis implicit mods. Except the implicit, Synthesised basetype has the same [[Defences]], APS or damage values as the normal base, as well as [[Attribute]] requirements. They also have "Synthesised" as a prefix of their name, as well as  in front and at the back of their name. | |
| 13 | + | - Synthesised items can be enchanted which doesn't affect implicits. However, corrupted implicits may replace Synthesis implicits after corrupting an item. | |
| 14 | + | - Synthesised base could not be turned into a unique item using an [[Orb of Chance]]. Synthesised unique item are dropped from Synthesis unique maps only. Normal unique items did not have Synthesised variant. | |
| 15 | + | - Since Fractured items did not drop with an influence, it was impossible to create influenced synthesised items. Also, players cannot use Elderslayer's Exalted Orb on Synthesised items. | |
| 16 | + | - Synthesised items cannot have a fractured mod. | |
| 17 | + | - Synthesised items cannot be infuenced. | |
| 8 | 18 | ||
| 9 | - | Stash Tab Affinities | |
| 10 | - | Added support for Stash Tab Affinities to the Heist Locker and the new Expedition Locker. | |
| 19 | + | ## Synthesis process | |
| 20 | + | ### 當前 | |
| 21 | + | Harvesting [[Namharim, Born of Night]] allows crafting which transforms items into Synthesised items: the original base changes into corresponding Synthesised base, random Synthesis implicits are added and if any implicits were present on the orignal item they are removed. Synthesised items cannot have influences. | |
| 11 | 22 | ||
| 12 | - | Once an affinity has been set up at a locker, ctrl+clicking an applicable item from your inventory into your stash will always send it directly to the appropriate Locker, regardless of whether you have the locker open. | |
| 23 | + | ### 追憶聯盟 | |
| 24 | + | To create a synthesised item, players needed to use three Rare/Unique fractured items in the Synthesiser. The Synthesiser would then create a synthesised item with implicit modifiers based on all the modifiers of the items used, not just the fractured mods. | |
| 13 | 25 | ||
| 14 | - |  | |
| 26 | + | - The item base will be one of the three items used, chosen randomly. If a unique item is used, that one will be used as the base item. | |
| 27 | + | - The item level of the base will the equal to the highest item level of the fractured items. | |
| 28 | + | - Total quality of the synthesised item will be the average of all three fractured items. | |
| 15 | 29 | ||
| 16 | - | ||
| 30 | + | Synthesized implicits can be targeted: | |
| 17 | 31 | ||
| 18 | - | Input expedition in the Filter Dector. Drag the Expedition Locker into your hideout. | |
| 32 | + | - The number of implicit mods is based on the number of fractured mods. It selects from the range of the number of implicit mods on the items and chooses randomly. | |
| 33 | + | - Example A: [1+2+2]: Lowest fracture mod count is 1. Highest fracture mod count is 2. This means the final item can have 1 or 2 implicits. | |
| 34 | + | - Example B: [1+1+3]: Lowest fracture mod count is 1. Highest fracture mod count is 3. This means the final item can have 1, 2, or 3 implicits. | |
| 19 | 35 | ||
| 20 | - |  | |
| 21 | - | ||
| 36 | + | - Every mod on each item contributes to the new implicit, including corrupted mods. This also includes hybrid mods, where each modifier will weigh in towards the implicit. | |
| 37 | + | - Multiple tiers of thresholds result in different implicit outcomes and item base type. | |
| 38 | + | - Ex. The <span class="explicitMod">#% increased Light Radius</span> explicit mods results in an <span class="explicitMod">10% increased Light Radius</span> implicit if the sum of all <span class="explicitMod">#% increased Light Radius</span> is 1 to 20. At 21 to 30, it results in a <span class="explicitMod">12% increased Light Radius</span> implicit. At 36 to 100, for one-handed weapons, it can result in either <span class="explicitMod">15% increased Light Radius</span> or <span class="explicitMod">Killed Enemies Explode</span>, dealing 3% of their Life as Physical Damage</span>. For helmets, it can result in either <span class="explicitMod">15% increased Light Radius</span> or <span class="explicitMod">+1 to Level of Socketed Gems</span>. | |
| 39 | + | - Identical synthesised mods from different sources exlcude each other. This can be used to generate a garantueed implicit from purely non-fractured mod sources. | |
| 40 | + | - Example: <span class="explicitMod">#% increased Movement Speed</span> and <span class="explicitMod">You have Onslaught during Soul Gain Prevention</span> both generate the <span class="explicitMod">#% increased Movement Speed</span> implicit. If there are three boots with both of these as fractured mods, you could craft <span class="explicitMod">+# to maximum Life</span> on the the fractured boots to get up <span class="explicitMod">+19 to maximum Life</span> as second implicit on the synthesized boots. |