Synthesis Base Unique /12 ⍟
Icon | Name |
---|---|
![]() | [One to three random synthesis implicit modifiers] +(20–30) to Strength Adds (20–25) to (26–35) Fire Damage +(20–30)% to Fire Resistance When used in the Synthesiser, the new item will have an additional Herald Modifier [Random Herald of Ash modifier] |
![]() | [One to three random synthesis implicit modifiers] +(20–30) to Dexterity Adds (20–25) to (26–35) Cold Damage +(20–30)% to Cold Resistance When used in the Synthesiser, the new item will have an additional Herald Modifier [Random Herald of Ice modifier] |
![]() | [One to three random synthesis implicit modifiers] +(10–20) to all Attributes Adds (8–10) to (13–15) Physical Damage +(350–400) to Armour When used in the Synthesiser, the new item will have an additional Herald Modifier [Random Herald of Purity modifier] (Attributes are Strength, Dexterity, and Intelligence) |
![]() | [One to three random synthesis implicit modifiers] +(10–20) to all Attributes Adds (15–20) to (21–30) Chaos Damage +(17–23)% to Chaos Resistance When used in the Synthesiser, the new item will have an additional Herald Modifier [Random Herald of Agony modifier] (Attributes are Strength, Dexterity, and Intelligence) |
![]() | [One to three random synthesis implicit modifiers] +(20–30) to Intelligence Adds 1 to (48–60) Lightning Damage +(20–30)% to Lightning Resistance When used in the Synthesiser, the new item will have an additional Herald Modifier [Random Herald of Thunder modifier] |
![]() | [One to three random synthesis implicit modifiers] +600 Strength and Intelligence Requirement (180–230)% increased Energy Shield Action Speed cannot be modified to below base value +10 to maximum Divine Charges Gain a Divine Charge on Hit You gain Divinity for 10 seconds on reaching maximum Divine Charges Lose all Divine Charges when you gain Divinity Nearby Allies' Action Speed cannot be modified to below base value Nearby Enemies cannot deal Critical Strikes |
![]() | [One to three random synthesis implicit modifiers] +(25–30) to all Attributes (150–200)% increased Armour and Energy Shield Nearby Allies have 1% Chance to Block Attack Damage per 100 Strength you have Nearby Allies have +(6–8)% to Critical Strike Multiplier per 100 Dexterity you have Nearby Allies have (2–4)% increased Cast Speed per 100 Intelligence you have 2% increased Mana Reservation Efficiency of Skills per 250 total Attributes (Attributes are Strength, Dexterity, and Intelligence) |
![]() | [One to three random synthesis implicit modifiers] (15–20)% increased Cast Speed (15–20)% increased Cold Damage per 1% Cold Resistance above 75% (15–20)% increased Lightning Damage per 1% Lightning Resistance above 75% |
![]() | [One to three random synthesis implicit modifiers] +(15–25) to all Attributes (150–200)% increased Armour and Energy Shield 50% reduced Maximum Recovery per Life Leech (6–10)% increased Attack and Cast Speed (15–25)% increased Damage while Leeching Life Leech effects are not removed when Unreserved Life is Filled (Attributes are Strength, Dexterity, and Intelligence) |
![]() | [One to three random synthesis implicit modifiers] +(1–3) to Level of Socketed Lightning Gems Triggers Level 20 Lightning Aegis when Equipped (1–20)% increased Attack Speed (1–20)% increased Cast Speed +(1–75) to maximum Mana (300–400)% increased Evasion and Energy Shield (1–20)% increased Movement Speed |
![]() | [One to three random synthesis implicit modifiers] You have Consecrated Ground around you while stationary if Strength is your highest Attribute 25% chance to create Profane Ground on Critical Strike if Intelligence is your highest Attribute Effects of Consecrated Ground you create Linger for 4 seconds Effects of Profane Ground you create Linger for 4 seconds (Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them) (Enemies on Profane Ground have -10% to all Resistances, and Hits against them have 100% increased Critical Strike Chance) (The effects of the ground still apply to you, allies or enemies after leaving its area) |
![]() | [One to three random synthesis implicit modifiers] (20–30)% increased Damage over Time (250–300)% increased Evasion and Energy Shield +(20–30)% to Lightning Resistance Enemies you kill are Shocked Shocks you inflict spread to other Enemies within 1.5 metres (Shock increases Damage taken by 15%, for 2 seconds) |
Community Wiki
Synthesised item
Synthesised items were introduced in the Synthesis league, in which they could be crafted by combining three Fractured items in the Synthesiser. The resulting item was a new item base with special implicit mods based on the mods of the items used.
Currently, there are four ways to acquire Synthesised items as core game mechanic:
- Bosses in Synthesis Unique Maps drop unique Synthesised items (can further augmented by atlas passive skill of the Uncharted Realms)
- Harvest crafting can synthetize a non-influenced, non-fractured item; a recipe is earned by defeating Namharim, Born of Night.
- Heists, drop Synthesised rare items
- Purchasable from a ritual encounter
Mechanics
- 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.
- Synthesised items can be enchanted which doesn't affect implicits. However, corrupted implicits may replace Synthesis implicits after corrupting an item.
- 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.
- 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.
- Synthesised items cannot have a fractured mod.
- Synthesised items cannot be infuenced.
Synthesis process
Current
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.
Synthesis league
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.
- 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.
- The item level of the base will the equal to the highest item level of the fractured items.
- Total quality of the synthesised item will be the average of all three fractured items.
Synthesized implicits can be targeted:
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.
- 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.
- 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.
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.
Multiple tiers of thresholds result in different implicit outcomes and item base type.
- Ex. The #% increased Light Radius explicit mods results in an 10% increased Light Radius implicit if the sum of all #% increased Light Radius is 1 to 20. At 21 to 30, it results in a 12% increased Light Radius implicit. At 36 to 100, for one-handed weapons, it can result in either 15% increased Light Radius or Killed Enemies Explode, dealing 3% of their Life as Physical Damage. For helmets, it can result in either 15% increased Light Radius or +1 to Level of Socketed Gems.
Identical synthesised mods from different sources exlcude each other. This can be used to generate a garantueed implicit from purely non-fractured mod sources.
- Example: #% increased Movement Speed and You have Onslaught during Soul Gain Prevention both generate the #% increased Movement Speed implicit. If there are three boots with both of these as fractured mods, you could craft +# to maximum Life on the the fractured boots to get up +19 to maximum Life as second implicit on the synthesized boots.
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