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Exaltation Forge

Exaltation Forge
The Equipment Upgrade system allows players to add and improve the effects Onslaught (weapons), Ruse (armors), Momentum (helmets) and Transcendence (legs) on some equipment. Upgradable items have a Classification between 1 and 4, which is an important parameter when upgrading an item. The Classification of an item depends on its availability, based on "number of existing items in the game (when the features was implemented), as well as the potential availability from creatures, bosses, quests etc". Each item has an initial Tier of 0. The maximum tier an item can be upgraded to depends on its classification which can be seen on the table below.

Classification Tier Limit
1 1
2 2
3 3
4 10

In order to upgrade an item you must visit the Exaltation Forge in the south-east after the south gate of Aurora. There are two methods of increasing an item's Tier: Fusion and Transfer. These processes require some special resources: Dust, Slivers and Exalted Cores, as well as Gold.

Note that equipment used during fusions or transfers cannot have imbues, special maker or upgrade tokens, but can be added later.

Dust, Slivers and Exalted Cores
Dust is a special resource that is not tradeable between characters and that is obtained by killing influenced creatures. These creatures have a low chance to spawn in place of a regular monster and are stronger versions of regular monsters. They can carry one to five stacks which gives them increased damage and maximum health – the more they have, the stronger they are, and the higher the potential to yield more dust. How many stacks a creature has is indicated below their name in the game window. Upon killing the influenced creature, its dust is automatically and immediately added to your character – even if you don't loot the creature's corpse.

Characters can initially carry up to 100 Dust, but this limit can be increased to a maximum of 325 by spending dust itself. The amount of dust required to increase the dust limit depends on your current limit and is always the current limit minus 75. For example, if you have a limit of 130 Dust, the cost to increase it to 131 is 55 Dust. If you have a limit of 324 Dust, the cost to increase it to 325 is 249 Dust.

To reach the maximum limit of 325, a total of 30,825 Dust must be spent. The first half of all upgrades (i.e. from Dust limit 100 to Dust limit 163), requires 3,528 Dust. The other half (from Dust limit 163 to 225) costs another 7,347 Dust — more than twice as much.

Slivers, which are regular tradeable items, can be created from Dust and are also dropped by fiendish creatures (which also yield Dust). These are even stronger creatures, which also give more dust. Fiendish monsters are considerably rarer than influenced monsters. A regular creature can become a fiend after it spawns. Fiendish Creatures can be located around the map through the Find Fiend (exiva moe res) spell, and a maximum of 4 fiendish creatures can be present at the same time on a Game World.

Three Slivers can be traded at the Exaltation forge at the cost of 60 Dust. The Slivers are used to create Exalted Cores, which cost 50 Slivers each. The Exalted Cores can be used both when Fusing items or when transfering an item's tier to another, as explained below.

The extra strength of an influenced creature is proportional to the amount of stacks it has, and each stack may result in one to three dust when killing an influenced monster. The fiendish creatures have the strength and yield the dust relative to 15 stacks.

Stacks Extra HP Extra Damage Dust Received
1 50% 35% 1-3
2 65% 45% 2-6
3 80% 55% 3-9
4 95% 65% 4-12
5 110% 75% 5-15
Fiend (15) 260% 175% 15-45

Fusing
Fusing is the primary method of increasing an item's tier. It requires two identical items (including the same tier), Dust and Gold. When two items are successfully fused, a new item of the next tier will be created. For example, by fusing two Tier 1 Falcon Rods you'll create a Tier 2 Falcon Rod.

Below we see an example of how to upgrade a demon armor:



When you are sure that everything is correct, click "Submit" to try to fusion the items. Clicking on "Details" you will be able to see the fusion information of the selected items.



There is a 50% chance of succeeding in the fusion, and this chance can be increased to 65% by spending one Exalted Core. When a fusion fails, by default there's a 100% chance that one of the items is reduced by one Tier (or destructed, if it's Tier 0), but this can also be reduced to 50% by using an Exalted Core in the process (regardless of improving the success rate or not).
Tier Change Class 1 Class 2 Class 3 Class 4
0➡1 25,000 750,000 4,000,000 8,000,000
1➡2 5,000,000 10,000,000 20,000,000
2➡3 20,000,000 40,000,000
3➡4 65,000,000
4➡5 100,000,000
5➡6 250,000,000
6➡7 750,000,000
7➡8 2,500,000,000
8➡9 8,000,000,000
9➡10 15,000,000,000

When fusing, there's a small chance that a lucky bonus effect kicks in, allowing you to retain some of the invested items. There are eight known bonus effects:

  • The 100 dust wasn't consumed in the process.
  • The exalted cores weren't consumed in the process.
  • The gold wasn't consumed in the process.
  • The second item wasn't consumed in the process.
  • Second item retained with decreased tier.
  • Second item retained with increased tier.
  • Fused item gained two instead of one tier.
  • Dust refilled to maximum.


  • These bonuses only happen when the merger is successful, the chance of one of these bonuses happening in the process is 50%.

    Convergence Fusion
    For items of classification 4, Convergence Fusion enables the option to fuse different objects of the same body slot, provided that they are of the same tier. Unlike the regular fusion, this process comes at a substantial additional cost in gold, offers a guaranteed result, but cannot trigger any bonus effects. Convergence Fusion incurs a cost of 130 Dust as well as the following gold costs:

    Tier Change Convergence Fusion Regular Fusion
    1 55,000,000 8,000,000
    2 110,000,000 20,000,000
    3 170,000,000 40,000,000
    4 300,000,000 65,000,000
    5 875,000,000 100,000,000
    6 2,350,000,000 250,000,000
    7 6,950,000,000 750,000,000
    8 21,250,000,000 2,500,000,000
    9 50,000,000,000 8,000,000,000
    10 125,000,000,000 15,000,000,000

    Transferring
    The secondary method of increasing an item's tier is by transferring the tier from one item to another of the same classification. The classification system ensures that you cannot upgrade easily accessible and cheap items and then transfer its Tier to an expensive item. When transferring the tier, the receiving item must be at tier 0, and it will receive the tier of the source item minus one. For example, you can transfer the Tier 2 of a Falcon Rod to a Soulhexer, which will become Tier 1.

    The transfer process always succeeds and requires 100 Dust , 1 Exalted Core and gold, depending on the Tier. During this process, the source item is destroyed.

    Tier Change Class 1 Class 2 Class 3 Class 4
    2➡1 2 5,000,000 10,000,000 20,000,000
    3➡2 5 20,000,000 40,000,000
    4➡3 10 65,000,000
    5➡4 15 100,000,000
    6➡5 25 250,000,000
    7➡6 35 750,000,000
    8➡7 50 2,500,000,000
    9➡8 60 8,000,000,000
    10➡9 85 15,000,000,000


    Below we can see an example of how to transfer falcon longsword tier 4 to golden helmet and then add tier 3 to it, it is necessary that the item with tier equal to or greater than 2:



    When you are sure that everything is correct, click "Submit" to transfer the items tiers. Clicking on "Details" you will be able to see the transfer information of the selected items.




    Convergence Transfer
    Convergence Transfer eliminates the tier loss during the transfer, but comes with a significantly higher gold price compared to regular transfer. The feature is only available to classification 4 items. Convergence Transfer requires 160 Dust and the following gold + Exalted Cores:
    Target Tier Convergence Transfer Regular Transfer
    1 65,000,000 20,000,000 1
    2 165,000,000 40,000,000 2
    3 375,000,000 65,000,000 5
    4 800,000,000 100,000,000 10
    5 2,000,000,000 250,000,000 15
    6 5,250,000,000 750,000,000 25
    7 14,500,000,000 2,500,000,000 35
    8 42,500,000,000 8,000,000,000 50
    9 100,000,000,000 15,000,000,000 60
    10 300,000,000,000 not possible 85


    Conversion
    This is the simplest function of the forge, being responsible for:

    1) Exchange 60 Dusts for 3 Slivers
    2) Exchange 50 Slivers for 1 Exaltation Core
    3) Exchange a certain amount of Dusts for greater Dust storage capacity.




    Onslaught
    Onslaught is a way to deal more damage than usual, similar (but orthogonal) to Critical Hits. These Fatal Hits have a certain chance to be triggered and deal 60% bonus damage. Note that Fatal does not replace Critical — it’s possible for a hit to be both Critical and Fatal at the same time. Onslaught can be added to weapons through the Equipment Upgrade system. The chances of triggering Onslaught is proportional to the weapon's Tier:

    Weapon Tier Triggering Chance
    1 0.50%
    2 1.05%
    3 1.70%
    4 2.45%
    5 3.30%
    6 4.25%
    7 5.30%
    8 6.45%
    9 7.70%
    10 9.05%

    Ruse
    Ruse is a way to avoid attacks from other creatures, that can be present on Armors. There's a certain chance of triggering this effect, which is proportional to the weapon's Tier. Ruse can be added to Armors through the Equipment Upgrade. The chances of triggering Ruse for each Tier are:

    Armor Tier Triggering Chance
    1 0.50%
    2 1.03%
    3 1.62%
    4 2.28%
    5 3.00%
    6 3.78%
    7 4.62%
    8 5.52%
    9 6.48%
    10 7.51%

    Momentum
    Momentum is a mechanism that can reduce the spell cooldowns of players that can be present on Helmets. Every time a spell is casted or a pot is used there's a certain chance of triggering this effect, which is proportional to the helmet's Tier. Momentum can be added to helmets through the Equipment Upgrade system.

    The effect can be triggered every 2 seconds while with a Logout Block (battle sign) and reduces the cooldown of spells by 2 seconds. It affects individual spell cooldowns and the secondary group cooldowns, but not the primary group cooldowns.

    The chances of triggering Momentum for each Tier are:

    Helmet Tier Triggering Chance
    1 2.00%
    2 4.05%
    3 6.20%
    4 8.45%
    5 10.80%
    6 13.25%
    7 15.80%
    8 18.45%
    9 21.20%
    10 24.05%

    Transcendence
    Transcendence is a special effect that triggers the following bonuses:
  • Additional damage reduction of 15%.
  • Critical hit chance to 100%.
  • 15% extra critical damage.
  • Transcendece can be added to legs through the Equipment Upgrade system.

    When wearing a tiered leg equipment, the game will check every 2 seconds if a character used a weapon, offensive rune, or offensive spell; if it happened, there is a chance to trigger the effect, which will last for 7 seconds. Note that the Transcendence transformation can not happen while the character is under the effect of the Avatar spell itself.

    The chances of triggering Transcendence are proportional to the legs' tier:

    Legs Tier Triggering Chance
    1 0.13%
    2 0.27%
    3 0.44%
    4 0.64%
    5 0.86%
    6 1.11%
    7 1.38%
    8 1.68%
    9 2.00%
    10 2.35%

    Fiendish and Influenced Creatures
    Fiendish and influenced creatures are stronger common creatures that have a low chance of being found in place of a regular creature. These creatures have increased damage and maximum health according to the amount of stacks they have. The more stacks they have, the stronger they are.
    Spawn
    Fiendish and influenced creatures have different spawn systems.

    Fiendish Creatures
    Fiendish creatures are limited to 3 alive at the same time per world and they replace a regular creature in a spawn. Once a fiendish creature dies, an existing creature anywhere on the map becomes fiendish within 5 minutes.

    If a world fails to kill a fiendish creature in a period of one hour after its appearance, it becomes a regular creature and a new one becomes fiendish somewhere.

    A player can use the Find Fiend spell to locate the closest fiendish creature. The spell works similarly to Find Person.

    Influenced Creatures
    Influenced creatures have a low chance of spawning instead of a regular creature. Differently from fiendish ones, influenced creatures will remain influenced until a player kills it or until a Server Save takes place.
    The amount of stacks an influenced creature has is displayed under its name next to the Influenced Creature influenced creature icon.

    Restrictions
    The following restrictions have to be respected for a creature to become fiendish or spawn influenced:

  • Only common occurence creatures
  • Creatures that are not part of a raid
  • Creature that are not located in Dawnport, Rookgaard or Island of Destiny, or in boss lairs as well as in arenas
  • Lootable creatures


  • Dust and Slivers
    Both types of creatures yield Dust once killed, however only fiendish ones yield Sliver . Just like how these influenced creatures are stronger the more stacks they have, they yield more dust the more stacks they have.

    Both resources are used in an Exaltation Forge for the Equipment Upgrade system. You can also transform your Dust into Slivers (60 Dust for 3 Slivers), and your Slivers into Exalted Core (50 Slivers for 1 Core).

    Note that you must have active Premium Time in order to earn dust, however you will still loot Slivers from fiendish creatures.

    Upon killing a Fiendish or Influenced creature, the same amount of Dust is granted to all Party members that currently have Logout Block and are located within exp share range distance (i.e. less than or equal to 30 fields, on the same floor or one floor above/below). Each such party member gets the same amount of Dust a single player would get if they killed the creature by themselves, without being in a party. In other words, there is no downside to "sharing" Dust in this manner.

    The amount of Dust received depends on the amount of stacks the creature has, and for each stack the players will get 1-3 Dust. As with their strength, a Fiendish creature yields dust relative to 15 stacks.

    Stacks Dust Received
    1 1-3
    2 2-6
    3 3-9
    4 4-12
    5 5-15
    Fiend (15) 15-45


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