Currency, Crafting and Refining

### **Overview**

These items can help you fine-tune builds, get specific bonuses or exponentially improve your item power.

* Refining bonuses apply up to **+30** unless specified otherwise, items can be refined up to **+100** for extra atk/def.
* It's Impossible to lose an item by failing refining. You will usually lose a refine level on failure unless you use better refine materials.
* Different Currencies have different drop rates.
* Crafted gear is generally weaker than Fractured Gear and some higher instance/quest items, but they can be worn from Lv1 and most don't have class restrictions, and are also easy to make, Tier 2 crafted gear is much stronger but also has a level requirement of 500, mastery does count for this so if you have 500 mastery you can wear it even at level 1.

### **Currency**

* Most currencies can be crafted or traded with the old lady npc on the East Wing.
* Currency has 8 tiers of rarity, you are guaranteed to get each tier eventually, and when a tier drop is determined it has a chance of being the item.
* Higher monster levels give currency slightly more frequently. Monsters significantly lower level than you have a much reduced chance to drop currency.
* Each tier has its own chance of rolling, meaning you can get a T1 then a T3 back to back or even at the same time.
* For every mob that you don't drop a currency, it increase the odds you'll get a currency on the next. these odds are very slightly increased if you're a VIP player and are different for each currency tier.
* This guarantees every currency is farmable and obtainable, even the rarest ones, eventually.

**Currency Drop Determination (It's a complicated but balanced system):**

Every currency tier has a determined base value roll, every monster killed decreases the rolls needed for a drop.

* **Tier 1: 12,000** (Around 133 same level monster kills)
* **Tier 2: 36,000** (Around 400 same level monster kills)
* **Tier 3: 108,000** (Around 1,200 same level monster kills)
* **Tier 4: 216,000** (Around 2,400 same level monster kills)
* **Tier 5: 432,000** (Around 4,800 same level monster kills)
* **Tier 6: 864,000** (Around 9,600 same level monster kills)
* **Tier 7: 4,320,000** (Around 48,000 same level monster kills)
* **Tier 8: 8,640,000** (Around 96,000 same level monster kills)

There is a pity system where every time an item doesn't drop from that tier, it gets easier, guaranteeing it eventually happens, this progress is faster with higher level monsters. Monster level also ensures better rolls for each tier. The tiers are separated and dropping a T3 doesn't reset progress on T6 for example

There a chance for a "Super Lucky Drop" where you get an item and it doesn't reset the pity system, ensuring a faster next roll.

On average according to Steve, a T8 drop should require in a worst case 96,000 or so kills (of same level monsters) to trigger a pity drop, varying to less according to monster strength.

### **Crafting**

Special equipment can be crafted using dropped enchanted materials. They can be crafted on the east wing of the castle.

* Items crafted have no mods but are ready to be modded,
* Weapons may have a high number of slots or decent bonuses, but they mostly lose to high end dungeons and instance drops.
* All crafted items have a requisite base level 1, and some also have class restrictions.
* Crafting materials can also be sold for 2,000z.
* It's a good idea to have some of those items crafted to fill any empty slots on early game or get specific bonuses on mid to late game.

### **Refining**

Refining equipments can be done in a variety of ways with different materials. Refining is done as usual on the refine NPC in each city (except on special currency ores).

* All refine rates are improved. It's not hard to get to +9 with regular ores for example.
* It's **IMPOSSIBLE** to lose an item with upgrades. when it fails you might lose 1 refine depending on how you attempted to refine the item.
* Item description bonuses apply up to **+30** unless stated otherwise.
* Maximum upgrade level is +100, however, past +30 only atk/def bonuses apply.