A Guide to the Fusion System
Information drawn from posts by GM Auchand,
supplemented by Droit and Graysun.
The fusion
system introduces a significant amount of flexibility to enhancives. In its most basic sense, an enhancive trait
may be stripped from an existing item, creating a fusion gem that carries that
enhancive trait. Creating the fusion gem
will destroy the original item, regardless of what other abilities it may have. The fusion gem may then be fitted into a slot
in weapons or armor equipped to hold such gems.
The new weapon or armor now has the enhancive trait provided by the
fusion gem. Fusion gems may be removed
and replaced at will, allowing for new enhancives to be put in place.
The process of
creating a fusion gem is as follows. In
the room with the fusion shaman, hold the item to be extracted and ORDER
ANALYSIS. The shaman will quote a price
for this analysis. If the price is
acceptable, ORDER CONFIRM to pay it. The
shaman will name the enhancive traits on the item able to be extracted.
After deciding
on the desired enhancive trait to strip from the item, ORDER EXTRACTION
<#> and the shaman will quote a price to extract that trait. If the price is acceptable, ORDER CONFIRM
once more to pay the price and the fusion gem will be created. Be aware, however, that the shaman does not
take notes, only silver.
Only certain
enhancives may be extracted from items.
Edible, drinkable and spell knowledge enhancives may not be extracted,
as well as enhancives with certain scripts and certain restrictions. Crumbly enhancives may be extracted. As the creation of a fusion gem destroys the
original item, only one trait may be extracted from any one item. Enhancives with ‘global’ and ‘local’
restrictions may not be extracted, but this limit does not affect most items
currently in the game. Global
restrictions are those which affect the item as a whole and all of its
enhancements, while local restrictions affect single traits.
Once the gem is
created, it may be PUT into the selected fusion armament. The armament then becomes an enhancive
bearing the enhancive bonus carried by the fusion gem. When a gem is first inserted, the armament
has no enhancive charges, but the enhancive may be charged in the Adventurer’s
Guild or by a merchant. Armaments hold a
maximum of 20 enhancive charges that are used like normal enhancive charges.
When the charges
are depleted, a careful PRY may remove the fusion gem from the armament. RUB the armament to change which fusion gem
will be manipulated if it is necessary to do so. There is a very slim chance that removing a
gem may damage it, which causes 1 bonus point to be lost from the enhancive it
carries. Once the enhancive trait
reaches 0 bonus, the gem will shatter.
Gems will not degrade or shatter in any other circumstance. If a gem is left in its setting for an
extended period of time, prying it out will not degrade it. When a gem has been in the armament long enough,
it will appear to be loose in its setting when the piece is LOOKed at.
Gems may only be
switched when the armament has no enhancive charges. Characters may EXHALE twice on the armament
to prematurely drain its charges. Any
type of gem may be placed in any armament that can accept fusion gems, with one
exception. Two gems enhancing the same
trait may not be placed in the same piece, but one each may be placed into two
different pieces.
Fusion gems in
themselves do not enhance anything and do not hold charges. They are only used to impart the specific
bonus to the fusion weapon or armor and have no effect on their own. The restrictions placed on the original
enhancive trait are carried with the fusion gem and will be present when placed
in a fusion armament.
Fusion gems may
not be placed or removed if a fusion armament is being enchanted. Fusion gems may be loresung for their
enhancive information and that information will carry into the playershop
system, similar to that for normal enhancives.
Characters may also DRAW things ON fusion gems to tell them apart. There are approximately 70+ different things
to draw upon a fusion gem at this time.
Type DRAW ON MY ORB to see a list of the possibilities.
Currently, the
fusion system has appeared at the 2010 and 2011 Ebon Gate festivals and the
2011 Spitfire, and only weapons and armor sold there may accept fusion
gems. All have two slots for fusion gems
and come in a variety of weapon and armor types. Most are four times enchanted. There are no armor accessories available at
this time.
All fusion
weapons and armor are considered enhancive and have the restrictions of such,
even if they are have no fusion gems.
This includes enhancive restrictions for player enchanting, but removing
the gems from the sockets may reduce the enhancive penalty to make enchanting
easier. Fusion armor may be padded. Currently, there is no way to convert
existing weapons or armor to hold fusion gems, but that is being investigated
for the future.