Crimson Weapons

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For those of you familiar with renewal, Crimson Weapons are weapons that get stronger the more you refine them. They've been adjusted here as our refines stop at +10 so their cap is softer, but the idea is very similar. Unlike in renewal, where they come with slots on them, they will be entirely unslotted and instead the refines will also dictate your damage bonus to all enemies making them great general options. Remember, since they are generalist options they will not be as strong as best in slot weapons, especially those best in slot weapons that have near perfect rolls. But a BiS weapon that has the "right" rolls (read: 2nd/3rd options are right rolls but maybe lower to mid values for their range) then these weapons will all be pretty close (about 15-25% less damage overall).

Crimson Weapons also do not roll the normal table of random options that most weapons do and have their own table. In this table you'll see they have the ability to roll a random element, they can be indestructible, they have defensive options, and more. We ultimately decided to include some normal types of options like Attack Speed and Hit, but these are also different from the normal values you'd see in the table. For more information on that look below.

You can get these from monsters in Old Glast Heim or craft them at Aiko inside the location near the bottom right of Old Glast Heim ogh_in28840.

Blacksmithaiko.png

Crimson Weapon Random Options

As mentioned before Crimson Weapons have their own random options table that is different from the normal table. This is mostly utility/defensive based, but we did throw in a few standard ones so players have something to fall back on. Note that there is no % damage options and no raw attack, stats, or magic attack options, and that's intended. These are balanced around their base damage at +10 with the bonuses you get from refining them. Without any % damage options at all they are already close to best in slot! This means you should feel good regardless of what you have, but there are utility based options for those looking to get more out of the weapons or make something unique.

Similarly to the crafted weapons from Niflheim Dungeon or Nightmare Clock Tower, these weapons can also have their options rerolled. This costs 100 Coagulated Spell per reroll.

1st Option 2nd Option
Weapon Element: Water Small Size Resist +1~10%
Weapon Element: Earth Medium Size Resist +1~10%
Weapon Element: Fire Large Size Resist +1~10%
Weapon Element: Wind Boss Monster Resist +1~5%
Weapon Element: Holy Attack Speed +1~5%
Weapon Element: Shadow SP Consumption -1~10%
Max HP +150~350 Flee +1~10
Max SP +20~50 Hit +10~30
Defense +1~2 Indestructible Weapon
Magic Defense+1~3

Crimson Weapon Refines and Boxes

Crimson Weapons also have one more special mechanic compared to normal weapons, they come with refines! When you first craft a Crimson Weapon it will come with a random refine from 1 to 10. Obviously higher refines and getting +9 or +10 will be considerably more rare, but it is not mythically rare either! It's intended that we'll see these be a rare, but realistic to obtain sometimes giving some excitement to drops/crafting. Once the weapon exists however, you cannot "reroll" refines like you do their options.

Speaking of drops, Crimson Weapon Boxes are a container item like Old Purple Box that contains a random Crimson Weapon. So in addition to the normal crafting for solo players, people who choose to party at Old Glast Heim will get random Crimson Weapons while they party at the maps. These weapons you get from the random containers will also roll random refines. So it will be significantly easier to get lucky with a high refine randomly from parties, than it will solo.

crimsondrop.gif

However, the crafting costs and expectations of solo players relatively speaking are reasonable and much lower, but you'll still have to stock up on your HD Oridecon to refine if you don't get lucky initially (which is more likely than not).