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Card Fusion

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Terminology


  • "1. Attack Time -27%" is the First Skill
  • "2. Defense disable 1 sec" is the Second Skill
  • "(33%)" is the Second Skill Activation

What is a "max skill" in relation to first skills?

Max skills are defined as the best skill per category.

For example:

  • Swords have a first skill called Reduce Attack Time. This reduces the amount of time it takes to swing your sword or in other words, an increase to attack speed.
  • Reduce Attack Time has 3 variants.
    • Multiplier 1 (x1)
    • Multiplier 2 (x2)
    • Multiplier 3 (x3)
    • These multipliers are multiplied against your card's level. Multiplier 2 on a level 8 card would equate to 18% reduction in attack time.
  • The max skill for this category is Multiplier 3.

What is a "max skill" in relation to second skills?

Max skills are defined as the best skill per category.

For example:

  • Swords have a skill called Stop Skills 13s. This is a debuff applied to another player inhibiting their skills from activating for 13 seconds.
  • Reduce Attack Time has 5 variants.
    • Stop Skills 11 seconds
    • Stop Skills 11.5 seconds
    • Stop Skills 12 seconds
    • Stop Skills 12.5 seconds
    • Stop Skills 13 seconds
  • The max skill for this category is the one with the longest duration, which is 13 seconds.

What is Fusion Mania and does it affect my fusion?

To view full information regarding how this event affects your fusions, visit our Fusion Mania page.

Skill 1 Card

Functionality

This card changes the first skill on the card. Skill 1 has a higher chance to roll "max skills" of each category compared to Regular Skill Fusion, but not Skill 1-1.

  • Skill 1 randomizes the first skill through a list of applicable skills.
  • First skills scale by the card level. For example, Reduce Attack Time 3x will equate to 27% with a level 9 card. 3 x 9 = 27.
  • Max skills have a chance to be added into the list of skills. This is a 33% flat rate chance.

Cost

This fusion will cost 3,000 elements of the particular card you are trying to fuse. For example, if you are fusing a Fire Sword, you will need 3,000 fire elements to use Skill 1.

Guarantee System

There is no guarantee system for Skill 1 fusions.

Skill 2 Card

Functionality

This card changes the second skill AND the second skill activation percentage of the card.

  • Skill 2 randomizes the second skill through a list of applicable skills.
  • Max skills have a chance to be added into the list of skills. This is a 23% flat rate chance.
  • Activation percentage for Skill 2 is a range between 24% and 28%.

Cost

This fusion will cost 3,000 elements of the particular card you are trying to fuse. For example, if you are fusing a Fire Sword, you will need 3,000 fire elements to use Skill 2.

Guarantee System

There is no guarantee system for Skill 2 fusions.

Skill 1-1 Card

Functionality

This card changes the first skill on the card. Skill 1-1 has a higher chance to roll "max skills" of each category compared to Skill 1 or Regular Skill Fusion.

  • Skill 1-1 randomizes the first skill through a list of applicable skills.
  • First skills scale by the card level. For example, Reduce Attack Time 3x will equate to 27% with a level 9 card. 3 x 9 = 27.
  • Max skills have a chance to be added into the list of skills. This is a 55% flat rate chance.

Cost

This fusion will cost 10,000 elements of the particular card you are trying to fuse. For example, if you are fusing a Fire Sword, you will need 10,000 fire elements to use Skill 1-1.

What is a "max skill" in relation to first skills?

Max skills are defined as the best skill per category.

For example:

  • Swords have a first skill called Reduce Attack Time. This reduces the amount of time it takes to swing your sword or in other words, an increase to attack speed.
  • Reduce Attack Time has 3 variants.
    • Multiplier 1 (x1)
    • Multiplier 2 (x2)
    • Multiplier 3 (x3)
    • These multipliers are multiplied against your card's level. Multiplier 2 on a level 8 card would equate to 18% reduction in attack time.
  • The max skill for this category is Multiplier 3.

Guarantee System

The guarantee is an overall increase to the 55% flat rate chance of max skills being added to the skill list when fusing.

  • Per use of 1-1, the flat rate chance of max skills being added to the skill list when fusing is increased by 5%, up to 100%.
  • For example, if you use a Skill 1-1 and do not get your desired skill, the next fusion will have a 60% (55% + 5% = 60%) chance of max skills being included in the skill list that is randomized through.

Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.

Skill 2-1 Card

Functionality

This card changes the second skill on the card. Skill 2-1 has a higher chance to roll "max skills" of each category compared to Skill 2 or Regular Skill Fusion.

  • Skill 2-1 randomizes the second skill through a list of applicable skills.
  • Max skills have a chance to be added into the list of skills. This is a 30% flat rate chance.

Cost

This fusion will cost 10,000 elements of the particular card you are trying to fuse. For example, if you are fusing a Fire Sword, you will need 10,000 fire elements to use Skill 2-1.

Guarantee System

The guarantee is an overall increase to the 23% flat rate chance of max skills being added to the skill list when fusing.

  • Per use of 2-1, the flat rate chance of max skills being added to the skill list when fusing is increased by 5%, up to 100%.
  • For example, if you use a Skill 2-1 and do not get your desired skill, the next fusion will have a 35% (30% + 5% = 35%) chance of max skills being included in the skill list that is randomized through.

Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.

Skill 2-2 Card

Functionality

This card increases the activation percentage of your second skill. An example of this would be "Stop Skills 13s, 33%". This means there is a 33% chance of Stop Skills 13 seconds debuff applying on your opponent when attacking them.

  • Skill 2-2 rolls through a list of brackets to determine whether your percentage will increase or stay the same.
  • Skill 2-2 will not reduce your activation percentage if you fail.

Cost

This fusion will cost 10,000 elements of the particular card you are trying to fuse. For example, if you are fusing a Fire Sword, you will need 10,000 fire elements to use Skill 2-2.

Guarantee System

The guarantee is a percentage rate in which your next fusion will increase the second skill activation by 1%.

This is an example of how the guarantee system will work:

  1. Your card is 35%. You use 2-2 and do not increase the activation. A 4% chance is added to your guarantee.
  2. Upon your next fusion with 2-2, you do not increase the activation. An additional 4% chance is added to your guarantee, setting it to 8% (4+4 = 8).
  3. You fuse for the 3rd time and succeed to 36%. There are two reasons for this. Either your guarantee percentage worked or you got lucky and rolled to 36%.
  4. The guarantee then resets to 0%.

This is the guaranteed percentage table:

  • When fusing from these percentages and failing, you get this amount of guarantee percentage for your next 2-2 fusion
  • Cards below 28% will not have any form of guarantee system.
  • 28% - 31%: +6% per fusion
  • 32% - 34%: +5% per fusion
  • 35% - 36%: +3% per fusion
  • 37%: +2% per fusion
  • 38%: +1% per fusion

Guarantee percentage is reset upon gifting, trading or selling the card via User Shop.

Chaos Level Fusion Card

Functionality

Chaos Level Fusion Card: Upgrades a card randomly between levels 7 to 9, with random skills and high 2nd skill activation percentage.

For example: You use a Chaos Level Fusion Card on a Level 1 Windbow. This will cost you 10,000 Elements. You get a level 8 card, at a 30% chance. The second skill activation is 33%, which is an 8% chance based on the table.

Costs

This fusion will cost 10,000 elements of the particular card you are trying to fuse. For example, if you are fusing a Fire Sword, you will need 10,000 fire elements to use Chaos Level Fusion.

Limitations

Can only be used on a Lv. 1 card

How to Obtain

Chaos Level Fusion Cards can be obtained in the following methods:

  • Loot Crate @ 15%.
  • DMS Completion per Day @ 12%.

Chance & Rate Table

  • Level 7 @ 60% Chance
    • 2nd Skill Activation Rate & Chance Table for Level 7 Cards
      • 34%: 50%
      • 35%: 30%
      • 36%: 10%
      • 37%: 5%
      • 38%: 3%
      • 39%: 2%
  • Level 8 @ 30% Chance
    • 2nd Skill Activation Rate & Chance Table for Level 8 Cards
      • 30%: 40%
      • 31%: 30%
      • 32%: 10%
      • 33%: 8%
      • 34%: 5%
      • 35%: 3%
      • 36%: 3%
      • 37%: 1%
  • Lv. 9 @ 10% Chance
    • 2nd Skill Activation Rate & Chance Table for Level 9 Cards
      • 30%: 95%
      • 31% to 39%: 5% (chosen randomly between 31% to 39%)

Skill Fusion (Level 10 Fusion)

Functionality

Level 10 Fusion is a card that can fuse a level 9 card to a level 10 card. Level 10 cards increase their base stats and first skill multiplier stats.

Level 10 cards will look like level 9 cards with the exception of an "E" at the top of the card. This will automatically transform to a level 10 card when you ready-up in a room.

How to Obtain

Can be obtained through Loot Crates & the GEN Coin shop during event periods.

Costs

This fusion will cost 100,000 elements of the particular card you are trying to fuse and 400,000,000 million code. For example, if you are fusing a Fire Sword, you will need 100,000 fire elements to use Level 10 Fusion.

Success Rate

  • The base rate of success for level 10 fusions is 5%.
  • If the card you are fusing has Gold Force, the success rate will be increased by 5%.
  • The second skill activation of the card is then added to the success rate.
    • For example, if the second skill activation of your card is 32%, the final total will be 37% (32 + 5 = 37).

Limitations

  • Can only be used on a Lv. 9 card
  • Level 10 cards can only be gold forced for 365 days in the Card Shop
  • Level 10 cards cannot be traded or listed on the User Shop