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# Card Fusion

## Contents

- 1 Translate
- 2 Terminology
- 3 What is a "max skill" in relation to first skills?
- 4 What is a "max skill" in relation to second skills?
- 5 What is Fusion Mania and does it affect my fusion?
- 6 Skill 1 Card
- 7 Skill 2 Card
- 8 Skill 1-1 Card
- 9 Skill 2-1 Card
- 10 Skill 2-2 Card
- 11 Enchantments (Level Fusion Card)
- 12 Skill Fusion (Level 10 Fusion)
- 13 Skill Fusion (Level 11 Fusion)

## Translate

## 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

- 1,000 Elements (of the card you are fusing) & 2,000,000 Code per Fusion

### 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

- 1,000 Elements (of the card you are fusing) & 2,000,000 Code per Fusion

### 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

- 3,000 Elements (of the card you are fusing) & 7,500,000 Code per Fusion

### 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

- 5,000 Elements (of the card you are fusing) & 10,500,000 Code per Fusion

### 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

Costs for Skill 2-2 are scaled based on the starting percentage of second skill activation on your card.

Percentage (starting from) | Element Cost | Code Cost |
---|---|---|

36% or Less | 270 | 100,000 |

37% - 42% | 450 | 150,000 |

43% - 46% | 900 | 200,000 |

47% - 52% | 2,700 | 500,000 |

53% - 55% | 7,200 | 2,000,000 |

56% - 60% | 9,000 | 10,000,000 |

61% - 64% | 13,500 | 12,500,000 |

65% - 70% | 18,000 | 15,000,000 |

71% - 75% | 27,000 | 25,000,000 |

76%+ | 45,000 | 50,000,000 |

### 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:

- Your card is 35%. You use 2-2 and do not increase the activation. A 4% chance is added to your guarantee.
- 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).
- 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%.
- 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**- 23% or Less: +12% per fusion
- 24% - 36%: +6% per fusion
- 37% - 45%: +3% per fusion
- 46% - 70%: +2% per fusion
- 71% - 74%: +1% per fusion
- 75% - 77%: +0.66% per fusion (66% chance to add 1%)
- 78%+: +0.2% per fusion (20% chance to add 1%)

#### Fusion Mania Rates for Guarantee System

To view the updated guarantee percentages when Fusion Mania event is active, go here.

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

## Enchantments (Level Fusion Card)

### Functionality

Please refer to our Enchantments page for more information.

## 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.

Please note: Level 10 fusion for Magic Cards only increases the 2nd skill activation percentage by 2% and allows for enchanting. The base stats do not change.

Level 10 cards will look like level 7 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

- 150,000 Elements (of the card you are fusing) & 300,000,000 Code per Fusion

### Success Rate

- The base rate of success for level 10 fusions is 2.5%.
- If the card you are fusing has Gold Force, the success rate will be increased by 2.5%.
- The second skill activation of the card is then added to the success rate at a rate of 0.5% per 1% of second skill activation.
- For example, if the second skill activation of your card is 30%, the success rate added would be 15%.

- For magic cards, the success rate is divided by 4.

Lets give an example:

- Water Sword, 30% 2nd Skill Activation with Gold Force
- 30% 2nd Skill Activation, success rate derived: 15% (0.5 x 30)
- Gold Force: 2.5%
- Base Rate: 2.5%
- Total Success Rate: (15% + 2.5% + 2.5%) = 20%

- Water Magic, 30% 2nd Skill Activation with Gold Force
- 30% 2nd Skill Activation, success rate derived: 15% (0.5 x 30)
- Gold Force: 2.5%
- Base Rate: 2.5%
- Total Success Rate: ((15% + 2.5% + 2.5%) / 4) = 5%

### 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

## Skill Fusion (Level 11 Fusion)

### Functionality

Level 11 Fusion is a card that can fuse a level 10 card to a level 11 card. It is the same card that can fuse a level 9 to 10. Level 11 cards increase their base stats and first skill multiplier stats.

Level 11 cards will look like level 8 cards with the exception of an "E" at the top of the card. This will automatically transform to a level 11 card when you ready-up in a room that allows Level 11 cards, otherwise it will transform to a level 10 card.

### Usage

- Quest, Mission 300 & Community rooms will allow level 11 cards.
- Special event PVP modes in the future will also allow level 11 cards.
- Usage in PVP modes in conjunction with Super Silver 'E' Cards
- Universal 5% chance to change into a level 11 card regardless of mode

### Guarantee System

The guarantee is a percentage rate in which your next fusion will be sucessful by 1%.

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

- Your card is level 10 and you are trying to upgrade the card to level 11.
- Upon your next fusion, you fail attempting level 10 to 11. This increases the guarantee rate.
- An additional fusion succeeds to level 11, this could be good luck or the result of the guarantee rate.
- 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 level 11 fusion**- 1% per failure
- 3% per failure when Fusion Mania is active

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

### How to Obtain

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

### Costs & Requirements

- 250,000 Elements (of the card you are fusing), 5,000 Cash & 500,000,000 Code per Fusion

To fuse a level 10 item to level 11, the card must have a minimum secondary skill activation percentage of 59%.

### Success Rate

- The base rate of success for level 11 fusions is 1%.
- If the card has 60%+ second skill activation rate, base rate is increased to 4%.
- Fusion Mania affects the combined rate (guarantee rate & base rate) and multiplies it by the Fusion Mania bonus.

### Limitations

- Can only be used on a Lv. 10 card
- Level 11 cards can only be gold forced for 365 days in the Card Shop
- Level 10/11cards cannot be traded or listed on the User Shop