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Difference between revisions of "Enchantments"

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(Created page with "=== Work in Progress Page === As of August 26, 2020. === Enchantment Fusions: Enchantment List === * All enchantments with decimals indicates the percentage can range with...")
 
(Guild War Related Enchantments)
(19 intermediate revisions by the same user not shown)
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=== Work in Progress Page ===
+
=== How does Enchantment work? ===
  
As of August 26, 2020.
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* Level Fusion "Enchantment Fusion"
 +
 
 +
Players will be able to access their Enchantment information for their cards by equipping their cards and using the command @enchantment <wep/acc/mag/all>. This will display their current Enchantments to the chat window.
 +
 
 +
==== Technical Details ====
 +
 
 +
* Due to the limitation of the "Level Fusion/Enchantment Fusion", all "Enchanted/E" cards will appear as level 8 cards. Once you join a room, the card will automatically change to level 9 (or 10/11 if the card has the enchantment)
 +
* Likewise, cards that have Upgrade enchantments will see those changes once a game has started.
 +
* Enchanted cards will have the "E" marker on the top left corner of the card similar to how level 10 and 11 cards do.
 +
* Enchanted cards can only be Gold Forced for 365 Days.
 +
* Enchanted cards cannot be traded or placed in the User Shop.
 +
* Cards can have up to 4 Enchantments via each card's 4 possible Enchantment Slots.
 +
* '''Enchantment Fusions will ALWAYS reset all current enchantments on a card and randomize new ones, unless using targeted enchantment fusion (more on this below).'''
 +
* Enchantments cannot be rolled back. Once you decide to Enchant your card, the changes are permanent.
 +
* Repeat enchantments cannot be found on the same card. For example, a card cannot have Skill 1 Drop enchantment in 2 different enchantment slots.
 +
** Players can use the same enchantment on two different cards.
 +
 
 +
=== How to Use & Obtain ===
 +
* Enchantment cards are the "Level Fusion" cards in the game.
 +
* To Enchant a card, the card must be level 10 or level 11 with the 'E' status on the card.
 +
* Enchantment cards can be obtained via the GEN Coin Shop, Loot Crates, Guild War Prizes & DMS Prizes.
 +
 
 +
=== Cost ===
 +
 
 +
* 4,000 Elements (of the card you are fusing) & 3,000,000 Code per Fusion
 +
 
 +
=== Commands ===
 +
 
 +
* @enchantment <all/wep/acc>
 +
** To view your enchantments, equip your card and use the command.
 +
** Example: @enchantment all
 +
*** Shows all enchants on equipped weapon and accessory cards.
  
 
=== Enchantment Fusions: Enchantment List ===
 
=== Enchantment Fusions: Enchantment List ===
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! Max. Amount
 
! Max. Amount
 
|-
 
|-
| GP Percentage Increase
+
| GP Percentage Increase (ALL MODES)
 
| Increase Guild Point accumulation by a percentage for all game modes.
 
| Increase Guild Point accumulation by a percentage for all game modes.
 
| Upon Earning GP
 
| Upon Earning GP
 +
| 1%
 +
| 100%
 +
| 1%
 
| 50%
 
| 50%
| 100%
 
| 0%
 
| 120%
 
 
|-
 
|-
 
| GP Percentage Increase (PVP)
 
| GP Percentage Increase (PVP)
 
| Increase Guild Point accumulation by a percentage for PVP modes.
 
| Increase Guild Point accumulation by a percentage for PVP modes.
 
| Upon Earning GP in PVP
 
| Upon Earning GP in PVP
| 50%
+
| 1%
 
| 100%
 
| 100%
| 0%
+
| 1%
| 200%
+
| 80%
 
|-
 
|-
 
| GP Percentage Increase (PVE)
 
| GP Percentage Increase (PVE)
 
| Increase Guild Point accumulation by a percentage for PVE modes.
 
| Increase Guild Point accumulation by a percentage for PVE modes.
 
| Upon Earning GP in PVE
 
| Upon Earning GP in PVE
| 50%
+
| 1%
 
| 100%
 
| 100%
| 0%
+
| 1%
| 200%
+
| 80%
 
|-
 
|-
 
| GP Theft
 
| GP Theft
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| Upon Defeating Players
 
| Upon Defeating Players
 
| 0.1%
 
| 0.1%
| 0.5%
+
| 2.0%
 
| 1%
 
| 1%
 
| 1%
 
| 1%
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| 500% Increase in GP (5x)
 
| 500% Increase in GP (5x)
 
| 1,500% Increase in GP (15x)
 
| 1,500% Increase in GP (15x)
 +
|-
 +
| GP Percentage Increase (Daily Challenge System, DCS)
 +
| Increase Guild Point accumulation by a percentage when following DCS #2 objectives.
 +
| Upon Earning GP in any mode
 +
| 1%
 +
| 100%
 +
| 1%
 +
| 35%
 
|}
 
|}
  
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| 1
 
| 1
 
| 5
 
| 5
 +
|-
 +
| Water Element Drop
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| Chance to drop Elements
 +
| Upon Game Completion
 +
| 0.01%
 +
| 3.00%
 +
| 1,000
 +
| 15,000
 +
|-
 +
| Fire Element Drop
 +
| Chance to drop Elements
 +
| Upon Game Completion
 +
| 0.01%
 +
| 3.00%
 +
| 1,000
 +
| 15,000
 +
|-
 +
| Earth Element Drop
 +
| Chance to drop Elements
 +
| Upon Game Completion
 +
| 0.01%
 +
| 3.00%
 +
| 1,000
 +
| 15,000
 +
|-
 +
| Wind Element Drop
 +
| Chance to drop Elements
 +
| Upon Game Completion
 +
| 0.01%
 +
| 3.00%
 +
| 1,000
 +
| 15,000
 
|}
 
|}
  
==== Card Upgrade Related Enchantments ====
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==== Other Enchantments ====
 
 
'''Removed as of v323.1.'''
 
 
 
<s>Lesser Enchantment and Greater Enchantment cards yield different maximum percentages for these Enchantments.
 
  
 
{| class="wikitable"  
 
{| class="wikitable"  
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! Max. Amount
 
! Max. Amount
 
|-
 
|-
| Level 10 Upgrade
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| Scroll Refund
| Upgrades card to Level 10 for ALL modes.
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| When using a scroll (QWE) such as Protection, with this enchantment equipped, there is a chance the scroll will not be consumed.
| Upon Game Starting
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| When using a scroll (QWE)
 
| 1%
 
| 1%
| Up to 40% with Lesser, Up to 80% with Greater
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| 20.00%
 
| N/A
 
| N/A
 
| N/A
 
| N/A
|-
+
|}
| Level 11 Upgrade (PVP)
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| Upgrades card to Level 11 for PVP modes.
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=== Targeted Enchantment Fusion ===
| Upon Game Starting
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| 1%
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* Enchantments can now be targeted to each slot
| Up to 15% with Lesser, Up to 30% with Greater
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* Each slot has a different cost:
| N/A
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** Enchantment 1: 3 Enchantment Cards, 6,000,000 Code & 8,000 Elements per Fusion
| N/A
+
** Enchantment 2: 5 Enchantment Cards, 9,000,000 Code & 12,000 Elements  per Fusion
|-
+
** Enchantment 3: 8 Enchantment Cards, 18,000,000 Code & 24,000 Elements  per Fusion
| Level 11 Upgrade (PVE)
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** Enchantment 4: 15 Enchantment Cards, 30,000,000 Code & 40,000 Elements  per Fusion
| Upgrades card to Level 11 for PVE modes.
+
 
| Upon Game Starting
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When targeting an Enchantment Slot that does not have an existing Enchantment, the chance to generate a enchantment are as follows:
| 1%
+
 
| Up to 50% with Lesser, Up to 100% with Greater
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* Enchantment 1: 65%
| N/A
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* Enchantment 2: 27%
| N/A
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* Enchantment 3: 6%
|-
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* Enchantment 4: 2%
| Second Skill Activation Percentage Increase
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| Upgrades card's second skill activation chance for ALL modes.
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==== Command Usage ====
| Upon Game Starting
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| 40%
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* Command: @enchantment target <1-4>
| Up to 80% with Lesser, Up to 100% with Greater
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** Command usage: ''@enchantment target 2''
| 1%
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** A message in chat will be sent to confirm the command enabling.
| Up to 4% with Lesser, Up to 8% with Greater
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** This command will stay active until disabled, allowing you to continue to fuse repeatedly
|}</s>
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** This command will auto disable if you join a room, create a room, open the card shop, use card fusion other than Enchantment or disconnect from the channel. A message will be sent to confirm the command disabling.
 +
* Command: @enchantment target disable
 +
** Disables targeting of enchantment slot
 +
* Command @enchantment target help
 +
** Shows information for Enchantment Targeting.

Revision as of 14:40, 29 August 2022

How does Enchantment work?

  • Level Fusion "Enchantment Fusion"

Players will be able to access their Enchantment information for their cards by equipping their cards and using the command @enchantment <wep/acc/mag/all>. This will display their current Enchantments to the chat window.

Technical Details

  • Due to the limitation of the "Level Fusion/Enchantment Fusion", all "Enchanted/E" cards will appear as level 8 cards. Once you join a room, the card will automatically change to level 9 (or 10/11 if the card has the enchantment)
  • Likewise, cards that have Upgrade enchantments will see those changes once a game has started.
  • Enchanted cards will have the "E" marker on the top left corner of the card similar to how level 10 and 11 cards do.
  • Enchanted cards can only be Gold Forced for 365 Days.
  • Enchanted cards cannot be traded or placed in the User Shop.
  • Cards can have up to 4 Enchantments via each card's 4 possible Enchantment Slots.
  • Enchantment Fusions will ALWAYS reset all current enchantments on a card and randomize new ones, unless using targeted enchantment fusion (more on this below).
  • Enchantments cannot be rolled back. Once you decide to Enchant your card, the changes are permanent.
  • Repeat enchantments cannot be found on the same card. For example, a card cannot have Skill 1 Drop enchantment in 2 different enchantment slots.
    • Players can use the same enchantment on two different cards.

How to Use & Obtain

  • Enchantment cards are the "Level Fusion" cards in the game.
  • To Enchant a card, the card must be level 10 or level 11 with the 'E' status on the card.
  • Enchantment cards can be obtained via the GEN Coin Shop, Loot Crates, Guild War Prizes & DMS Prizes.

Cost

  • 4,000 Elements (of the card you are fusing) & 3,000,000 Code per Fusion

Commands

  • @enchantment <all/wep/acc>
    • To view your enchantments, equip your card and use the command.
    • Example: @enchantment all
      • Shows all enchants on equipped weapon and accessory cards.

Enchantment Fusions: Enchantment List

  • All enchantments with decimals indicates the percentage can range with decimal places.

Guild War Related Enchantments

Enchantment Description Activation Period Min. Activation Chance Max. Activation Chance Min. Amount Max. Amount
GP Percentage Increase (ALL MODES) Increase Guild Point accumulation by a percentage for all game modes. Upon Earning GP 1% 100% 1% 50%
GP Percentage Increase (PVP) Increase Guild Point accumulation by a percentage for PVP modes. Upon Earning GP in PVP 1% 100% 1% 80%
GP Percentage Increase (PVE) Increase Guild Point accumulation by a percentage for PVE modes. Upon Earning GP in PVE 1% 100% 1% 80%
GP Theft Steals Guild Points from another player when defeating them in combat. Enchantment will always steal 1% of defeated player's Guild Points at a 0.1%-0.5% chance. Upon Defeating Players 0.1% 2.0% 1% 1%
GP Guard Guards from Guild Points being lost upon death. Does not guard from GP Theft. Guards up to 80% at a 1%-15% chance. Does not stack. Upon Dying 1% 15% 1% 80%
GP Stun Stuns a player from obtaining Guild Points for a duration. Upon Defeating Players 0.01% 3.00% 30 seconds 120 seconds (2 minutes)
GP Super Multiplier Dramatically increases GP gain for when defeating a player. Upon Defeating Players 0.01% 3.00% 500% Increase in GP (5x) 1,500% Increase in GP (15x)
GP Percentage Increase (Daily Challenge System, DCS) Increase Guild Point accumulation by a percentage when following DCS #2 objectives. Upon Earning GP in any mode 1% 100% 1% 35%

Drop Related Enchantments

  • All drops are untradable.
  • Drop skills only drop in games applicable to the DMS Hourly system. If the game does not meet the criteria of the hourly system, the drop skill will not work.
Enchantment Description Activation Period Min. Activation Chance Max. Activation Chance Min. Amount Max. Amount
Skill 1 Card Drop Chance to drop Skill 1. Upon Game Completion 0.01% 3.00% 1 1
Skill 2 Card Drop Chance to drop Skill 2. Upon Game Completion 0.01% 3.00% 1 1
Skill 1-1 Drop Chance to drop Skill 1-1. Upon Game Completion 0.01% 3.00% 1 1
Skill 2-1 Drop Chance to drop Skill 2-1. Upon Game Completion 0.01% 3.00% 1 1
Skill 2-2 Drop Chance to drop Skill 2-2. Upon Game Completion 0.01% 3.00% 1 1
Enchantment Drop Chance to drop "Level Fusion/Enchantment Fusion". Upon Game Completion 0.01% 3.00% 1 1
Removed as of v323.1 - Greater Enchantment Drop Chance to drop "Skill Fusion/Greater Enchantment Fusion". Upon Game Completion 0.01% 2.00% 1 1
Loot Crate Drop Chance to drop a Loot Crate (@lootcrate). Upon Game Completion 0.01% 2.00% 1 1
Avatar Coin Drop Chance to drop Avatar Coins. Upon Game Completion 0.01% 8.00% 1 5
Water Element Drop Chance to drop Elements Upon Game Completion 0.01% 3.00% 1,000 15,000
Fire Element Drop Chance to drop Elements Upon Game Completion 0.01% 3.00% 1,000 15,000
Earth Element Drop Chance to drop Elements Upon Game Completion 0.01% 3.00% 1,000 15,000
Wind Element Drop Chance to drop Elements Upon Game Completion 0.01% 3.00% 1,000 15,000

Other Enchantments

Enchantment Description Activation Period Min. Activation Chance Max. Activation Chance Min. Amount Max. Amount
Scroll Refund When using a scroll (QWE) such as Protection, with this enchantment equipped, there is a chance the scroll will not be consumed. When using a scroll (QWE) 1% 20.00% N/A N/A

Targeted Enchantment Fusion

  • Enchantments can now be targeted to each slot
  • Each slot has a different cost:
    • Enchantment 1: 3 Enchantment Cards, 6,000,000 Code & 8,000 Elements per Fusion
    • Enchantment 2: 5 Enchantment Cards, 9,000,000 Code & 12,000 Elements per Fusion
    • Enchantment 3: 8 Enchantment Cards, 18,000,000 Code & 24,000 Elements per Fusion
    • Enchantment 4: 15 Enchantment Cards, 30,000,000 Code & 40,000 Elements per Fusion

When targeting an Enchantment Slot that does not have an existing Enchantment, the chance to generate a enchantment are as follows:

  • Enchantment 1: 65%
  • Enchantment 2: 27%
  • Enchantment 3: 6%
  • Enchantment 4: 2%

Command Usage

  • Command: @enchantment target <1-4>
    • Command usage: @enchantment target 2
    • A message in chat will be sent to confirm the command enabling.
    • This command will stay active until disabled, allowing you to continue to fuse repeatedly
    • This command will auto disable if you join a room, create a room, open the card shop, use card fusion other than Enchantment or disconnect from the channel. A message will be sent to confirm the command disabling.
  • Command: @enchantment target disable
    • Disables targeting of enchantment slot
  • Command @enchantment target help
    • Shows information for Enchantment Targeting.