Generally speaking, combinations in Vagrant Story advance two items of the same Design or Equipment to a third, higher Tier. Non-consecutive combinations are called Mismatches Mismatch The exceptions are irregular or abnormal Progressions. Generally speaking, combinations in Vagrant Story punish Tiers that are close together but not consecutive, and are less punitive to widely spaced Tier combinations. This is somewhat counterintuitive, but it can be used to advantage in various ways. Most commonly, Mismatch is used to Devolve an Equipment with desirable properties into a lower Tier that commonly occurs with undesirable ones (usually low Type resistances) Mismatch may be used instead of Morphing away from the two ingredients, and instead keeping the Design or Equipment of one of the ingredients When making combinations that use Design Prevalence to change Material, a low level of the desired material will create a fairly high result if the other item is very high Combines ĭark Eyes can be accessed, easily once teleportation is available, to raise armor's Dark Affinity. The number of Combine products is too extensive to be listed in a single article. The number of powerful Combine products, however, is barely sufficient to fill one. Where the 'secrets' in other games can be relatively trivial or a meta-game separate to the main gameplay, crafting in Vagrant Story is both crucial and obscure these guides fill a gap in gameplay that is not as evident in other games. In the Vagrant Story crafting system, the means to the end are not easily apprehended.
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