Difference between revisions of "Unique Variant"
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+ | [[Image:Unique_variant.png|thumb|right|A unique variant [[Jelly Helm]] with an increase to elemental defense is denoted by a star.]] | ||
When [[crafting]] an item, there is a low probability that you may get a randomized '''unique variant'''- a special version of that item with an added bonus. You can not choose the unique variant you obtain; however, variants can be transferred when that item is upgraded. | When [[crafting]] an item, there is a low probability that you may get a randomized '''unique variant'''- a special version of that item with an added bonus. You can not choose the unique variant you obtain; however, variants can be transferred when that item is upgraded. | ||
Revision as of 20:16, 12 February 2011
When crafting an item, there is a low probability that you may get a randomized unique variant- a special version of that item with an added bonus. You can not choose the unique variant you obtain; however, variants can be transferred when that item is upgraded.
These bonuses appear apart from, and are not affected by, other bonuses that come with the original item.
Crafting
There is a small chance of creating a unique variant each time that you craft a new item. Thus, you may increase your chances of getting a random unique variant simply by crafting many copies of the same item.
There is also an option to transfer the unique variant when you upgrade an item. If you de-select this option, then the new item crafted will reset to a normal item with a new chance at gaining some random unique variant.
Due to the ability to transfer a variant through multiple steps, a relatively economical way to obtain unique variants is to mass produce the first item in a crafting chain. For example, a unique Ash of Agni (crafting cost: 300 energy) can be produced by crafting a large number of haze bombs (10 energy each) and upgrading only the haze bomb that has a unique variant.
Types of Unique Variants
Weapons
In general, weapon bonuses focus on making the weapon faster or more effective. These bonuses are separate from bonuses that the weapon would naturally gain: thus a gun can have a unique reduction in charge time, even before the standard charge time reduction bonus appears at level 5.
These bonuses are also separate from other properties of the weapon- for example, a bomb can gain increased attack speed, despite the fact that bombs only have a charged attack.
Any weapon can have one of the following three basic possibilities; each possible bonus varies in size from low to ultra. It is presently unknown whether these bonuses are a fixed value, or a percentage of the weapon's default power.
- Attack speed increased
- Charge time reduction
- Damage bonus vs (construct, gremlin, fiend, beast, slime)- pick one monster family
For example, a Striker can have "attack speed increased: high" or "bonus damage vs beasts: moderate," but not both.
Armor
Armor unique variants focus on adding protection against damage or status effects. Unique variants can add defense against attacks that the armor would not normally protect against.
The size of these bonuses does not depend on the stats of the item, and instead are set to fixed numerical protection bonuses ranging from low (5 points) to ultra (unknown). For high-level items, base armor values can be very high- as a result, bonuses to status resistances are more noticeable than bonuses to damage protection. Possible types of unique variants are:
- Bonus damage protection from (normal, piercing, elemental, shadow): pick one damage type
- Bonus status resistance against (stun, freeze, sleep, poison, fire, cold, shock)- pick one damage type
For example, a Wolver Cap can have "bonus protection vs shadow: moderate" or "bonus freeze resistance: low," but not both.