Composition involves using elemental crystals and stones to create powerful equipment by increasing its attributes and adding beneficial effects. You can also create larger crystals and stones, and more potent potions through composition. Information about composition can be found by clicking the ?-Button found at the bottom left of Susan's composition window.
Trial Stone (Arcuz II only)[]
The Trial Stone has to be composed to get a Trial Gate Teleporter. For more information, see here.
Combining small items into larger items[]
Crystals[]
Crystals come in 4 elements ( Fire, Water, Wind and Earth) and 3 tiers ( Small , Medium, Large) , tiers are upgraded this way:
Stones[]
There are 3 stone tiers: Stone of Blessing, Stone of Soul, Stone of Holy, tier are upgraded this way:
Potions[]
Healing, Mana and Rejuvenation Potions come in 3 tiers: Small, Medium, Large, you can compose them as follows:
- → 30% success (ingame description of 25% is incorrect)
- + → 100% chance success
- + → 100% chance success
- 2 x in upper and left slot + any other two potions → . (Coding error, it's supposed to be 4 x )
Equipment composition rules[]
Every equipment item will have a certain amount of compose points. These points indicate how many times the equipment can be composed. For example: A sword that has the stat "Compose:3" means that it can only be used in composed thrice more. Upgrading your equipment's level (+1, +2, etc.) does not consume composition points, but everything else will. Moreover even an item with 0 or negative compose points can have it's equiment level upgraded too. Failing an equipment level upgrade to +4 or +5 will entirely reset the equipment level, but effect composes will not be unaffect. Failing an equipment level compose will consume a compose point. This can cause compose points to go into negative numbers. Failed effect composes will not consume materials in Arcuz, but will consume material in Arcuz 2 and will remove ALL effect composes in both games, but equipment level composes will not be unaffected. When composing for effects, you must upgrade them sequentially. For example: You can't upgrade from level 1 straight to level 3; you must upgrade to level 2 first, and then have a go at level 3.
Composing to get Effects[]
You can combine crystals and stones to add effects to an item, the ratios for level 2 and 3 were decreased from Arcuz to Arcuz II as indicated:
- + + → level 1 Effect ( 100% chance )
- + + → level 2 Effect ( 100% chance / 90% chance )
- + + → level 3 Effect ( 100% chance / 75% chance )
- + + → level 4 Effect ( 50% chance )
In Arcuz each effect upgrade will grant the same amount of the specific effect composed for, whereas in Arcuz 2 higher level upgrades will also grant more of the effect in question.
Composing to get Equipment Level[]
You can combine different stones together to upgrade your equipment level, which only works on Weapons and Armor:
Weapons, Armor get an increase to their respective main stats: damage, defense and block rate for shields. The success ratios stand thus:
- +0 → +1 = 100% chance
- +1 → +2 = 80% chance
- +2 → +3 = 50% chance
- +3 → +4 = 30% chance
- +4 → +5 = 20% chance
Equipment Effects[]
Weapons[]
This includes blades, swords and axes.
- Weapon Elements (mutually exclusive, switching wont affect other composes):
- + = Crit. Rate, increases the odds of landing a critical strike, which does double damage.
- + = Passive SP recovery rate increases.
- + = Passive HP recovery rate increases.
- + = Drop Rate, increases the drop rate.
- + = Attack Bonus, flat damage bonus
- + = % Attack Bonus, calculated off your attack stat in the character panel.
Armor[]
This includes helmets, body armor, gloves, shields and boots.
You can only compose Block Rate on shield.
- + = % SP Bonus, calculated off your HP stat in the character panel.
- + = % HP Bonus, calculated off your HP stat in the character panel.
- + = HP on kill, regain some HP when killing an enemy.
- + = SP on kill, regain some SP when killing an enemy.
- + = Defense Bonus, flat defense bonus
- + = % Defense Bonus, calculated off your defense stat in the character panel.
- + = Crit. Rate, increases the odds of landing a critical strike, which does double damage.
- + = Magic Resistance, increases the odds of entirely nullifiying a magic attack.
- + = Drop Rate, increases the drop rate.
- + = Block Rate, increases the odds of entirely nullifiying a melee attack. Shield only.
Accessories[]
Includes necklaces, bracelets, rings and belts.
SP Recovery | % Attack Bonus | % Defense Bonus | ||
%Atk Bonus | HP Recovery | Drop Rate | ||
Crit. Rate | ||||
% Defense Bonus | Drop Rate | Bonus Weight |
- + = Passive HP Recovery rate increases.
- + = Passive SP Recovery rate increases.
- + = % Defense Bonus, calculated off your defense stat in the character panel.
- + = % Attack Bonus, calculated off your attack stat in the character panel.
- + = Crit. Rate, increases the odds of landing a critical strike, which does double damage.
- + = Drop Rate, increases the drop rate.
- + = Bonus Weight, increase the carrying capacity of the Hero before being encumbered.
Effect Details[]
- Fire Element: Highest damage of all elements. No additional effect.
- Level 1 = 1.5x Damage, 10% Activation Rate = +5% dps
- Level 2 = 2x Damage, 20% Activation Rate = +20% dps
- Level 3 = 2.5x Damage, 30% Activation Rate = +45% dps
- Level 4 = 3x Damage, 50% Activation Rate = +100% dps
- Ice Element: Secong highest damage of all elements. Slows enemy movement speed.
- Level 1 = 1.2x Damage, 10% Activation Rate = +2% dps
- Level 2 = 1.3x Damage, 20% Activation Rate = +6% dps
- Level 3 = 1.5x Damage, 30% Activation Rate = +15% dps
- Level 4 = 2x Damage, 50% Activation Rate = + 50% dps
- Thunder Element: Third highest damage of all elements. Element procs have a 50% rate to stun your enemies. Level increases stun timer.
- Level 1 = 1.1x Damage, 10% Activation Rate = +1% dps
- Level 2 = 1.3x Damage, 20% Activation Rate = +6% dps
- Level 3 = 1.5x Damage, 30% Activation Rate = +15% dps
- Level 4 = 1.8x Damage, 50% Activation Rate = + 40% dps
- Poison Element: Fourth highest damage of all elements. Poisons your enemy to deal 10% of initial hit's damage repeatedly for a total of 400% damage in 40 damage ticks. Critical strikes does not increase the potentially triggered poison damage.
- Level 1 = 1x Damage, 10% Activation Rate = +0% dps
- Level 2 = 1.2x Damage, 20% Activation Rate = +4% dps
- Level 3 = 1.3x Damage, 30% Activation Rate = +9% dps
- Level 4 = 1.5x Damage, 50% Activation Rate = +25% dps
- Attack Bonus: Flat damage. Inferior to all other offensive modifications.
- % Attack Bonus: % Damage increase of off base damage. Best damage modification after weapon elements. Scales well with strength.
- SP Recovery: Passive SP Recovery. Useless in Arcuz earlyon, decent in the lategame. Useless in Arcuz II.
- HP Recovery: Passive HP Recovery. Only the transparent red bar is regenerable in Arcuz not the black bar, giving this very limited utility. Useless in Arcuz II.
- Drop Rate: Drop Rate, decent earlyon, loses effectiveness quickly at higher values.
- Crit. Rate: Higher Critical Ratio. Good offensive modification. Stacks well with other offensive modifications like Weapon Elements or % Attack Bonus.
- % SP Bonus: More total SP. Useful to met SP requirements for expensive skills, such as Holy Light in Arcuz. Useless otherwise.
- % HP Bonus: More total HP. A decent defensive modification. Scales well with constitution.
- HP on kill: Gain HP when you kill an enemy. Good for maintaining HP in Arcuz. Infinitly stackable due to a glitch in Arcuz 2, useless otherwise.
- SP on kill: Gain SP when you kill an enemy. Good for maintaining SP in Arcuz. Infinitly stackable due to a glitch in Arcuz 2, useless otherwise.
- Block Rate : Only applicable to shields. The second best defensive modification. When paired with a blue/gold or leveled shield you can easily reach very high numbers. Agility also gives additional block chance.
- Defense Bonus: flat defense. Inferior to all other defensive modifications.
- % Defense Bonus: % Defense increase of off base defense. A decent defensive modification. Scales well with agility.
- Magic Resistance: The best defensive modification. Infinitly stackable due to a glitch in Arcuz 2.
- Extra Weight: Higher carrying capacity. Largely unnessesary. Infinitly stackable due to a glitch in Arcuz 2.
Glitch Exploits with the Compose System[]
It is possible to completely exploit to compose system with glitches to get any combination of composes outside the hardcoded mutually exclusive weapon elements. The methods will be briefly outlined in the following, for more detailed information see here:
Infinite Composing Points[]
If you put any item in the Hero's chest or Kimura's inventory (Arcuz II only) and then reload the game, the compose points of that item will be restored to their default value, entirely removing that limiter imposed on the composition mechanic.
Duping Glitch[]
Item duping in it various forms allows you to not only procur the materials need for composing with ease, but it also allows you to make savety copies before attempting any risky compose. Be careful though, you need reload the game after making the safety copies to unlink them or they will share all composes you make on them and thus also share a potential failure. These two glitches combined effectively remove all limiting factors on the players ability to compose, although the Hero's chest is not availble until chapter 3 in Arcuz.