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Composition is key feature of the game. It allows you to improve your equipment with bonus effects. You can access the composition window by talking to Susan. Composition requires materials in the form of 2 crystals and 1 stone, what effect you get depends on what types of crystals you use and on what type of equipment you use them on. For more detailed information on composes, press the ?-Button in Susan's composing window or see here.

Useful Composition Effects[]

Weapons[]

  • Element: Regardless of which element you pick, there is no greater damage modification, as they are mutually exclusive. Here is rating of them in order from best to worst:
    • Small Water Crystal + Small Wind Crystal = Thunder Element: Third highest damage. Your enemies may be stunned. Probably the best element overall, since its stunning property will disable enemies entirely. Makes it much easier to deal with large numbers of enemies. Stunned enemies can be killed multiple times, triggering HP and SP on kill composes many times over.
    • Small Wind Crystal + Small Earth Crystal = Poison Element: Fourth highest damage. Enemies will be poisoned. Due to the way poison's damage ticks work, you can get a little bonus healing from HP and SP on kill composes. Enemies that die from poison will also award full experience regardless of level difference.
    • Small Fire Crystal + Small Fire Crystal = Fire Element: Highest damage. Has no additional effects.
    • Small Water Crystal + Small Water Crystal = Ice Element: Second higehst damage. Slows enemies movement speed. The slow does really help during fights, unless you are forced to run away.
  • Small Fire Crystal + Small Water Crystal = % Attack Bonus: The second best damage modification on weapons.
  • Small Earth Crystal + Small Earth Crystal = Critical Hit: The third best damage modification on weapons.
  • Small Fire Crystal + Small Earth Crystal = Attack Bonus: The fourth best damage modification on weapons.

Armor[]

  • Small Water Crystal + Small Wind Crystal = HP on kill: The only working healing modification in the entire game, but you will still need potions.
  • Small Fire Crystal + Small Wind Crystal = SP on kill - The best modification in the entire game to get earlyon. Having SP readily avaible makes the game a lot easier.
  • Small Fire Crystal + Small Earth Crystal = Block Rate (Shield only): A very good defensive modification exclusive to shields.
  • Small Fire Crystal + Small Water Crystal = Magic Resistance: The best defensive modification in the entire game, since magic is very dangerous and powerful.
  • Small Wind Crystal + Small Wind Crystal = Critical Hit: The only offensive modification for armor.

Accessories[]

  • Small Fire Crystal + Small Earth Crystal = % Defense Bonus: The only defensive modification for accessories
  • Small Fire Crystal + Small Water Crystal = % Attack Bonus: The best offensive modification for accessories
  • Small Wind Crystal + Small Wind Crystal = Critical Hit: The second best offensive modification for accessories
  • Small Fire Crystal + Small Fire Crystal = SP Regen: A good lategame modification for SP maintenance.

Getting Good Items for a Playthrough[]

Quest Reward Items[]

Many quests in the game provide you with items that already have composes on them. Some of them can also be made quite good overall, if properly composed futher. Here is a list in the order you usually get them in:

Quest Rewarded Item Utility Notes
Weapon Composition Scimitar Scimitar or Long Sword Long Sword or Hatchet Hatchet (lv. 1 Fire, 4 Cp Points) The tutorial provides you with a free upgraded weapon, there is no reason not to use it. About even with level 6 basic weapons, but weaker then basic level 11 ones.
Bet between Two Men LeatherBelt Leather Belt (lv. 2 Hp Reg., 5 Cp Points) Since HP Regen doesnt work properly, this one should be sold once you get something actually useful.
Don't be Proud LeatherGlove Leather Glove (11 Def, lv.1 Hp on kill, lv. 1 % Def Bonus, 8 Cp Points) Even though you get this earlyon, this item can be competetive even in the late game, if it's upgraded properly. If you want to compose SP on kill early, this is where you'd put it, since this item is good enough to be kept for the rest of the game.
Susan's Honey SilverBracelet Silver Bracelet (lv.1 Hp Reg., lv.1 Drop Rate, 3 Cp Points) A free boost on drop rate for the midgame. Can be sold later in favor of actually useful compositions effects.
Purpose Of Saving Assassin Assasin (59-64 dmg, lv. 3 Poison, lv. 1 Crit, lv. 3 Hp Reg., 8 Cp Points) This item is insanely strong from the getgo and blades are the best weapons anyway. And this weapon is strong enough to compete all the way to the end of the game. Only downside is that you have to wait till level 16 to use it.
Robbed Goods PilotGoggle Pilot Goggle (lv. 1 Sp Bonus, lv. 1 Hp Bonus, lv. 1 Hp on kill, lv. 1 Sp on kill, 7 Cp Points) Pretty nice regeneration effects for the midgame. If you upgrade this item well it can be competetive all the way to the end. The SP-Bonus helps with meeting the 180 SP requirement at level 20 to be able to use Life Force Holy Light.
Flickering Ironstone AxeBerserk Axe of Berserk (76-88 dmg, lv. 1 Thunder, lv.1 Sp Reg., lv.1 Drop Rate, lv. 1 Atk Bonus, 8 Cp Points) Similar to the Assasin before, this item can be competetive all the way until the end, if you play with axes. But axes with their slow attack speed are easily the worst type of weapon to play with.
End-result of Anna's Heart BootsTraveller Boots of Traveller (25 Def, lv.1 Hp Bonus, lv. 2 Magic Resistance, 7 Cp Poins) Some free magic resistance, there is no reason not to. If you upgrade this item well it can be competetive all the way to the end.
Gran's Effort GloveKnight Glove of Knight (10 Def, lv. 2 Sp Bonus, lv. 1 Hp Bonus, 4 Cp Points)

Shield (lv. 2 % Def Bonus, lv. 2 Block Rate, at minumum)

These Gloves are inferior to the LeatherGlove Leather Gloves you get at the beginning and can be sold. You can keep the shield that the quest requires to the craft up, but these compose effects are not the preferred choices for a shield.
Regain Courage SwordApollo Sword of Apollo (66-73 dmg, lv. 3 Fire, lv. 1 Crit, lv. 3 Hp Reg., 8 Cp Points) If only you did not get this item so late, swords would actually be a viable alternative to blades, since their attack speed is still pretty good and the fire element hits like a truck, but alas, this sword is so late. If you still want to play swords, this weapon can be competetive all the way to the end.
Rest of the Soul RingLuck Ring of Luck (lv. 1 Hp Reg., lv. 1 Crit, lv. 1 Drop Rate, 7 Cp Points) Money is abundant in the lategame and you will usually have something better or be able to buy something better from Chung by the time you get this.

Other Items[]

The quest rewards provide you with a good weapon, glove, helmet and boots. This leaves all accessories, a body armor and a shield to complete a players gear. For accessories it should be noted that tier 7 accessories, available above level 31, have 7 compose points, so if you buy some from chung and then craft them, you can usually get everything you want on them. For a body armor just buy a good one from chung at level 31+ and craft it up. Blue and golden shields have much larger basic block rate. Even a lesser level-tier shield can be preferable due to this, so be on the lookout for blue and golden shields and keep them. This is also why the shield crafted for the quest cant really compete, since you wouldn't want to waste compose points on % Defense on a blue or golden shield.

Weapon Choice[]

Since you get the Assassin Assasin so early and blades have the best attack speed overall, which means you get to abuse damage stun the most and thus avoid getting hit, blades are definitly the easiest weapon to use. The Poison Element in conjunction with the high attack speed will also give you many double procs on Hp/Sp on kill effects, giving you lots of regeneration. Swords are useable in terms of their basic attack speed and hitbox, but they are not as easy to use. The SwordApollo Sword of Apollo you get from the quest has a massive damage output due to it's Fire Element. Axes require a decent bit weapon proficiency to fix their lackluster attack speed earlyon. The AxeBerserk Axe of Berserk can also multiproc Hp/Sp on kill effects with it's Thunder Element and it's stunning property becomes very powerful lategame. However, the other 2 Weapons have higher total compose points, which means they can easily be switched to the Thunder Element.

Recommended Compositions for a Playthrough[]

It is highly recommended to compose some SP on kill earlyon, preferably on the LeatherGlove Leather Glove from the quest. This modification makes the earlygame much more relaxed. You get a second free SP on kill later from the PilotGoggle Pilot Goggle. Together these should keep your skill points high and your skills ready to use. Making any other composes in the earlygame is generally a waste of material, since you won't keep most of your items for the rest of the game. For the rest of the game it is generally adviseable to pile up offensive modifications as best you can, as you will need all the damage you can get, on items that you intend to keep for the rest of the game. Defensive modifications arent that nessesary since Life Force Holy Light and Enlightenment All Stat Up will give you so much natural defensive capabilities, that you wont need even more. It also does not help that % Attack Bonus and Magic Resistance use the same materials, so that you will always have to pick between the two, if you have the materials. Level 4 Composes should be avoided in general, they are very expensive and prone to failure which kills every other compose on the item. The only potential exception is the weapon element, because in this case the power of the compose scales exponentially with the compose's level, meaning there is a very significant difference between level 3 and 4, which makes the risk at least worth considering. That being said, since you only get one of the good weapons each from quests, this is usually not a risk worth taking.

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