Synthesiser
This article describes historical game content.
The Synthesiser was a device used to create synthesised items from fractured items. It has since been removed from the game and is currently not available anymore.
Mechanics
The Synthesiser could be found in the Memory Nexus. To use the Synthesiser, players had to place three rare fractured items of the same item class. The inventory size of each item did not matter, but the item class had to match. For example, one-handed maces and sceptres were considered two different item classes. It was also possible to substitute a unique fractured item that dropped from Venarius or any of the other four Synthesis bosses instead of one of these rare items.
The Synthesiser would then create a new synthesised item with one to three synthesised implicit modifiers based on all of the modifiers on the three base items, not just the fractured modifiers.
- The item base will be one of the three rare items used as the output base item, chosen randomly. It is unknown if there was a weighting system to this choice. If a unique item was used, it will always choose that unique item as the base.
- The item level of the base is will be equal to the highest item level of the three fractured items.
- Quality on the synthesised item will be the average of all three fractured items.
- It is possible to use corrupted items as a base; the output item will not be corrupted but could sometimes roll synthesis implicit modifiers that require the item to be corrupted to grant an effect.
Synthesised implicits could be targeted:
- The number of implicit mods on the output synthesised item is based on the total number of fractured mods on each base item. As an example, with the following number of fractured mods per item:
- Example A: [1+2+2]: Lowest fracture mod count is 1. Highest fracture mod count is 2. This means the final item can have 1 or 2 implicits.
- Example B: [1+1+3]: Lowest fracture mod count is 1. Highest fracture mod count is 3. This means the final item can have 1, 2, or 3 implicits.
- Every mod on each item contributes to the new implicits, including base item implicits and corrupted implicit mods. This also includes hybrid mods, where each line in the hybrid modifier contributes towards different implicits.
- Multiple tiers of thresholds of modifier values result in different implicit outcomes.
- Ex. The #% increased Light Radius explicit mod results in an 10% increased Light Radius implicit if the sum of all #% increased Light Radius mod values is 1 to 20. At 21 to 30, it results in a 12% increased Light Radius implicit. At 36 to 100, for one-handed weapons, it can result in either 15% increased Light Radius or Killed Enemies Explode, dealing 3% of their Life as Physical Damage. For helmets, it can result in either 15% increased Light Radius or +1 to Level of Socketed Gems.
- Identical synthesised mods from different sources exclude each other. This can be used to generate a guaranteed implicit from purely non-fractured mod sources.
- Example: #% increased Movement Speed and You have Onslaught during Soul Gain Prevention on fractured items both contribute to the #% increased Movement Speed implicit. If there are three boots with both of these as mods, you could craft +# to maximum Life on the fractured boots to get up to +19 to maximum Life as a second implicit on the synthesized boots.
Fate of the game mechanics
After the Synthesis leagues ended, most of its content was not added to the core game. As a result the Synthesiser and the Memory Nexus was made unavailable. Fractured and Synthesized items will not be added until 3.11 Harvest league, only through harvest crafting on pre-made bases. As well as random drops in side of Heist Contracts and Blueprints in 3.12 Heist league.
See also
Version history
| Version | Changes |
|---|---|
| 3.8.0 |
|
| 3.6.0 |
|