Giving to your Spirit Weapon
Contents |
Spirit weapon happiness
- Spirits will naturally become unhappy when you hold your spirit weapon out (currently equipped weapons, not those sheathed). As spirits become more and more unhappy, they will drop down through the mood stages until they become angry.
- Every 5 minutes, there is a chance that the spirit weapon will drop down one mood stage.
- This counter starts the moment the player is logged on, and resets when they change channels (see Tick article).
- This also includes time spent in an RP dungeon.
- If your armor does not yet have 100 (100%) proficiency, then you can monitor ticks watching where armor gains proficiency. Every gain is the change of spirit weapon getting unhappier.
- This counter starts the moment the player is logged on, and resets when they change channels (see Tick article).
- Attacking with the spirit weapon will make the spirit unhappy faster, each hit counting towards the mood status.
- Every 5 minutes, there is a chance that the spirit weapon will drop down one mood stage.
- Spirit dialogue can be misleading, spirit weapons generally want items no matter how happy or unhappy they are, this is especially true of the more arrogant types such as female sword and bow. It is more important to pay attention to the indication of their mood (ie. Happy, Fine, Unhappy)
- You can check your's spirit weapon happiness by trying to give it an item and then cancelling the item choosing window.
- A faster way to check your's spirit weapon happiness is to talk to your spirit and click repair, as long as you don't have the adequate items to repair your spirit you can go through what it says and see the happiness of your spirit.
- You can check your's spirit weapon happiness by trying to give it an item and then cancelling the item choosing window.
Facts about giving items to you spirit weapon
- As a general rule of thumb, if item is not stackable and can be traded/sold, it can be given to your spirit weapon.
- Giving your spirit an item will raise one of its stats and social stat, unless it's a jewel which can add to more than one stat and social stat at once.
- One item given to a spirit weapon may not necessarily have the same effect as another. Each type of spirit weapon has its own unique list of items for growth.
- Current spirit weapon stat/social level, spirit weapon type and gender (see Growth Efficiency table), spirit current mood (see Mood & EXP Earn Rate) and item buying price are the only things affecting spirit weapon gains.
- Item from different NPCs can have different points gained, if the buying price of them is different. For example, Elen discounted items give less points than items bought elsewere. However, they all add to the same stat on a particular type and gender of a spirit weapon.
- Wednesday discount, and human allaince discount (Elf/Giants) have no effect on points gained, however.
- The higher the item price is, the more points a spirit weapon gains from being fed with an item.
- You can check item buying price by showing the item in question to a friend on a trade window and asking him to tell you the price shown by hovering the mouse under the window. However, item base price is lowered by 5% on Wednesday, while the spirit weapon gains are the same as outside Wednesday.
- Item from different NPCs can have different points gained, if the buying price of them is different. For example, Elen discounted items give less points than items bought elsewere. However, they all add to the same stat on a particular type and gender of a spirit weapon.
- Points needed to level spirit weapon stat/social level are the same as old experience table (see Experience)
- MAX points a weapon can gain from a single item is equal to 10% of the Experience to next level on a particular level, rounded down.
- For example: Level 20 Social Spirit weapon will have 80,142~99,999 Social experience (Total Experience Gained), depending on how many % it have on a current level, will need up to 19,858 experience more to the next level (Experience to next level) and a max gain from a single item will be 1985 points (10% of Experience to next level, rounded down).
- MAX points a weapon can gain from a single item is equal to 10% of the Experience to next level on a particular level, rounded down.
- A great way to supplement your weapon with cheaper items is through fishing for items. Many of the items that you catch on the fishing boat are useful for giving items to a spirit weapon.
- Production skills, such as Blacksmithing, Tailoring or Handicraft can be used to create expensive items through cheaper methods (Short Swords, Mongo's Traveler Suits, Ladles etc.).
- Metallurgy is also a good way to get items for spirit feeding, as Jewels raise multiple stats at once.
- To find out which size of a Jewel will max out the exp gain for a specific level of a specific Spirit Weapon, please refer to this calculator and choose the 3rd option to calculate the proper size a jewel would need to be to reach 10% of at least one of your stats. For a specific stat, enter 0 for the level of all stats but the one you wish to get the proper size for. Calculator
- Events which give expensive items often are also a good way to collect food.
Growth Efficiency
- The lower the price of the item, the higher the efficiency (of EXP to money ratio).
| Spirit | Strength
(Attack) |
Intelligence
(Balance) |
Dexterity
(Injury Rate) |
Will
(Durability) |
Luck
(Critical) |
Social
(Social) | |
|---|---|---|---|---|---|---|---|
| Blunt | Male | A | B | C | A | C | D |
| Female | A | C | C | A | B | D | |
| Bow | Male | B | A | S | C | C | D |
| Female | B | B | S | C | B | D | |
| Sword | Male | B | A | B | B | C | D |
| Female | B | B | C | B | C | D | |
| Wand | Male | C | A | A | C | A | D |
| Female | B | A | B | B | B | D | |
| Efficiency Rank | S | A | B | C | D | |
|---|---|---|---|---|---|---|
| Multiplier | 1.6 | 1.33 | 1 | 0.8 | 0.2 | |
Mood & EXP Earn Rate
- Gains for growth depend greatly on the current "mood state" of the spirit. Multiple states for a certain text notice exist (e.g. Unhappy stages 1 through 6). A list of approximate growth values is listed here.
- Note: Growth efficiency does not affect the changing of mood states.
- A system text message will appear when the spirit has dropped a mood state (e.g. "Spirit" wants to chat).
Happy: Unable to give items
Fine Stage 1: 20% Growth efficiency
Fine Stage 2-3: 70% Growth efficiency
Unhappy Stage 1-2: 100% Growth efficiency
Unhappy Stage 3-4: 100% Growth efficiency, decrease in attack power stat (70% min, 80% max)
Unhappy Stage 5-6: 80% Growth efficiency
Mad Stage 1-6: 50% Growth efficiency, greater decrease in attack power, decrease in injury rate
Mad Stage 7-8: 0% Growth efficiency, greatest decrease in stats. Must continue to give items for no growth to ascend out of this state. (Giving 2 items worth 4000 or more Gold is usually the fastest way to get out of this stage. Giving 10 items worth less than 1000G will also work, but takes longer.)
Item Satisfaction Rate
- Each item given to your spirit weapon satisfies a certain amount of your spirit's mood, based on its purchase price from an NPC. The value of "mood points" for a given item are shown below here.
0 to 999 Gold: +20%
1000 to 1999 Gold: +40%
2000 to 2999 Gold: +60%
3000 to 3999 Gold: +80%
4000 Gold and up: +100%
- Each mood state represents 100 points. Thus, in order to restore a spirit weapon from unhappy stage 1 to fine stage 3, you could give it 5 items worth 0~999 Gold each (5x20 = 100), 2 items worth 2500 Gold (2x60 = 120), or one item worth 4000 or more Gold. To restore a spirit weapon from unhappy stage 1 to happy, 15 items worth 0~999 Gold must be given.
- Even if an item is too cheap for the spirit weapon to gain stats from, it will still raise the points.
Individual Weapon Pages
Please go to the following pages to view the experience each item gives based on the spirit type.
All values and items listed are for items given during the upper unhappiness state (100%).
Tips on Feeding Spirit Weapon
- When a box is highlighted and says MAX, you will gain the cap of points you can get for giving at that level.
- Ex. the cap is 6 at level one, you will gain only 6 points.
- When a box simply states a number, you will gain that number of points for giving at that level.
- Ex. the cap is 6 at level one, but the box for the item says 2 at level one. You will gain 2 points.
- The exp-to-cost efficiency of the item decreases the more expensive it is.
- Optimal exp gain per hunger stage can be achieved by feeding in two ways:
- Extremely expensive items above 4000 Gold (attainable during the Iria Treasure Chest events); or Jewels.
- Most expensive items under 1000 Gold. (eg. Sandals).
- Optimal exp gain per hunger stage can be achieved by feeding in two ways:
Stat Effects
- The spirit's stat growth rates depend on the type and gender of the spirit.
- The effects of the spirit's stats on the weapon's stats depends on the specific weapon.
- Strength increases the spirit weapon's min and max damage.
- Dexterity increases the spirit weapon's min and max injury rates.
- Intelligence increases the spirit weapon's balance.
- Will increases the spirit weapon's max durability.
- Luck increases the spirit weapon's critical rate.
- Social does not directly affect the combat power of the spirit weapon, with the exception of the spirit wand and spirit bow. Only the weapon's glow, Spirit Weapon Awakening skill (level 21), and the text while talking to your spirit are affected.
- The spirit weapon's glow changes every five social levels - 6, 11, 16, 21, 26 and so on.
- A spirit wand's chaincasting level increase will also happen every five social levels(+1 at 6 Soc, +2 at 11 soc, +3 at 16 Soc, +4 at 21 soc.)
