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The fusion system is outdated since Module 2: Shadowmantle and replaced with the refining system.


You can create a higher rank stone if you have four stones of the same rank and type. You right click on the stone stack in your Inventory and left click "Fuse into greater".

Note: As with enchanting the fusion list will include items in the Bank. Stacks in the Bank and inventory are treated separately (they can't be shared to reach 4 stones) and stones created are added to inventory, even if sourced from the Bank.

Item Menu
Fusion02

RMB click the stack of stones, then LMB "Fuse into greater" or Double Click

Fusion dialog window
Fusion01

In the Fusion Dialog you then click Fuse.

There is a chance of failure when fusing depending on the rank of the stone that will be created. If a fusion fails one stone is destroyed.

Note: See Wards for protection of stones.

Stone Rank Fuse success %
1-­­>2 95%
2-­­>3 90%
3-­­>4 85%
4-­­>5 60%
5-­­>6 40%
6-­­>7 30%
7-­­>8 25%
8-­­>9 20%
9-­­>10 10%

Here is a table that shows how many enchantments of a particular rank are needed to make an enchantment of another rank. For example, the table shows that a rank 10 enchantment requires 4 rank 9 enchantments or 262,144 rank 1 enchantments.

Type R1 R2 R3 R4 R5 R6 R7 R8 R9 R10
R1 1 4 16 64 256 1,024 4,096 16,384 65,536 262,144
R2 1 4 16 64 256 1,024 4,096 16,384 65,536
R3 1 4 16 64 256 1,024 4,096 16,384
R4 1 4 16 64 256 1,024 4,096
R5 1 4 16 64 256 1,024
R6 1 4 16 64 256
R7 1 4 16 64
R8 1 4 16
R9 1 4
R10 1
Success % 95% 90% 85% 60% 40% 30% 25% 20% 10%
Failure % 5% 10% 15% 40% 60% 70% 75% 80% 90%

The table above can be useful if you are using coalescent wards to guarantee fusion. The table below shows how many coalescent wards are needed to reach a particular rank enchantment.

Type R1 R2 R3 R4 R5 R6 R7 R8 R9 R10
R1 1 5 17 65 257 1,025 4,097 16,385 65,537
R2 1 5 17 65 257 1,025 4,097 16,385
R3 1 5 17 65 257 1,025 4,097
R4 1 5 17 65 257 1,025
R5 1 5 17 65 257
R6 1 5 17 65
R7 1 5 17
R8 1 5
R9 1

Finally, here is a modified version of the fusion table, that estimates how many enchantments are needed, based on the fusion success percentage. (R3->R4 fusion chance updated but table numbers not updated)(Edit: Table numbers updated)

Type R1 R2 R3 R4 R5 R6 R7 R8 R9 R10
R1 1 4.1 16.7 69.6 325 1,786 11,311 79,178 633,425 8,234,533
R2 1 4.1 17.2 80 441 2,791 19,537 156,300 2,031,898
R3 1 4.2 19.5 107 679 4,752 38,019 494,245
R4 1 4.7 25.7 163 1,138 9,103 118,340
R5 1 5.5 34.8 244 1,951 25,358
R6 1 6.3 44.3 355 4,610
R7 1 7 56 728
R8 1 8 104
R9 1 13
R10 1
Success % 95% 90% 85% 60% 40% 30% 25% 20% 10%
Failure % 5% 10% 15% 40% 60% 70% 75% 80% 90%


CAUTION: the math formula in this table iterates forward through tiers skewing results, mathematically correct is to iterate backwards (for example you need avarage 162 of R4 to make one R7
correct formula:
y = ((1/chance of success)+3 ) * x
where X is number or needed enchantment of current teir and Y is number of needed enchants of previous tier. However, the value of each enchantment can be caluaclated by the value of the previous rank enchantment multiplied by the average number of those enchantments needed to obtain the result. So, for instance, a Rank 6 enchantment might be worth 5.5 rank 5 enchantments, but it takes 6.3 of them to make a rank 7; therefore, a rank 7 enchantment is worth 5.5*6.3=34.8 rank 5 enchantments. In this way, the entire table may be filled out.

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