Enhancing
Contents |
[edit] Overview
Enhancing is the process of sacrificing unwanted cards to mature a certain card.
The card you want to enhance, will gain levels, therefore become stronger.
Using skill cards to enhance will give a small percentage that your card gains a skill level.
[edit] Feeder
Feeders are the cards sacrificed during enhancement to increase the abilities of the enhanced card. Any card, other than another iteration of the card you want to enhance, can be used as a Feeder. Since Feeder cards are sacrificed during the enhancement, most Feeders will be low level, high availability cards. If you want to buy Feeders, you may want to use a Feeder service. A good source of normal feeders is the Quest 2-2.
[edit] Skilled Feeder
One exception is cards that have skills. Some High Normal cards have skills and most Rares and above do. When sacrificing a card that has skills, or Skilled Feeder, to another card that has skills, there is a random chance that the skill of the enhanced card can be increased. This is referred to as skill enhancing or leveling skills. For now, realize that if a card has a skill, you should reserve it for skill enhancing later on. A good source of skilled feeders is the Quest 18-4, because of its low stamina costs.
[edit] Special Feeder
There are special cards, that are designed as feeders and not for being used in decks:
- Angel Queen: Gives a fixed +300% xp (+450% with excellent enhancment). It is not affected by diminishing returns.
- Archangel Queen: Gives a fixed +600% xp (+900% with excellent enhancment). It is not affected by diminishing returns: This card is High Rare and has a skill. Because of that, it gives a skill-level boost probability like a High Rare as well.
- Devil Queen: Gives a fixed +50% chance on skill-level boost. By using 2 Devil Queens at once you have a guaranteed skill up (100%).
- Devil Princess: Gives a fixed +20% chance on skill-level boost. By using 5 Devil Princesses at once you have a guaranteed skill up (100%).
[edit] Experience gain
[edit] Max level
Cards can be enhanced until a certain level at which they are fully mature (max). The following list should be looked at as guideline on how far a card is able to level:
(Note: There are a few exceptions to a few cards like Thor, Longinus, Haniel, Kitsune Yuel, Sleipnir, Achilles, Sutekh, Jormungand, Helvera, Hermes, Fairy Dragon, Sephirot, Cait Sith, ArcPriest Maria, and Wight King. At their 4th form, the max level is 100.)
| Rarity | Level |
|---|---|
| Normal | 20 |
| High normal | 30 |
| Rare | 40 |
| High Rare | 50 |
| Super rare | 60 |
| Super super rare | 70 |
| Legendary | 120 |
Exceptions include
Angel Queen,
Devil Queen,
Gold Dragon,
Archangel Queen,
Platinum Dragon and
Devil Princess, which are rare and high rare cards which serve a different usage instead of battle.
Cards which have higher PWR, have been evolved, or have higher rarity grant more experience.
Ensure that you don't waste cards when enhancing cards which are reaching peak level soon.
[edit] Summary
- Save Skilled Feeders for Skill Enhancing.
- Power of a Feedercard will affect the Strength of the enhancement.
- Matching a Feeder’s Realm increases the Strength of the enhancement.
- If you have multiple Feeders, group them together in hope of an Excellent Enhancement.
- Evolved Feeders have lower Feeder Strength than the Feeders used to create them.
Save rupies by using evolved feeders (Normal ONLY) instead of base feeders at those card levels Feeder Power Different Realm Feeder Same Realm Feeder 2 lvl 12 lvl 15 3 lvl 13 lvl 16 4 lvl 14 lvl 18 5 lvl 16 lvl 19 6 lvl 17 lvl 20 7 lvl 18 lvl 22 8 lvl 19 lvl 22 9 lvl 20 lvl 24
[edit] Enhancement costs
To complete an enhancement, an Enhancement Cost must be paid. This cost increases each time the level of the card being enhanced increases, 50 Rupies for each level. The formula for Enhancement Cost is:
Enhancement Cost = 25 + 50*(Level of Enhanced Card)
To enhance any level 1 card will cost 75 Rupies, level 2 card = 125 Rupies, etc...
| Card level | Enhance costs |
|---|---|
| 1 | 75 |
| 10 | 525 |
| 20 | 1025 |
| 30 | 1525 |
| 40 | 2025 |
| 50 | 2525 |
| 60 | 3025 |
| 70 | 3525 |
| 80 | 4025 |
[edit] Feeder strength
The amount of enhancement derived from any Feeder is affected by:
- The Power of the Feeder.
- The Realm of the Feeder.
- The Evolution of the Feeder.
- The Rarity of the Feeder.
- The Enhancement of the Feeder.
Feeder Strength: A measure indicating how effective a card will be when sacrificed to enhancement.
Feeder Points: 10 points of Feeder Strength will enhance any level 1 card 10%.
| card lvl | PWR (Normal Feeder) | |||||||
|---|---|---|---|---|---|---|---|---|
| 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
| 1 | 80 | 100 | 120 | 140 | 160 | 180 | 200 | 220 |
| 2 | 67 | 83 | 100 | 117 | 133 | 150 | 167 | 183 |
| 3 | 57 | 71 | 86 | 100 | 114 | 129 | 143 | 157 |
| 4 | 50 | 63 | 75 | 88 | 100 | 113 | 125 | 138 |
| 5 | 44 | 56 | 67 | 78 | 89 | 100 | 111 | 122 |
| 6 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 |
| 7 | 36 | 45 | 55 | 64 | 73 | 82 | 91 | 100 |
| 8 | 33 | 42 | 50 | 58 | 67 | 75 | 83 | 92 |
| 9 | 31 | 38 | 46 | 54 | 62 | 69 | 77 | 85 |
| 10 | 29 | 36 | 43 | 50 | 57 | 64 | 71 | 79 |
| 11 | 27 | 33 | 40 | 47 | 53 | 60 | 67 | 73 |
| 12 | 25 | 31 | 38 | 44 | 50 | 56 | 63 | 69 |
| 13 | 24 | 29 | 35 | 41 | 47 | 53 | 59 | 65 |
| 14 | 22 | 28 | 33 | 39 | 44 | 50 | 56 | 61 |
| 15 and above | 21 | 26 | 32 | 37 | 42 | 47 | 53 | 58 |
| card lvl | PWR (Normal Feeder, realm bonus) | |||||||
|---|---|---|---|---|---|---|---|---|
| 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
| 1 | 104 | 124 | 144 | 164 | 184 | 204 | 224 | 244 |
| 2 | 87 | 103 | 120 | 137 | 153 | 170 | 187 | 203 |
| 3 | 74 | 89 | 103 | 117 | 131 | 146 | 160 | 174 |
| 4 | 65 | 78 | 90 | 103 | 115 | 128 | 140 | 153 |
| 5 | 58 | 69 | 80 | 91 | 102 | 113 | 124 | 136 |
| 6 | 52 | 62 | 72 | 82 | 92 | 102 | 112 | 122 |
| 7 | 47 | 56 | 65 | 75 | 84 | 93 | 102 | 111 |
| 8 | 43 | 52 | 60 | 68 | 77 | 85 | 93 | 102 |
| 9 | 40 | 48 | 55 | 63 | 71 | 78 | 86 | 94 |
| 10 | 37 | 44 | 51 | 59 | 66 | 73 | 80 | 87 |
| 11 | 35 | 41 | 48 | 55 | 61 | 68 | 75 | 81 |
| 12 | 33 | 39 | 45 | 51 | 58 | 64 | 70 | 76 |
| 13 | 31 | 36 | 42 | 48 | 54 | 60 | 66 | 72 |
| 14 | 29 | 34 | 40 | 46 | 51 | 57 | 62 | 68 |
| 15 and above | 27 | 33 | 38 | 43 | 48 | 54 | 59 | 64 |
| card lvl | PWR (Normal evolved to HN Feeder) | |||||||
|---|---|---|---|---|---|---|---|---|
| 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
| 1 | 318 | 343 | 368 | 393 | 418 | 443 | 468 | 493 |
| 2 | 265 | 285 | 306 | 327 | 348 | 369 | 390 | 410 |
| 3 | 227 | 245 | 263 | 280 | 298 | 316 | 334 | 352 |
| 4 | 198 | 214 | 230 | 245 | 261 | 277 | 292 | 308 |
| 5 | 176 | 190 | 204 | 218 | 232 | 246 | 260 | 274 |
| 6 | 159 | 171 | 184 | 196 | 209 | 221 | 234 | 246 |
| 7 | 144 | 156 | 167 | 178 | 190 | 201 | 213 | 224 |
| 8 | 132 | 143 | 153 | 164 | 174 | 184 | 195 | 205 |
| 9 | 122 | 132 | 141 | 151 | 161 | 170 | 180 | 189 |
| 10 | 113 | 122 | 131 | 140 | 149 | 158 | 167 | 176 |
| 11 | 106 | 114 | 123 | 131 | 139 | 148 | 156 | 164 |
| 12 | 99 | 107 | 115 | 123 | 130 | 138 | 146 | 154 |
| 13 | 93 | 101 | 108 | 115 | 123 | 130 | 138 | 145 |
| 14 | 88 | 95 | 102 | 109 | 116 | 123 | 130 | 137 |
| 15 and above | 84 | 90 | 97 | 103 | 110 | 116 | 123 | 130 |
[edit] Calculator
The information described on this page has been used to create a JavaScript calculator. It can calculate how many Feeder you need to MAX enhance your cards and how much it will cost in rupies. To understand how the calculator is doing the calculation, read the following sections of this page.
[edit] Power
Every Feeder is worth 60 base points. For every 1 Power required, a Feeder will provide another 10 points of strength. A Power of 3 would add 30 additional points, a Power of 6, 60 additional points, and 12, 120 additional points. While this would suggest higher Power Feeders to be a better choice, notice Strength is not directly comparable to Power. A Power 6 (120 points) is only 33.3% better than a Power 3 (90 points) even though it uses twice as much Power.
Application: Use Feeder Strength, not Power, to compare different Feeders.
[edit] Realm bonus
Cards receive an enhancement bonus when enhanced with Feeders from their own realm. Man cards prefer to be enhanced with other Man cards. The same is also true of Gods and Demons. This can be expressed by increasing the Feeder Strength of a Feeder when it is sacrificed to a card from its own Realm. A Feeder fed to a card of its same Realm can be said to have its Strength increased by 24 points. So an Angel (Power 3 God Normal) fed to any God card will exhibit a Power of 114 (90 base + 24 realm).
Application: Matching Feeders to cards by Realm will result in greater enhancements.
[edit] Evolved Feeders
Combining Feeders together through Evolving creates more powerful Feeders. Evolution is the process of combining two identical cards to create a more powerful card. Feeder Strengths of cards so created are also increased, but not relative to the Strength of the cards combined. Instead, each evolution adds 72 points to the Strength of the next card. For low strength Feeders, this much less significant than for high strength Feeders. Power 2 Normals have a base Feeder Strength of 80, so combining cards through evolution crates a card with 80+72 points, 8 points lost. But Power 12 Normals have 180 base Feeder Points, so they stand to lose 108 points each time they are evolved. That is significant. Additionally, the Realm Bonus for matching the realm of your enhanced card only applies once per card. So combining two like-realm Feeders together also misses out on 24 bonus points. Do this three times and your final form Feeder is worth a whole lot less than the cards you put in. So why does everyone evolve their Feeders? To save Rupies. Remember Enhancement Costs are charged for each card. Combining four cards into one card avoids three Enhancement fees. Even though it costs Rupies to evolve, and the resulting card is less power than its parts, this can be beneficial. Because Enhancement Costs quickly inflate as a card increases in level while Evolution cost stays constant, using Evolved Feeders becomes more economical as a card is increased in level. A calculator has been attached to this post to help you explore the advantages of Evolved Feeders.
Application: Evolved Feeders have lower Feeder Strength than the cards used to create them, but are still higher strength Feeders. Use them to save Rupies during high level enhancements.
[edit] Rarity multiplier
Rarer Feeders have more Strength. A High Normal Feeder has 25% more Strength than a Normal Feeder with the same power. This increase in Strength also applies to Normal cards evolved into High Normals. When figuring the Strength for Feeders that show a High Normal Rarity, multiply Power and Realm Bonus Points by 1.25 to add the additional 25%. This increase can help offset the Strength lost to Evolving.
Many have performed this experiment:
Enhance a level 1 card with 4 power 3 Normals.
Result +320%.
Evolve 4 power 3 Normals into a FF High Normal.
Evolve a level 1 card identical to the first one with the FF High Normal.
Result +329%.
They then conclude that FF cards are better Feeders.
Unfortunately, their limited experiment fails to capture the full complexity of Feeder Mechanics. One reason the Final Form (FF) Feeder performs better is because of the 25% boost for becoming a High Normal. Another is because the low power diminished the losses from evolving. The third, and most critical element at action will be discussed next.
Application: If evolving Feeders, evolve to Final Form to increase Rarity and gain Rarity Multiplier.
[edit] Diminishing returns
Each time a card is enhanced to a new level, the effectiveness of Feeders on it is reduced by an interesting fraction. For level 2, Strength is reduced by 1/6. For level 3, 2/7. Level 4, 3/8. Observe the following table:
| Level | Adjusted Feeder Strength |
|---|---|
| 1 | 5/5ths |
| 2 | 5/6ths |
| 3 | 5/7ths |
| 4 | 5/8ths |
| 5 | 5/9ths |
| 6 | 5/10ths |
| 7 | 5/11ths |
| 8 | 5/12ths |
| 9 | 5/13ths |
| 10 | 5/14ths |
| 11 | 5/15ths |
| 12 | 5/16ths |
| 13 | 5/17ths |
| 14 | 5/18ths |
| 15 | 5/19ths |
| 16 | 5/19ths |
| 17 | 5/19ths, etc |
Thankfully, after level 15 the Strengths of Feeders remain fixed and no longer diminish as further levels are reached. Otherwise you’d be using a lot more cards to get to MAX.
This illuminates the four card experiment above. The four base Feeders provided a total boost of +320%. However, each card had a Strength of 90. 90 times four is 360. Where did the other 40 points go? The game does not care how many Feeders you stack up at one time. It always processes cards individually. When the first Feeder is applied, its 90 points go straight into enhancement and the enhanced card goes up 90%. The card is still a level 1, so when the second Feeder is then applied, its 90 points are also fully utilized and the card goes up another 90 to 180%. The game then checks, the card has more than 100%, so it levels up the card to level two and carries over the additional 80%. Now, when the third Feeder is applied, its 90 points will be reduced by 5/6ths to 75%. 80+75=155%. The card is increased now to level 3 with 55% left over. The fourth card will have its points reduced by 5/7ths to 65%. 55+65=120%. The enhanced card levels up one more time to level 4 and carries the additional 20%. Total enhancement equals 320%. To complete the comparison, the FF High Normal card had a Strength of 1.25*(90+58+58+58) or 330. And so when it is applied to the level 1 card, it is directly applied and enhances 330%. While that is 10% better than the four individual cards, you did have to spend Rupies on three evolutions to get it, and it won’t be the same for higher power cards. Example: Power 5 FF enhancement is actually 6% less than its 4 individual cards, and it gets worse from there.
[edit] Enhanced Feeders
Leveling up Feeders also makes them more powerful but may not be worth it. Already-Enhanced Feeders have their value multiplied by a small amount - an additional 1/6 of their base value per level above 1.
| Level | Enhanced Feeder Bonus |
|---|---|
| 1 | -0- |
| 2 | 1/6th |
| 3 | 2/6th |
| 4 | 3/6th |
| 5 | 4/6th |
| 6 | 5/6th |
| 7 | 6/6th |
| 8 | 7/6th |
And so on.
So, if your Feeder is level 7, you can determine its actual effectiveness by multiplying its original power by (1 + 6/6), or 2. Thus, we see that a level 7 Feeder is twice as effective at Enhancing as a level 1 version of the same card. It will, however, cost an additional 300 Rupies to use.
In the end, it is inefficient to enhance a card that you're only going to be using to Feed another card - after all, you need to sacrifice cards to feed the Feeder - but this multiplier does make it a little more effective to use outdated cards from older decks to Enhance new cards that you plan to actively use.
Application: Enhanced Feeders are more effective than level 1 Feeders, but it is not economically viable to enhance them solely for that gain.
[edit] xp gain formula
The formula to calculate the +% xp gain for card base, card+ and card++ is:
rarity*(60 + 10*pwr + 24*realm + 72*evo) * 5/(4 + card_lvl) * (5 + feeder_lvl)/6
The formula for the final form is:
rarity*(60 + 10*pwr + 24*realm + 58*3) * 5/(4 + card_lvl) * (5 + feeder_lvl)/6
with the feeder rarity (N = 1, HN = 1.25, R = 1.5, HR = 1.75...), the feeder pwr, the realm boost (yes = 1, no = 0), the card evo (card base = 0, card+ = 1, card++ = 2), the card_lvl (for above 15, it is still 15!), the feeder_lvl
[edit] Excellent enhancement
Occasionally you may be surprised by an Excellent Enhancement. This is the only random element of enhancement. When it occurs, there will be lightning bolts during the animation phase, and the total enhancement will be multiplied by 150%. Best estimates put the normal probability of experiencing an Excellent Enhancement at 1 in 5, or 20%. Because Excellent Enahncements give you more enhancement than you have paid for, they will reduce the total enhancement cost. To that end, some people suggest enhancing with the maximum, 10 cards at one time, may ultimately save some Rupies. Though grouping your enhancements will give you fewer chances to experience Excellent Enhancements, when they do occur the savings are greater. Otherwise, using 10 cards at one time strategies does not save Rupies. As previously discussed, the game processes groups of Feeders one at a time. This also applies to Enhancement Cost. 10 cards at once will cost exactly the same as 10 Feeders used 1 at a time. That is, if none of those 10 experienced an Excellent Enhancement. So it must also be noted that using 10 cards at one time and not getting an Excellent Enhancement should cost more than enhancing 1 card at a time.
Application: If you have multiple Feeders, group them together and hope for an Excellent Enhancement.
[edit] No effect
Many variables have been suggested as contributing to the effectiveness of Feeders. Here are a few that have not proven significant:
- ATK or DEF of the Feeder.
- ATK of DEF of the card enhanced.
- Rarity of the card enhanced.
- Evolution of the card enhanced.
[edit] Skill level gain
When you use skilled Feeders to enhance your card, you have a certain chance to increase the skill-level of the card. The exact probability is shown in the enhancing window. For a list with the skill-up percentages for different Rarity and Feeders, see Skill boost probability.
- The maximum skill-level for every card is 10.
- When you evolve a skilled card, the skill-level is reset back to 1. Thus only increase the skill-level of final-form cards. Don't waste skilled Feeders on not final-form cards.
- You can use skilled Feeders on final-form cards to max enhance them, while trying to increase their skill-level at the same time.
- Even when the card is already max enhanced, you can still use skilled Feeders to level up the skill. When you select a max-enhanced card in the Enhance window, it will only show up skilled cards as possible Feeders.
[edit] Skill-level probability formula
The chance of skill-level up (in percentage terms) depends on the rarity difference between the card to be enhanced (target) and the enhancer card used (Feeder). And it depends on the current skilllvl of feeder (Feeder_skill_lvl) and the skill level of the card you want to level up (card_skill_lvl)- This formula can be used to calculate it:
Rarity_Difference_Constant * (Feeder_skill_lvl +1) / (card_skill_lvl + 1)
The rarity difference constants (there isn't a clear pattern here). If the Feeder card is:
| Rarity difference | Rarity_Difference_Constant |
|---|---|
| 3 rarities higher | 120 |
| 2 rarities higher | 80 |
| 1 rarity high | 40 |
| Same rarity | 30 |
| 1 rarity lower | 20 |
| 2 rarities lower | 12 |
| 3 rarities lower | 8 |
| 4 rarities lower | 1 |
| 5 rarities lower | 0.4 |
So, to give an example, your Feeder is a skilled High Normal and the target card is a S Rare.
- That means the Feeder is 3 rarities lower. Therefore the RarityDifferenceConstant is 8.
- Lets assume you want to level the skill level from lvl 3 to lvl 4. So card_skill_level is 3.
- The Feeder skill-level is 5.
Now we can use the formula to calculate the chance of an skill increase:
8*(1+5)/(1+3) = 12% chance of success
You can use more than one Skilled Feeder at once to increase the skill up probability. For instance we could use 5 of those High Normal Feeders (skill-lvl 5) to increase the probability to 60% (= 5* 12%).
[edit] Skill effects
For in-depth details on effects of skills, see the Boosts page.