Recombinator

The Recombinator is a crafting device that lets you combine two magic or rare weapons, armour, or jewellery of the same item class into a new item. It is unlocked after completing your first Expedition, and requires artifacts found during the Expedition to fuel it. To access the bench, it must first be placed as a decoration in your hideout.
Mechanics
For a comprehensive guide to the Recombinator, please refer to the preliminary guide published by u/Butsicles in collaboration with Prohibited Library.
Players can input two items and select one or more modifiers from both items to be retained on the output item, with an overall chance of success displayed on the interface. A modifier's contribution to chance of success is explained below. Additionally, as more modifiers are selected, the chance of success decreases. If the craft fails, both input items will be destroyed without creating an output item.
Each attempt at the recombinator requires Expedition artifacts. The Expedition artifact cost of the recombination depends on the category of item being recombinated, as well as the item levels of the input items:
- Weapons:
Broken Circle ArtifactBroken Circle ArtifactStack Size: 20These can be used to trade with Gwennen or to combine items at the Recombinator.
- Armours:
Order ArtifactOrder ArtifactStack Size: 20These can be used to trade with Rog or to combine items at the Recombinator.
- Jewellery:
Black Scythe ArtifactBlack Scythe ArtifactStack Size: 20These can be used to trade with Tujen or to combine items at the Recombinator.
The recombination animation can be skipped by closing the menu; if the item succeeds, the input item chosen as the base type for the output item will remain visible in your inventory greyed out until the animation finishes. If the craft fails, both input items are immediately removed from your inventory.
Restrictions
- The items must be of the same item class and must be a weapon, armour, or jewellery. Quivers are considered weapons with the Recombinator.
- The input items must be magic or rare.
- The input items cannot be Corrupted or mirrored.
- If both input items have a modifier of the same mod group (e.g. any +# to Strength modifier shares the "Strength" mod group), only one can be selected.
- If three total prefixes or suffixes are selected from either input item, no more prefixes or suffixes can be selected.
- This may be bypassable with certain base types such as
Penumbra RingPenumbra Ring+2 Prefix Modifier allowed
-2 Suffix Modifier Allowed [confirmation needed]
- This may be bypassable with certain base types such as
- Fractured: Fractured modifiers cannot be selected. However, fractured items can still be used as an input item. Additionally, if the chosen base had a fractured modifier, that fracture will be retained after recombination even though the player did not select the fractured modifier.[1] The extra fractured modifier does not cost extra artifacts and does not affect the chance of a successful recombination.
- Non-native natural modifiers (NNN): Attempting to transfer a modifier that cannot exist on the opposite input item's base type that would result in an "illegal item" will cause the success chance for that side to become 0%. This can be due to base type ineligibility (e.g. energy shield modifiers on a pure armour base type) or due to insufficient item level (e.g. a modifier requiring Level 80 to roll on an item level 78 base type). The displayed chance for success automatically accounts for this.
Base selection
The output base is selected first.
- The output item will be chosen from one of the input items; the chance before accounting for weight of selected mods is equal for both bases.
- The item level is the item level of the chosen base. This is relevant to determine whether a modifier can exist on the output item.
- If the selected input item has enchantments or sockets, this will be retained on the output item. This also retains any socketed items.
- The resulting item will always be rare even if the resulting item only has one prefix and one suffix.
- If the output item is fractured, it will always retain the corresponding fractured modifier.
Determining success chance
Per-base success chance
After a base is selected, the chance of successfully recombining the item is based on the weight of the mod(s) to be transferred to that base from the other item:
where:
- = the base type coefficient, listed in the table below.
- = the mod count coefficient, listed in the table below.
- = each of the mods selected on the other item.
- = a selected mod of tier t
- = the highest-tier (with the largest stat value but lowest tier number) mod of the same mod type that can roll on the selected base
- = the total weight of all modifiers of the same affix type that can roll on the selected base - ie. for a selected prefix, this is the total weight of all prefixes that could roll on a base of the given item level
In simpler terms, lower tier modifiers benefit from the weights of higher tier modifiers that can roll, and using higher item level base types dilute the modifier weight pool to lower the chance of success - unless the item level is increased enough to unlock a new tier of the chosen modifier.
For example, a spear with chosen "Tyrannical" (155-169)% increased Physical Damage (Level 73) will gain a lower chance of success from ilvl 73-81, but at ilvl 82 the chance for success for Tyrannical also includes the weight of the next tier "Merciless" (170-179)% increased Physical Damage (Level 82), almost doubling the success chance.
Overall success chance
The displayed success chance will be equal to the average of the success chances for each base - that is, if a recombination attempt has an 80% chance to transfer the selected mods from the left base to the right base if the right base is selected and a 20% chance to transfer selected mods from the right base to the left base if the left base is selected the overall chance of success will be 50%, with the following overall outcome probabilities:
Right base | 40% |
Left base | 10% |
Failure | 50% |
Base type coefficient
Base type | Coefficient |
---|---|
Armours | 10 |
Weapons | 16 |
Quiver | 12 |
Focus | 12 |
Belt | 12 |
Ring | 16 |
Amulet | 16 |
Mod count coefficient
The mod count coefficient is the factorial of the number of mods selected on the donor item divided by 1 less than the total number of selected mods:
1 | 1 | 2 | 6 | 24 | |
0.5 | 0.67 | 1.5 | 4.8 | - | |
0.33 | 0.5 | 1.2 | - | - | |
0.25 | 0.4 | - | - | - | |
0.2 | - | - | - | - |
Version history
Version | Changes |
---|---|
0.2.0 |
|