Giant, image heavy post incoming! Today I'm ready to show off how item fusion will work in Roggle. I've just finished completely overhauling it, giving the player far more control over the old method. Gifs would be too much and I don't have a way to record video at the moment, so screenshots it is!
I've found a Beacon, where many services (including Fusion) are made available to you. Beacons are aligned, so your standing with the different factions will affect cost and available services. The Entropic doesn't seem to mind me too much, so we can go ahead and use this for Fusion.
Fusion starts with you selecting two items to fuse. Pretty simple, really. I'm going to combine my club with this sword. I'm playing a Strength character, and both the club and sword scale off of Strength, so this should be a good choice.
Once I've selected my items, I get a few more choices. I can optionally add a Catalyst or contribute some money towards the fusion. Among other special effects, a Catalyst will affect the abilities and stats of a fused item, but not its type. Let's add a Catalyst.
That Scythe has an ability I'd like to get on this weapon, so I'll use that. Let's hit Fuse and get a preview of the result.
Alright, so it looks like we're going to get a one-handed melee weapon for our Main Hand slot. It'll have a Strength bonus, scale off of Strength, and a base damage of 8. Before I actually pick which ability it should inherit, let's back up and contribute some money to the fusion.
I'm pretty rich at this depth, thanks to debug magic, so let's blow all of our money on this. I wonder what kind of difference that will make?
Whoa! Now our weapon is going to give a bonus to Strength, Dexterity, and Delay. Plus, look at that base damage- 37 is a lot better than 8!
Here's our final result- not bad! This came out pretty overpowered because of the money I dumped into it, but now I'm broke for the next few floors. Plenty of time for the dungeon to catch up with my power level.