Introduction
With the release of New Genesis (NGS), we got access to the new Multi-weapon system, expanding the game’s weapon upgrade options.
A multi-weapon is composed of two different weapon types, which your character can swap between within a single Weapon Palette. Because your character swaps between each of these two weapon types, we can refer to each weapon type as a particular “mode” for the multi-weapon.
The creation of multi-weapons is locked behind main story quest progression. Following your return from the Vanford Laboratory Ruins, you will soon after receive a quest where you are given the resources needed (weapons excluded) to craft a 1* rarity multi-weapon with the Item Lab Enhancement Technician.
Pros
- Allows the use of weapon attacks, weapon actions, and weapon Photon Arts (PAs) from two different weapons within a single Weapon Palette (reducing time delays of swapping between them)
- Cuts the resources needed (relative to two separate weapons) to enhance (excluding limit breaking), add augments, and unlock potentials in half
- Saves you an inventory slot, versus using two separate weapons (whoa…huge)
Cons
- Requires an up-front investment of Photon Quartz and N-Meseta
- Is limited to weapons sharing the same weapon series (e.g. Primm, Tzvia, Resurgir, etc.)
Crafting a Multi-weapon
Crafting a multi-weapon requires two NGS weapons from the same series, 10 Photon Quartz per rarity level, and 50,000 N-Meseta per rarity level. The multi-weapon will take on the name, enhancement level, augments, potential, and damage type (melee, ranged, technique) of the base weapon (the first of the two weapons chosen) used to build it. See kosnag’s map[ngs-map.kosnag.ru] to find Photon Quartz (as well as any other resource) nodes.
Note: Silver Primm and Gold Primm are each considered separate weapon series from just Primm. However, except for aesthetics, it is recommended to use Silver Primm and Gold Primm as weapon enhancement fodder than as combat weapons.
Limit breaking (increasing the maximum enhancement level) a multi-weapon will require more N-Meseta than a single weapon of the same rarity. Furthermore, limit breaking a multi-weapon will require a similar quantity [as tested on 1* rarity alone, at the moment], but one tier of material higher (Monotite–>Dualomite–>Trinite) than that of a single weapon of the same rarity.
Identifying a Multi-weapon
Using a Multi-weapon
A multi-weapon can be used by any class combination including a main class or sub-class that could wield one of the two weapons composing the multi-weapon. So, for example, if you made a multi-weapon composed of a Sword and Rod, you could use it so long as you had either Hunter or Force as your main or sub-class. Do note however that a particular weapon’s PAs are tied to its associated class. So if you use a Sword/Rod (base/sub) multi-weapon on a Force/Fighter (main/sub) loadout, for example, you would not be able to use Sword PAs.
You can switch to a particular mode of your multi-weapon by using a weapon attack, weapon action, or weapon PA associated with that weapon type. Continuing with the Sword/Rod multi-weapon example, you could bind the Rod weapon attack to your Weapon Palette and use it to switch to the Rod mode.
Photon Blast currently lacks a weapon-specific palette option. So if you want to use a specific weapon’s Photon Blast, you would need to first make sure that your character has the given weapon mode active at the time that Photon Blast is used. Also, the in-built weapon action keybind (separate from the palettes) works based on your existing weapon mode.
Note: Simplified Movement suffers from the same lack of a weapon-specific palette option. But regardless of the mode your multi-weapon is currently in, it will default to the base weapon mode. So with the Sword/Rod example, using Simplified Movement would default to Sword attacks only.
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