Morph is a combination between two Equipments or Designs that result in a predictable third design or equipment. In short: Design/Equipment A + Design/Equipment B = Design/Equipment C. They are quite common and neither often useful nor always useless. Because Morph is always between two different types, it is related to and operates in accordance with the principle of Prevalence: whichever piece is higher up the list of prevalence, will determine the material of the product. The principles of Same Combinations never operates in morphs.
Armor Morphs are always between the same tier of two Armor Equipments and always result the same, third equipment type, although the ratio between ingredient tiers and product tiers may vary due to Mismatch. For example,
Weapon Morphs occur at similar more often than same tiers, and there is not only a third Design, but a fourth and fifth possible for each pair of Designs combined. Weapon morphs can be useful to turn unneeded weapon Designs into ones that can fill in gaps in Tier Progression.
Morphs occur more often with weapons. Because three Designs can be gained from the combination of two weapon types and because there are varying numbers of tiers for weapons, morphs are more often between similar tiers than same tiers, and rarely is the tier of one ingredient the same as the tier of the other.
They occur more often with weapon combinations with differing numbers of Tiers, because those have extra combinations above the same-Tier ones, a percentage of which are morph combinations.
|Head||Arm + Body||Arm + Leg|
|Arm||Head + Leg||Body + Leg|
|Body||Head + Arm|
|Leg||Head + Body|
A desired Material, for example Damascus, can be retained through one or a series of Morphs, using Equipment Prevalence, to make any Equipment type into any other.
Damascus Leg + Body / Helm = Damascus Arm. Damascus Arm + Head = Damascus Body. Damascus Body + Helm = Damascus Leg.
The Type bonuses will not necessarily benefit from this, however; see Damascus Prevails
Morphs are an immensely powerful tool to navigating the maze of possible combinations, but they are also a maze in themselves. The main thing is to realize that no armor or weapon piece need stay as it is; it can change Tier, Design / Equipment and drop in Affinities Class or even Type, and still be a viable ingredient of an ultimate armor or weapon.
SRiesterer's Vagrant Story: Ultimate Armor FAQ makes a full suit of Damascus Ultimate (100 to all weapon Type resistances) out of nothing more than Hagane and Silver, and while Prevalence and rare combinations play a major role in this marvel, the great majority of the ingredients are Hagane and Silver Tilt Gloves, so Morphs are a key link in the chain also.
The AI (Artificial Intelligence) of enemies (perhaps more accurately called an extended action sequence or Attack Sequence) leads them to attack some locations more than others. Because certain Equipments locations are hit more often by certain enemies, they obtain Affinity and Class bonuses more easily, and this is true in particular of the right arm when wearing a shield. Morphs must combine with the Three Piece method of obtaining All High Affinity and Class, to make most efficient use of this Best Foot Forward principle. Arms are receiving bonuses faster, so they reach 100 in Class and Affinity faster; these first pieces can be turned into other Equipments that would take as much as twice as long to maximize.
Legs from three Arms:
Arm + Leg = Helm
& / or
Arm + Helm = Body
then Helm + Body = Leg
So all three affinity-class infusions can come from Arm armor: The arms to make two helms, and an arm to combine with one of the helms to make a body. Finally the helm and body are combined to make a leg.
The legs that make the helm are two additional opportunities to gain affinity that will potentially not interrupt affinities and classes added to the arms
The rest are alternate opportunities to gain affinity; 'last chance' places to gain affinity, or a way of gaining more than just the arms. Two of the rest optionally can be made without arms and can receive aff-class bonuses themselves instead: the helm that makes the body and the helm that makes the leg. The body itself is a last opportunity but it displaces too many other opportunities to be useful.
And of course this system can be expanded in all directions: the leg that makes the helm can itself be made by this process, adding yet more chances to gain affinity. Theoretically, every affinity and class could be increased to 100 separately. Armor is very versatile in this respect.
Leather not so hard
- Main article: Divine Leather Armor
Another FAQ, by contrast, gains a crucial advantage from Morphs originally proposed by 'river phoenix', that finds the only bridge across the gap between available LEATHER pieces and higher Tiers other than rare combinations and Prevalence; creating Sixth Tier leather. However, this does not make full use of Prevalence; which can instead bridge the gap between Leather pieces and other materials, making use of tens of high-Type Tilt Glove (12/12/12), Missaglia (12/12/12), Plate Mail (10/10/10) and Fluted Armor (15/15/15).
Armor Morphs by Tier
- Main article: Armor Morphs by Tier
(aka, almost all the non-same equal-tier armor combinations)
Note that this is not a flow chart. These are all the branches through the equipments, but laid end-to end. Hopefully a flow chart will come later
Head + Leg = Arm + Body = Head + Arm = Body + Leg = Arm + Leg = Head + Body = Leg
All combinations are the same as one of the ingredients; no morphs
All combinations are the same
Hoplite Helm + Hoplite Leggings = Hoplite Glove + Hoplite Armor = Hoplite Helm + Hoplite Glove = Hoplite Armor + Hoplite Leggings = Hoplite Glove + Hoplite Leggings = Hoplite Helm + Hoplite Armor = Hoplite Leggings
Jazeraint Helm + Jazeraint Leggings = Jazeraint Glove + Jazeraint Armor = Jazeraint Helm + Jazeraint Glove = Jazeraint Armor + Jazeraint Leggings = Jazeraint Glove + Jazeraint Leggings = Jazeraint Helm + Jazeraint Armor = Jazeraint Leggings
There are many more weapon morphs than armor, not merely because there are more weapon Designs than armor Equipments, but because each combination of two Designs progression almost always has three additional morphs, instead of just one.
- Axe + Crossbow = Dagger, Great Sword, or Sword. • Axe + Dagger = Great Axe, Mace, or Staff. • Axe + Great Axe = Heavy Mace, Polearm, or Staff. • Axe + Great Sword = Great Axe, Mace, or Staff. • Axe + Heavy Mace = Crossbow, Dagger, or Polearm. • Axe + Mace = Great Axe, Heavy Mace, or Staff. • Axe + Polearm = Crossbow, Dagger, or Sword. • Axe + Staff = Crossbow, Heavy Mace, or Polearm. • Axe + Sword = Great Axe, Mace, or Staff
- Crossbow + Dagger = Axe, Great Sword, or Sword. • Crossbow + Great Axe = Dagger, Great Sword, or Sword. • Crossbow + Great Sword = Axe, Dagger, or Mace. • Crossbow + Heavy Mace = Dagger, Great Sword, or Sword (Hand of Light-Axe, Great Axe, Mace). • Crossbow + Mace = Dagger, Great Sword, or Sword. • Crossbow + Polearm = Dagger, Great Sword, or Sword. • Crossbow + Staff = Dagger, Great Sword, or Sword. • Crossbow + Sword = Axe, Dagger, or Great Sword
- Dagger + Great Axe = Heavy Mace, Polearm, or Staff. • Dagger + Great Sword = Axe, Mace, or Great Axe. • Dagger + Heavy Mace = Crossbow, Great Axe, Polearm, or Sword. • Dagger + Mace = Great Axe, Heavy Mace, or Staff. • Dagger + Polearm = Crossbow, Great Sword, or Sword. • Dagger + Staff = Crossbow, Heavy Mace, or Polearm. • Dagger + Sword = Axe, Great Sword, or Mace
- Great Axe + Great Sword = Heavy Mace, Polearm, or Staff. • Great Axe + Heavy Mace = Crossbow, Dagger, or Polearm. • Great Axe + Mace = Heavy Mace, Polearm, or Staff. • Great Axe + Polearm = Crossbow, Dagger, or Sword. • Great Axe + Staff = Crossbow, Heavy Mace, or Polearm. • Great Axe + Sword = Heavy Mace, Polearm, or Staff
- Great Sword + Heavy Mace = Crossbow, Dagger, or Polearm. • Great Sword + Mace = Great Axe, Heavy Mace, or Staff. • Great Sword + Polearm = Axe, Dagger, or Sword. • Great Sword + Staff = Crossbow, Heavy Mace, or Polearm. • Great Sword + Sword = Axe, Great Axe, or Mace
- Heavy Mace + Mace = Crossbow, Dagger, or Polearm. • Heavy Mace + Polearm = Crossbow, Dagger, or Sword (Hand of Light-Great Axe, Staff). • Heavy Mace + Staff = Crossbow, Dagger, or Polearm. • Heavy Mace + Sword = Crossbow or Polearm
- Mace + Polearm = Crossbow, Dagger, or Sword. • Mace + Staff = Crossbow, Heavy Mace, or Polearm. • Mace + Sword = Great Axe, Heavy Mace, or Staff
- Polearm + Staff = Crossbow, Dagger, or Sword. • Polearm + Sword = Crossbow, Dagger, or Great Sword
- Staff + Sword = Crossbow, Heavy Mace, or Polearm.
- Best Combinations
- Combine in Vagrant Story
- Progression / Volunteers-complementary to Morph in that the latter is a usable feature of same-tier items, while the former are related to non-same-tier
- Raising armor affinities and class in Vagrant Story
- Weapon Combination
- ↑ Anecdotal evidence: Obtaining Light and Evil from Quicksilvers: at least four Glove pieces were maximized in the time it took to maximize one helm piece. Possibly five, because a helm piece was morphed as well, with the probable genesis of Glove + Leggings. Coincidentally, the Leg piece would have had an exception to the rule of Gloves being hit more often than other Equipments: the Earth-Beast bonus from the Basilisk's Acid
- ↑ (no relation, one presumes) Vagrant Story: Ultimate Recipe FAQ by JungleJim
- ↑ Vagrant Story: Ultimate Armor FAQ
- ↑ Polearm + Sword has two, Dagger + Heavy Mace has four