Fusion Confusion


General Discussion


Fusions seem like a neat idea untill you realize, that you player can make any fusion for zero credits that they have ranks in skill for....

they have no value, until you go install on in a weapon, which costs the amount listed on the chart and 1/2 the amount of the highest level item when transferring. so a smart character gets lets say a holy fusion installed on a level 2 weapon for 360, then pays 1/2 of 3,580, so another 1,790, 2150 total and 10 min of tinkering to transfer to the actual weapon they wanted it on....

seals actually seem to have a set price, of 110% max item value, same fusion but as holy fusion (10th) cost 3,938 and can be put on a level 2 - 10 weapon, and can just be pealed off and slapped on new one, 24 hours later starts working.

i feel like i am missing something or getting something wrong?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You are misreading the fusion rules. When creating a fusion, it is applied to a specific weapon during the creation process. A fusion seal is created independently of a weapon, but must be created at a set level (at least equal to the fusion level); the level the fusion seal is created at determines the maximum level of the weapon it can be installed on.

A fusion can be transferred from the original weapon to a different weapon by spending 1/2 the cost of creating a new fusion on the second weapon.

A fusion seal can be transferred to a second weapon without any additional cost.


i did read it right then, i can have a holy fusion made for a level 2 weapon, costing 360. then i can pay 1/2 the cost of a new one to transfer it to lets say a level 10 weapon, saving money as i do.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, that is absolutely possible, using the written rules for fusions. You can find old threads about this going back to Starfinder's launch, if you use the forum search function.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

And to my knowledge that particular exploit (feature?) has not been resolved.


Selendra wrote:
i did read it right then, i can have a holy fusion made for a level 2 weapon, costing 360. then i can pay 1/2 the cost of a new one to transfer it to lets say a level 10 weapon, saving money as i do.

Yup. But without it vorpal and trailblazer cost the same to put on a gun.


Wonder why the fusion upgrade cost doesn't just state that you'd have to pay the cost for each level you're bumping up a weapon fusion.

Example, if you were bumping from 5 to 9, you'd have to pay 520+780+1150+1300 = 3750 Credits, which would cost more than what it would take to just get a new one.

It would prevent players from doing this weird dance of creating a level 1 fusion on a level 1 weapon then transferring it to a higher level item, which is purely a game mechanics trick rather than anything that makes in-universe sense, but also retain the ability to keep moving your fusion when you get a new weapon (it would still cheaper to upgrade if you keep it within 1-2 levels).

Guess if they still haven't changed this rule, they mean it to act this way?


You can’t put everything on a level one weapon. If you’re going to buy lots of fusions you’ll also need to keep a bunch of varying level weapons around the place.

I suspect they approached it from “what’s actually going to happen in game?” perspective. Namely, you find a weapon fusion you like early on and keep it as you upgrade your weapon every few levels. So you find something you like and put it on your tier five weapon, then upgrade to a tier nine weapon (and transfer your fusion) then a tier thirteen (transferring it again) and so forth.

Buying a low level fusion for a high level weapon has this weird exploit, but it doesn’t punish you for upgrading your fusion as you advance through levels one by one and keep upgrading your weapon.


Pathfinder Lost Omens, Rulebook Subscriber

Then there's fusions for ammunition. Doesn't say anything about not being able to transfer a fusion from ammo onto a higher level weapon for half cost. So you can halve the initial cost of mid level fusions by putting them on a mid level grenade, then upscaling them to your high level item.


this end the confusion at our the table

Fusion seals, a Holy Fusion Seal 10th, can be stuck on any weapon level 2-10th, 24 hour later it works

a Fusion put on a level 10 weapon, makes it a level 10 fusion , it can be transferred to another level 10 weapon. Not a higher level or lower level weapon, just a weapon of the same level.

This solved a bunch of problems with fusions.


What do you do if someone finds a level two fusion early on and puts it on their starting weapon, then want to transfer it when they upgrade to a level six weapon (then ten, then...whatever)?

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