Difference between revisions of "Portal:New Genesis/Item Lab"

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m (Changed the maximum enhancement level to +90 along with adding in the 7th augment slot at +81.)
 
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[[File:ShopLogoLab.png|128px|link=|right]]
 
[[File:ShopLogoLab.png|128px|link=|right]]
=Item Enhancement=
+
{{DISPLAYTITLE: New Genesis: Item Lab}}
  
==Equipment Enhancing==
+
The Item Lab is a shop counter available in Central City, Retem City, Kvaris Camp and Stia Camp. It provides several means of strengthening [[Portal:New Genesis/Weapons|weapons]] and [[Portal:New Genesis/Units|armor]].
Enhancing NGS weapons and armor Units can be done through the Item Lab in Central City. Every equipment you use to enhance another piece of equipment will cost you one N-Grinder and an amount of {{icons|NMeseta}} based on the rarity of the item being enhanced.<br>
+
 
Enhancement can not go beyond certain points for equipment without Limit Breaking based on the item's rarity. The starting limit is at +10 for {{rarity|1}}, +20 for {{rarity|2}}, +30 for {{rarity|3}} and +40 for {{rarity|4}}.<br>
+
= Item Enhancement =
'''Enhancing equipment will not risk any failure.'''<br>
+
 
 +
Weapons and armor can be enhanced to raise their Enhancement Level, which increases their Attack and Defense respectively. For both it also increases the number of augment slots available.
 +
 
 +
Item Enhancement requires consuming other items of that type (only weapons can be used to enhance weapons) and also costs 1 N-Grinder and an amount of {{icons|NMeseta}} based on the rarity of the item being enhanced.
 +
 
 +
Enhancement Level has a limit, which can be raised to a point via [[Portal:New_Genesis/Item Lab#Limit Break|Limit Break]]. With specific exceptions such as seasonal exchanges, an item's starting limit depends on its rarity; +10 for {{rarityNGS|1}}, +20 for {{rarityNGS|2}}, +30 for {{rarityNGS|3}}, +40 for {{rarityNGS|4}} to {{rarityNGS|6}}, and +50 for {{rarityNGS|7}} to {{rarityNGS|11}}.
 +
 
 +
Unlike some previous Phantasy Star titles, '''there is no risk of failure'''. The outcome of Item Enhancement is either Success, or Great Success which doubles the gain. The default rate of a Great Success is 10%. This can be increased by in-game campaigns and a Support Item such as "N-Enhancement Success Rate +10%".
 +
 
 +
== Enhancement EXP Formula ==
 +
 
 +
The amount of Enhancement EXP gained is determined by the following formula:
 +
 
 +
<p class="lead text-center">Enhancement EXP = SUM ( (Fodder Enhancement EXP / 2 + Fodder Rarity EXP + Fodder Augments) * Same Item Bonus ) * Great Success Bonus</p>
 +
 
 +
* '''Fodder Enhancement EXP:''' The Enhancement EXP of the equipment used as a Material Item.
 +
* '''Fodder Rarity EXP:''' A set amount of EXP based on the rarity of the Material Item. See [[Portal:New_Genesis/Item Lab#Material Item Rarity|Material Item Rarity]] below.
 +
* '''Fodder Augments:''' Set amounts of EXP if the Material Item has specific augments. See [[Portal:New_Genesis/Item Lab#EXP Augments|EXP Augments]] below.
 +
* '''Same Item Bonus:''' 1.5 if the Material Item has the same name as the Base Item. This only applies to that specific Material Item, and not others used in that Enhancement.
 +
* '''Great Success Bonus:''' 2 if the Enhancement is a Great Success. This applies to the entire Enhancement.
 +
 
 +
The Enhancement EXP given by each Material Item can be seen on the Material Item Selection screen.
 +
 
 +
=== Enhancement EXP Example ===
 +
 
 +
Enhancing a Gold Primm Sword +0 using a Gold Primm Sword +20 and a Silver Primm Sword +0 as Material Items:
 +
 
 +
The Gold Primm Sword +20 gives 6,825 Enhancement EXP from:
 +
* 3,750 EXP from having 7,500 Enhancement EXP of its own, divided by 2
 +
* 350 EXP from being {{rarityNGS|3}}
 +
* 450 EXP from its Esperio II augment
 +
* The subtotal of the above being multiplied by 1.5x from the Same Item Bonus.
 +
 
 +
The Silver Primm Sword +0 gives 600 Enhancement EXP from:
 +
* 200 EXP from being {{rarityNGS|2}}
 +
* 400 EXP from its Esperio I augment
 +
 
 +
This enhancement would add 7,425 Enhancement EXP to the Gold Primm Sword +0 Base Item; this would raise its Enhancement Level to 19. However if the enhancement was a Great Success, it would instead receive 14,850 Enhancement EXP and become +29.
 +
 
 +
== Material Item Rarity ==
 +
 
 +
The rarity of Material Items contributes toward the Enhancement EXP they provide.
 +
 
 +
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! Material Item Rarity
 +
| {{rarityNGS|1}}
 +
| {{rarityNGS|2}}
 +
| {{rarityNGS|3}}
 +
| {{rarityNGS|4}}
 +
| {{rarityNGS|5}}
 +
| {{rarityNGS|6}}
 +
| {{rarityNGS|7}}
 +
| {{rarityNGS|8}}
 +
| {{rarityNGS|9}}
 +
| {{rarityNGS|10}}
 +
| {{rarityNGS|11}}
 +
|-
 +
! Enhancement EXP
 +
| 100
 +
| 200
 +
| 350
 +
| 600
 +
| 700
 +
| 800
 +
| 900
 +
| 1,000
 +
| 1,100
 +
| 1,200
 +
| 1,300
 +
|-
 +
|}
 +
</div>
 +
 
 +
== EXP Augments ==
 +
 
 +
Some {{icons|NGS Ability}} augments provide additional Enhancement EXP when the equipment they are on is used as a Material Item. Certain equipments have one of these augments by default.
 +
 
 +
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! Augment
 +
! Augment EXP
 +
! Item with default
 +
|-
 +
! {{icons|NGS Ability}} Esperio I
 +
| 400
 +
| {{icons|NGS Sword}} Silver Primm Sword<br>{{icons|NGS Unit}} Silver Primm Armor
 +
|-
 +
! {{icons|NGS Ability}} Esperio II
 +
| 450
 +
| {{icons|NGS Sword}} Gold Primm Sword<br>{{icons|NGS Unit}} Gold Primm Armor
 +
|-
 +
! {{icons|NGS Ability}} Hi Perio I
 +
| 5,000
 +
| {{icons|NGS Sword}} N-EXP Weapon<br>{{icons|NGS Unit}} N-EXP Armor
 +
|-
 +
! {{icons|NGS Ability}} Endymio
 +
| 100,000
 +
| {{icons|NGS Sword}} Gold Primm Sword II<br>{{icons|NGS Unit}} Gold Primm Armor II
 +
|-
 +
! {{icons|NGS Ability}} Hi Perio II
 +
| 1,000,000
 +
| {{icons|NGS Sword}} N-EXP Weapon II<br>{{icons|NGS Unit}} N-EXP Armor II
 +
|-
 +
! {{icons|NGS Ability}} Astrio S
 +
| 5,000,000
 +
| None: Requires {{icons|NGS Ability Capsule}} C/Astrio S
 +
|-
 +
|}
 +
</div>
 +
 
 +
== Enhancement Cost ==
 +
 
 +
Item Enhancement uses 1 N-Grinder for each Material Item used.
 +
 
 +
The {{icons|NMeseta}} cost of Item Enhancement is determined by the rarity of the item being enhanced, multiplied by the number of Material Items used.
 +
 
 +
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! Base Item Rarity
 +
| {{rarityNGS|1}}
 +
| {{rarityNGS|2}}
 +
| {{rarityNGS|3}}
 +
| {{rarityNGS|4}}
 +
| {{rarityNGS|5}}
 +
| {{rarityNGS|6}}
 +
| {{rarityNGS|7}}
 +
| {{rarityNGS|8}}
 +
| {{rarityNGS|9}}
 +
| {{rarityNGS|10}}
 +
| {{rarityNGS|11}}
 +
|-
 +
! {{icons|NMeseta}} Cost per Material Item
 +
| 1,000
 +
| 2,000
 +
| 3,000
 +
| 4,000
 +
| 4,200
 +
| 4,500
 +
| 4,700
 +
| 5,000
 +
| 5,200
 +
| 5,500
 +
| 5,700
 +
|-
 +
|}
 +
</div>
 +
 
 +
== Enhancement Level EXP Requirement ==
 +
 
 +
The amount of Enhancement EXP needed per Level depends on the rarity of the equipment being enhanced:
  
 
<div class="table-responsive">
 
<div class="table-responsive">
{| class="mx-auto wikitable table-bordered" style="text-align: center;"
+
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
! rowspan="2"| Enhance Value
+
! rowspan="2"| Enhancement Level
! colspan="9"| EXP Required
+
! colspan="11"| EXP Required
 
|-
 
|-
 
! {{rarityNGS|1}}
 
! {{rarityNGS|1}}
Line 16: Line 166:
 
! {{rarityNGS|3}}
 
! {{rarityNGS|3}}
 
! {{rarityNGS|4}}
 
! {{rarityNGS|4}}
 +
! {{rarityNGS|5}}
 +
! {{rarityNGS|6}}
 +
! {{rarityNGS|7}}
 +
! {{rarityNGS|8}}
 +
! {{rarityNGS|9}}
 +
! {{rarityNGS|10}}
 +
! {{rarityNGS|11}}
 
|-
 
|-
 
| style=" font-weight: bold;" | Total (0 → +10)
 
| style=" font-weight: bold;" | Total (0 → +10)
| 1000
+
| 1,000
| 1500
+
| 1,500
| 2500
+
| 2,500
| 3500
+
| 3,500
 +
| 4,000
 +
| 4,500
 +
| 5,000
 +
| 5,500
 +
| 6,000
 +
| 6,500
 +
| 7,000
 
|-
 
|-
 
| style=" font-weight: bold;" | Total (+10 → +20)
 
| style=" font-weight: bold;" | Total (+10 → +20)
| 2000
+
| 2,000
| 3000
+
| 3,000
| 5000
+
| 5,000
| 7000
+
| 7,000
 +
| 8,000
 +
| 9,000
 +
| 10,000
 +
| 11,000
 +
| 12,000
 +
| 13,000
 +
| 14,000
 
|-
 
|-
 
| style=" font-weight: bold;" | Total (+20 → +30)
 
| style=" font-weight: bold;" | Total (+20 → +30)
| 3000
+
| 3,000
| 4500
+
| 4,500
| 7500
+
| 7,500
| 10500
+
| 10,500
 +
| 12,000
 +
| 13,500
 +
| 15,000
 +
| 16,500
 +
| 18,000
 +
| 19,500
 +
| 21,000
 
|-
 
|-
 
| style=" font-weight: bold;" | Total (+30 → +40)
 
| style=" font-weight: bold;" | Total (+30 → +40)
| 4000
+
| 4,000
| 6000
+
| 6,000
| 10000
+
| 10,000
| 14000
+
| 14,000
 +
| 16,000
 +
| 18,000
 +
| 20,000
 +
| 22,000
 +
| 24,000
 +
| 26,000
 +
| 28,000
 +
|-
 +
| style=" font-weight: bold;" | Total (+40 → +50)
 +
| 12,500
 +
| 12,500
 +
| 12,500
 +
| 17,500
 +
| 20,000
 +
| 22,500
 +
| 25,000
 +
| 27,500
 +
| 30,000
 +
| 32,500
 +
| 35,000
 +
|-
 +
| style=" font-weight: bold;" | Total (+50 → +60)
 +
| 12,500
 +
| 12,500
 +
| 12,500
 +
| 17,500
 +
| 20,000
 +
| 22,500
 +
| 25,000
 +
| 27,500
 +
| 36,000
 +
| 39,000
 +
| 42,000
 +
|-
 +
| style=" font-weight: bold;" | Total (+60 → +70)
 +
| 9,100,000
 +
| 9,200,000
 +
| 9,300,000
 +
| 9,400,000
 +
| 9,500,000
 +
| 9,600,000
 +
| 9,700,000
 +
| 9,800,000
 +
| 9,900,000
 +
| 10,000,000
 +
| 11,000,000
 +
|-
 +
| style=" font-weight: bold;" | Total (+70 → +80)
 +
| 9,100,000
 +
| 9,200,000
 +
| 9,300,000
 +
| 9,400,000
 +
| 9,500,000
 +
| 9,600,000
 +
| 9,700,000
 +
| 9,800,000
 +
| 9,900,000
 +
| 10,000,000
 +
| 11,000,000
 +
|-
 +
| style=" font-weight: bold;" | Total (+80 → +90)
 +
| 9,100,000
 +
| 9,200,000
 +
| 9,300,000
 +
| 9,400,000
 +
| 9,500,000
 +
| 9,600,000
 +
| 9,700,000
 +
| 9,800,000
 +
| 9,900,000
 +
| 10,000,000
 +
| 11,000,000
 
|- style=" font-weight: bold;"
 
|- style=" font-weight: bold;"
| Grand Total
+
| Grand Total (+90)
| 10000
+
| 27,335,000
| 15000
+
| 27,640,000
| 25000
+
| 27,950,000
| 35000
+
| 28,270,000
 +
| 28,580,000
 +
| 28,890,000
 +
| 29,200,000
 +
| 29,510,000
 +
| 29,826,000
 +
| 30,136,500
 +
| 33,147,000
 +
|-
 
|}
 
|}
 
</div>
 
</div>
  
==Limit Breaking==
+
== Attack and Defense Gain per Enhancement Level ==
  
The Enhancement Limit is the maximum level that a weapon or armor can be enhanced to. It is displayed on tab 2 of a unit's Item Details window, e.g. "Enh Lv. /0 (30 Maximum)", with 30 being the Enhancement Limit.
+
Equipment will get stronger the higher its Enhancement Level is. For both weapons and armor, lower rarity equipment receives larger increases to their Attack and Defense at higher levels than higher rarity equipment, to partially catch up by the Enhancement Level cap.
  
For all weapons and units the maximum Enhancement Limit is currently 40.
+
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! rowspan="2"| Enhancement<br>Level
 +
! colspan="11"| Rarity
 +
|-
 +
! {{rarityNGS|1}}
 +
! {{rarityNGS|2}}
 +
! {{rarityNGS|3}}
 +
! {{rarityNGS|4}}
 +
! {{rarityNGS|5}}
 +
! {{rarityNGS|6}}
 +
! {{rarityNGS|7}}
 +
! {{rarityNGS|8}}
 +
! {{rarityNGS|9}}
 +
! {{rarityNGS|10}}
 +
! {{rarityNGS|11}}
 +
|-
 +
! colspan="13"| Weapon Attack Power
 +
|-
 +
| style=" font-weight: bold;" | +10
 +
| +22
 +
| +16
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| +30
 +
| +30
 +
| +30
 +
| +40
 +
| +40
 +
|-
 +
| style=" font-weight: bold;" | +20
 +
| +46
 +
| +33
 +
| +21
 +
| +20
 +
| +20
 +
| +25
 +
| +60
 +
| +60
 +
| +60
 +
| +80
 +
| +80
 +
|-
 +
| style=" font-weight: bold;" | +30
 +
| +63
 +
| +50
 +
| +32
 +
| +30
 +
| +30
 +
| +55
 +
| +90
 +
| +90
 +
| +90
 +
| +120
 +
| +120
 +
|-
 +
| style=" font-weight: bold;" | +40
 +
| +82
 +
| +69
 +
| +47
 +
| +40
 +
| +40
 +
| +85
 +
| +136
 +
| +125
 +
| +150
 +
| +160
 +
| +160
 +
|-
 +
| style=" font-weight: bold;" | +50
 +
| +161
 +
| +143
 +
| +115
 +
| +108
 +
| +92
 +
| +125
 +
| +186
 +
| +165
 +
| +210
 +
| +200
 +
| +200
 +
|-
 +
| style=" font-weight: bold;" | +60
 +
| +347
 +
| +329
 +
| +301
 +
| +267
 +
| +238
 +
| +183
 +
| +248
 +
| +226
 +
| +270
 +
| +250
 +
| +240
 +
|-
 +
| style=" font-weight: bold;" | +70
 +
| +575
 +
| +557
 +
| +529
 +
| +490
 +
| +453
 +
| +377
 +
| +378
 +
| +359
 +
| +355
 +
| +300
 +
| +280
 +
|-
 +
| style=" font-weight: bold;" | +80
 +
| +614
 +
| +596
 +
| +568
 +
| +527
 +
| +492
 +
| +416
 +
| +443
 +
| +426
 +
| +414
 +
| +363
 +
| +320
 +
|-
  
The Enhancement Limit of a Weapon or Unit can be raised by Limit Breaking it in the Item Lab at the cost of materials and {{icons|NMeseta}}. Each Limit Break increases the Enhancement Limit by 10.
+
| style=" font-weight: bold;" | +90
 +
| +???
 +
| +???
 +
| +???
 +
| +???
 +
| +???
 +
| +573
 +
| +???
 +
| +???
 +
| +468
 +
| +399
 +
| +352
 +
|-
 +
! colspan="13"| Armor Defense Power
 +
|-
 +
| style=" font-weight: bold;" | +10
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| +10
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +20
 +
| +20
 +
| +20
 +
| +20
 +
| +20
 +
| +20
 +
| +20
 +
| +20
 +
| +20
 +
| +20
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +30
 +
| +30
 +
| +30
 +
| +30
 +
| +30
 +
| +30
 +
| +30
 +
| +30
 +
| +30
 +
| +30
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +40
 +
| +40
 +
| +40
 +
| +40
 +
| +41
 +
| +41
 +
| +40
 +
| +40
 +
| +40
 +
| +40
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +50
 +
| +50
 +
| +50
 +
| +50
 +
| +51
 +
| +51
 +
| +50
 +
| +51
 +
| +51
 +
| +51
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +60
 +
| +72
 +
| +72
 +
| +72
 +
| +71
 +
| +67
 +
| +66
 +
| +61
 +
| +61
 +
| +61
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +70
 +
| +96
 +
| +95
 +
| +94
 +
| +92
 +
| +87
 +
| +83
 +
| +71
 +
| +71
 +
| +71
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +80
 +
| +106
 +
| +105
 +
| +104
 +
| +102
 +
| +97
 +
| +93
 +
| +81
 +
| +81
 +
| +81
 +
| -
 +
| -
 +
|-
 +
| style=" font-weight: bold;" | +90
 +
| +116
 +
| +115
 +
| +114
 +
| +112
 +
| +107
 +
| +103
 +
| +91
 +
| +91
 +
| +91
 +
| -
 +
| -
 +
|-
 +
|}
 +
</div>
 +
 
 +
== Augment Slots ==
 +
 
 +
The Enhancement Level of equipment determines how many {{icons|NGS Ability}} augment slots it has:
  
 
<div class="table-responsive">
 
<div class="table-responsive">
{| class="mx-auto wikitable table-bordered" style="text-align: center;"
+
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! Enhancement Level
 +
! Augment Slots
 +
|-
 +
| +0 - +19
 +
| {{icons|NGS Ability}} 2
 +
|-
 +
| +20 - +39
 +
| {{icons|NGS Ability}} 3
 +
|-
 +
| +40 - +49
 +
| {{icons|NGS Ability}} 4
 +
|-
 +
| +50 - +60
 +
| {{icons|NGS Ability}} 5
 +
|-
 +
| +61 - +80
 +
| {{icons|NGS Ability}} 6
 +
|-
 +
| +81 - +90
 +
| {{icons|NGS Ability}} 7
 +
|-
 +
|}
 +
</div>
 +
 
 +
= Limit Break =
 +
 
 +
Equipment can be enhanced with Item Enhancement to a maximum level. This is displayed on tab 2 of the equipment's Item Details window. For example: "Enhancement Lv. 0 (MAX 50)" means the maximum is +50.
 +
 
 +
Using Limit Break, the maximum Enhancement Level can be raised from an equipment's starting maximum, up to a point. For all weapons and armor, the maximum Enhancement Level can be raised to 90.
 +
 
 +
Each Limit Break raises the maximum Enhancement Level by 10, and costs materials and {{icons|NMeseta}} depending on both the rarity of the equipment and the new Enhancement Level.
 +
 
 +
At low levels the materials required are [[Portal:New Genesis/Materials#Minerals|minerals]] such as Monotite. Starting from level 50, Limit Break requires [[Portal:New Genesis/Materials#Enhancement Materials|special materials]] such as {{icons|NGS Tool}} Arms Refiner.
 +
 
 +
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 
! Rarity
 
! Rarity
 
! {{rarityNGS|1}}
 
! {{rarityNGS|1}}
Line 64: Line 617:
 
! {{rarityNGS|3}}
 
! {{rarityNGS|3}}
 
! {{rarityNGS|4}}
 
! {{rarityNGS|4}}
 +
! {{rarityNGS|5}}
 +
! {{rarityNGS|6}}
 +
! {{rarityNGS|7}}
 +
! {{rarityNGS|8}}
 +
! {{rarityNGS|9}}
 +
! {{rarityNGS|10}}
 +
! {{rarityNGS|11}}
 
|-
 
|-
 
! Base Limit
 
! Base Limit
Line 70: Line 630:
 
| 30
 
| 30
 
| 40
 
| 40
 +
| 40
 +
| 40
 +
| 50
 +
| 50
 +
| 50
 +
| 50
 +
| 50
 
|-
 
|-
 
! Limit Break Cost for 20
 
! Limit Break Cost for 20
| 10k {{icons|NMeseta}}<br> 10 Mononite
+
| 10,000 {{icons|NMeseta}}<br>10 Mononite
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 
| -
 
| -
 
| -
 
| -
Line 78: Line 652:
 
|-
 
|-
 
! Limit Break Cost for 30
 
! Limit Break Cost for 30
| 20K {{icons|NMeseta}}<br>10 Dualomite
+
| 20,000 {{icons|NMeseta}}<br>10 Dualomite
| 30k {{icons|NMeseta}}<br>20 Dualomite
+
| 30,000 {{icons|NMeseta}}<br>20 Dualomite
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 
| -
 
| -
 
| -
 
| -
 
|-
 
|-
 
! Limit Break Cost for 40
 
! Limit Break Cost for 40
| 30k {{icons|NMeseta}}<br>10 Trinite
+
| 30,000 {{icons|NMeseta}}<br>10 Trinite
| 45k {{icons|NMeseta}}<br>20 Trinite  
+
| 45,000 {{icons|NMeseta}}<br>20 Trinite  
| 120k {{icons|NMeseta}}<br>30 Trinite
+
| 120,000 {{icons|NMeseta}}<br>30 Trinite
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
! Limit Break Cost for 50
 +
| 125,000 {{icons|NMeseta}}<br>1 Arms Refiner
 +
| 125,000 {{icons|NMeseta}}<br>1 Arms Refiner
 +
| 125,000 {{icons|NMeseta}}<br>1 Arms Refiner
 +
| 140,000 {{icons|NMeseta}}<br>1 Arms Refiner
 +
| 150,000 {{icons|NMeseta}}<br>3 Arms Refiner
 +
| 160,000 {{icons|NMeseta}}<br>4 Arms Refiner
 +
| -
 +
| -
 +
| -
 +
| -
 
| -
 
| -
|}
 
</div>
 
 
==EXP Value Overview of Fodders==
 
 
<div class="table-responsive">
 
{| class="mx-auto wikitable table-bordered" style="text-align: center;"
 
! Rarity
 
! Base EXP
 
! Same Item EXP
 
! Base {{icons|NMeseta}} Cost*
 
 
|-
 
|-
! {{rarityNGS|1}}
+
! Limit Break Cost for 60
| 100
+
| 125,000 {{icons|NMeseta}}<br>1 Arms Refiner
| 50
+
| 125,000 {{icons|NMeseta}}<br>1 Arms Refiner
| 1000
+
| 125,000 {{icons|NMeseta}}<br>1 Arms Refiner
 +
| 140,000 {{icons|NMeseta}}<br>1 Arms Refiner
 +
| 150,000 {{icons|NMeseta}}<br>3 Arms Refiner
 +
| 160,000 {{icons|NMeseta}}<br>4 Arms Refiner
 +
| 170,000 {{icons|NMeseta}}<br>2 Arms Refiner II<br>4 Arms Refiner
 +
| 180,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 +
| 190,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 +
| 200,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 +
| 210,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 
|-
 
|-
! {{rarityNGS|2}}
+
! Limit Break Cost for 70
| 200
+
| 145,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
| 100
+
| 145,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
| 2000
+
| 160,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
 +
| 160,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
 +
| 170,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
 +
| 180,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
 +
| 180,000 {{icons|NMeseta}}<br>3 Arms Refiner II<br>6 Arms Refiner
 +
| 200,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 +
| 210,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 +
| 220,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 +
| 230,000 {{icons|NMeseta}}<br>4 Arms Refiner II<br>8 Arms Refiner
 
|-
 
|-
! {{rarityNGS|3}}
+
! Limit Break Cost for 80
| 350
+
| 145,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
| 175
+
| 145,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
| 3000
+
| 160,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 160,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 170,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 180,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 190,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 200,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 210,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 220,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 230,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 
|-
 
|-
! {{rarityNGS|4}}
+
! Limit Break Cost for 90
| 600
+
| 145,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
| 300
+
| 145,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
| 4000
+
| 160,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 160,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 170,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 180,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 190,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 200,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 210,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 220,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 +
| 230,000 {{icons|NMeseta}}<br>10 Arms Refiner II<br>20 Arms Refiner
 
|}
 
|}
 
</div>
 
</div>
  
*Base Cost is the the cost associated with the base equipment. If you are enhancing a {{rarity|2}} item, you will pay 2000 {{icons|NMeseta}} regardless of the fodders rarity.
+
= Add Augments =
 +
{{Template:NGSAffixing_Nav}}
 +
Also known as Abilities, Augments are like enchantments that can be added to weapons and armor to provide bonuses such as increases to damage, maximum HP and PP, or other useful effects.
  
* The Same Item bonus is applied when enhancing a unit with a unit of the same name.
+
In New Genesis, Augments are now added to equipment by using Augment Capsules. When using one copy of a Augment Capsule on its own, the Augment from that capsule will have a very low chance of successfully affixing to the equipment, however if multiple copies of the same capsule are used, you can improve the success rate for that Augment.
  
* The EXP given by material items is the total EXP that it took to Enhance it to that level. For example, a {{rarity|1}} weapon at +10, the EXP that it would give as a fodder would be the EXP it took to Enhance it to 10, which is 1000, divided by 2; along with the base EXP value, the fodder would give a total of 600 EXP.
+
For example, to add the "{{icons|NGS Ability}} Forms Soul I" Augment to a weapon, using one "{{icons|NGS Ability Capsule}} C/Forms Soul I" capsule will give it a 9% chance of succeeding, but using 10 of the capsule, and the chance to successfully affix to the weapon increases to 90%.<br>By obtaining Augmentation Boosts items, which are mainly earned through the [[Portal:New_Genesis/Special_Scratch_Tickets_Special_Scratch|Special Scratch]] and [[Portal:New_Genesis/Seasonal_Points_Exchange_Shop|Seasonal Points Exchange Shops]], you can increase success rates from 5% to 30%.
  
* Silver Primm Sword and Gold Primm Sword have a built in {{icons|NGS Ability}} Esperio I / II Augment that provides extra EXP when used as fodder, gives 600 / 800 EXP in total.
+
Equipment comes with an Augment limit cap that determines how many different Augments can be affixed to that piece of equipment. Weapons and armor that are not enhanced initially have 2 Augment slots. A 3rd slot can be adding by grinding the equipment to +20, a 4th slot to +40, a 5th to +50, a 6th to +61, and a 7th to +81.
  
* There is a chance to receive a '''Great Success''' while enhancing, granting 2x more EXP.
+
Though there are some exceptions, the general rule of thumb is that Augments with a lower numeral and/or "type" name cannot be affixed onto the same piece of equipment (e.g., Might III and Might IV, Gigas Technique and Gigas Might, Doldor Soul and Gladia Soul, etc.). Some exceptions include Addi and Exdi Augments, which fall in the same category despite having different "type" names, and Defi/Duel Augments, which ''can'' be put on the same piece of equipment as long as they share the same Phase category (e.g., P.01 and P.02 cannot be combined).
  
<!--*Note: Template copied from https://pso2na.arks-visiphone.com/wiki/Enhancement-->
+
Certain Augments can be exchanged in the [[Portal:New_Genesis/Augment_Capsule_Exchange_Shop|Augment Capsule Exchange Shop]].
  
==Affixing==
+
A list of all Augments can be found on the [[Portal:New_Genesis/List_of_Augments|List of Augments]] page.
{{Template:NGSAffixing_Nav}}
+
 
Also known as Abilities, Augments are like enchantments that can be added to Weapons and Units to increase their damage, increase max HP & PP and grant other useful effects.
+
== ''PSO2'' Augments ==
 +
 
 +
When importing equipment with Augments or S Grade Augments from Phantasy Star Online 2, they will be replaced by Legaro Augments of corresponding value while in New Genesis. These changes are temporary and the original abilities will remain upon returning to Phantasy Star Online 2. A list of what augments convert to what on the [[Portal:New_Genesis/Augment_Conversion|PSO2 Augment Conversion]] page.
 +
 
 +
== NGS Augment Transfer ==
 +
At the Item Lab, there is the option for "All Augment Transfer" and "EX Augment Transfer".
 +
 
 +
Using "All Augment Transfer" will overwrite '''all''' augments on the Base item with the augments on the Material item and requires 1x "N-Augment Transfer Pass".
 +
* Using Eredim series weapons as a Material item for "All Augment Transfer" does not require N-Augment Transfer Passes, even if the Base is not an Eredim series weapon.
 +
** E.g. You can use "All Augment Transfer" to put all augments from an Eredim weapon (including its EX augments) onto a Wingard weapon without using an "N-Augment Transfer Pass". However, this will remove all prior augments that the Wingard weapon had.
 +
* The Material item will lose all of its augments; however, you'll still have the now blank material item.
  
In New Genesis, Augments are now added to equipment by using Augment Capsules. When using one copy of a Augment Capsule on its own, the Augment from that capsule will have a very low chance of successfully affixing to the equipment, however if multiple copies of the same capsule are used, you can improve the success rate for that Augment.
+
Using "EX Augment Transfer" will overwrite '''all''' EX augments on the Base item with the EX augments on the Material item and does not require Augment Transfer passes.
 +
* This requires that the Material item has the same number of EX augments as the Base item.
 +
* Only EX Augments on the Base item will be affected - non-EX Augments will not be affected.
 +
* The Material item will lose all of its EX Augments; however, you'll still have the material item afterwards (with any non-EX augments still attached).
 +
=== Example for EX Augment Transfer ===
 +
This shows the case of overwriting the preexisting EX augments on a weapon that has already been affixed. The EX augments on the Base weapon are replaced with the EX augments on the Material weapon, and the Material Weapon loses the corresponding EX augments.
 +
<div class="table-responsive-md">
 +
{| class="wikitable table-responsive-md"
 +
|-
 +
| align=center style="width:5%;" | Augment #
 +
| align=center style="width:20%;" | Initial Base Weapon
 +
| align=center style="width:20%;" | Initial Material Weapon
 +
| align=center style="width:5%;" | ->
 +
| align=center style="width:20%;" | Final Base Weapon
 +
| align=center style="width:20%;" | Final Material Weapon
 +
|-
 +
| align=center |1
 +
| EX Tri-Shield X
 +
| EX Stealth Wall P
 +
| align=center |->
 +
| EX Stealth Wall P
 +
| -
 +
|-
 +
| align=center |2
 +
| EX Sign Shielding R
 +
| EX Shortage PP Burn Up H
 +
| align=center |->
 +
| EX Shortage PP Burn Up H
 +
| -
 +
|-
 +
| align=center |3
 +
| EX Heavy Attack Protect D
 +
| EX Endure Pain PB Boost X
 +
| align=center |->
 +
| EX Endure Pain PB Boost X
 +
| -
 +
|-
 +
| align=center |4
 +
| Anaddi Spiratech
 +
| Junk A
 +
| align=center |->
 +
| Anaddi Spiratech
 +
| Junk A
 +
|-
 +
| align=center |5
 +
| Halphinale LC
 +
| Junk B
 +
| align=center |->
 +
| Halphinale LC
 +
| Junk B
 +
|-
 +
| align=center |6
 +
| Gladia Soul LC
 +
| Junk C
 +
| align=center |->
 +
| Gladia Soul LC
 +
| Junk C
 +
|-
 +
| align=center |7
 +
| Grand Dread Keeper LC
 +
| Junk D
 +
| align=center |->
 +
| Grand Dread Keeper LC
 +
| Junk D
 +
|-
 +
|}
 +
</div>
 +
=== Example for Augment Transfer #1 ===
 +
This is an example of Augment Transferring the augments of one weapon onto another weapon. Note that this completely over-writes the base weapon with the augments on the material weapon, and leaves the material weapon behind without any augments attached.
 +
<div class="table-responsive-md">
 +
{| class="wikitable table-responsive-md"
 +
|-
 +
| align=center style="width:5%;" | Augment #
 +
| align=center style="width:20%;" | Initial Base Weapon
 +
| align=center style="width:20%;" | Initial Material Weapon
 +
| align=center style="width:5%;" | ->
 +
| align=center style="width:20%;" | Final Base Weapon
 +
| align=center style="width:20%;" | Final Material Weapon
 +
|-
 +
| align=center |1
 +
| EX Tri-Shield X
 +
| EX Shortage PP Burn Up R
 +
| align=center |->
 +
| EX Shortage PP Burn Up R
 +
| -
 +
|-
 +
| align=center |2
 +
| EX Sign Shielding R
 +
| EX Patient Defense D
 +
| align=center |->
 +
| EX Patient Defense D
 +
| -
 +
|-
 +
| align=center |3
 +
| EX Heavy Attack Protect D
 +
| EX Endure Pain PB Boost X
 +
| align=center |->
 +
| EX Endure Pain PB Boost X
 +
| -
 +
|-
 +
| align=center |4
 +
| Exdi Spi Parfait
 +
| Anaddi Spiratech
 +
| align=center |->
 +
| Anaddi Spiratech
 +
| -
 +
|-
 +
| align=center |5
 +
| Halphinale LC
 +
| Glan Gigas Maste
 +
| align=center |->
 +
| Glan Gigas Maste
 +
| -
 +
|-
 +
| align=center |6
 +
| Gladia Soul LC
 +
| Lux Halphinale
 +
| align=center |->
 +
| Lux Halphinale
 +
| -
 +
|-
 +
| align=center |7
 +
| Grand Dread Keeper LC
 +
| Mega Triyal
 +
| align=center |->
 +
| Mega Triyal
 +
| -
 +
|-
 +
|}
 +
</div>
 +
=== Example for Augment Transfer #2 ===
 +
This is an example of adding EX augments to a weapon that was affixed and did not have EX augments. Note that this completely over-writes the base weapon with the augments on the material weapon, and leaves the material weapon behind without any augments attached.
 +
<div class="table-responsive-md">
 +
{| class="wikitable table-responsive-md"
 +
|-
 +
| align=center style="width:5%;" | Augment #
 +
| align=center style="width:20%;" | Initial Base Weapon
 +
| align=center style="width:20%;" | Initial Material Weapon
 +
| align=center style="width:5%;" | ->
 +
| align=center style="width:20%;" | Final Base Weapon
 +
| align=center style="width:20%;" | Final Material Weapon
 +
|-
 +
| align=center |1
 +
| Lux Halphinale
 +
| EX Gradual PP Gauge D
 +
| align=center |->
 +
| EX Gradual PP Gauge D
 +
| -
 +
|-
 +
| align=center |2
 +
| Glan Gigas Maste
 +
| EX Tough Mind H
 +
| align=center |->
 +
| EX Tough Mind H
 +
| -
 +
|-
 +
| align=center |3
 +
| Anaddi Spi Parfait
 +
| EX Dazzle Camouflage R
 +
| align=center |->
 +
| EX Dazzle Camouflage R
 +
| -
 +
|-
 +
| align=center |4
 +
| Gladia Soul
 +
| -
 +
| align=center |->
 +
| -
 +
| -
 +
|-
 +
| align=center |5
 +
| Grand Dread Keeper
 +
| -
 +
| align=center |->
 +
| -
 +
| -
 +
|-
 +
| align=center |6
 +
| Mega Triyal
 +
| -
 +
| align=center |->
 +
| -
 +
| -
 +
|-
 +
| align=center |7
 +
| Highkvar Domina
 +
| -
 +
| align=center |->
 +
| -
 +
| -
 +
|-
 +
|}
 +
</div>
  
For example, to add the "{{icons|NGS Ability}} Forms Soul I" Augment to a weapon, using one "{{icons|NGS Ability Capsule}} C/Forms Soul I" capsule will give it a 9% chance of succeeding, but using 10 of the capsule, and the chance to successfully affix to the weapon increases to 90%.
+
= Unlock Potential =
  
Equipment comes with an Augment limit cap that determines how many different Augments can be affixed to that piece of equipment. So far, weapons and units have only been seen with a cap of 2 Augments. A 3rd slot can be adding by Grinding the equipment to +20 and a 4th slot by Grinding to +40.
+
For weapons only, a Potential can be added. This provides unique abilities to the player depending on the weapon, usually including a Potency (damage) multiplier and boosts to various abilities which may be temporary and conditional on specific actions or states such as high HP.
  
Multiple Augments can be affixed at the same time in all of the slots available.
+
Potentials can be increased in level by repeating this process. The maximum level of potentials is currently 6.
  
A list of these Augments can be found at the [[Portal:New_Genesis/List_of_Augments|List of Augments]] page.
+
Adding or increasing Potential costs {{icons|NMeseta}} and materials. This cost increases for higher Rarity weapons and for higher Potential levels. At Potential levels 1-3 the materials are [[Portal:New Genesis/Materials#Minerals|minerals]]. Starting from level 4, they are [[Portal:New Genesis/Materials#Enhancement Materials|special materials]] such as {{icons|NGS Tool}} N-EX-Cubes.
  
===''PSO2'' Augments===
+
<div class="table-responsive">
When importing equipment with Augments or S Grade Augments from Phantasy Star Online 2, they will be replaced by Legaro Augments of corresponding value while in New Genesis. These changes are temporary and the original abilities will remain upon returning to Phantasy Star Online 2. A list of what augments convert to what on the [[Portal:New_Genesis/Augment_Conversion|PSO2 Augment Conversion]] page.
+
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! rowspan="2"| Potential Level
 +
! colspan="11"| Materials Required
 +
|-
 +
! {{rarityNGS|1}}
 +
! {{rarityNGS|2}}
 +
! {{rarityNGS|3}}
 +
! {{rarityNGS|4}}
 +
! {{rarityNGS|5}}
 +
! {{rarityNGS|6}}
 +
! {{rarityNGS|7}}
 +
! {{rarityNGS|8}}
 +
! {{rarityNGS|9}}
 +
! {{rarityNGS|10}}
 +
! {{rarityNGS|11}}
 +
|-
 +
| style=" font-weight: bold;" | Level 1
 +
| 10,000 {{icons|NMeseta}}<br>Monotite x10<br>Photon Chunk x5
 +
| 20,000 {{icons|NMeseta}}<br>Monotite x20<br>Photon Chunk x10
 +
| 30,000 {{icons|NMeseta}}<br>Monotite x30<br>Photon Chunk x15
 +
| 40,000 {{icons|NMeseta}}<br>Monotite x40<br>Photon Chunk x20
 +
| 50,000 {{icons|NMeseta}}<br>Monotite x40<br>Tetracite x40<br>Photon Chunk x25
 +
| 60,000 {{icons|NMeseta}}<br>Monotite x50<br>Dualomite x50<br>Photon Chunk x30
 +
| 70,000 {{icons|NMeseta}}<br>Monotite x60<br>Dualomite x60<br>Photon Chunk x35
 +
| 80,000 {{icons|NMeseta}}<br>Monotite x70<br>Dualomite x70<br>Photon Chunk x40
 +
| 90,000 {{icons|NMeseta}}<br>Monotite x80<br>Dualomite x80<br>Photon Chunk x45
 +
| 100,000 {{icons|NMeseta}}<br>Monotite x90<br>Dualomite x90<br>Photon Chunk x50
 +
| 100,000 {{icons|NMeseta}}<br>Monotite x100<br>Dualomite x100<br>Photon Chunk x55
 +
|-
 +
| style=" font-weight: bold;" | Level 2
 +
| 20,000 {{icons|NMeseta}}<br>Dualomite x10<br>Photon Chunk x10
 +
| 40,000 {{icons|NMeseta}}<br>Dualomite x20<br>Photon Chunk x15
 +
| 60,000 {{icons|NMeseta}}<br>Dualomite x30<br>Photon Chunk x20
 +
| 80,000 {{icons|NMeseta}}<br>Dualomite x40<br>Photon Chunk x30
 +
| 100,000 {{icons|NMeseta}}<br>Dualomite x40<br>Tetracite x40<br>Photon Chunk x40
 +
| 120,000 {{icons|NMeseta}}<br>Trinite x50<br>Tetracite x50<br>Photon Chunk x45
 +
| 140,000 {{icons|NMeseta}}<br>Trinite x60<br>Tetracite x60<br>Photon Chunk x50
 +
| 160,000 {{icons|NMeseta}}<br>Trinite x70<br>Tetracite x70<br>Photon Chunk x55
 +
| 180,000 {{icons|NMeseta}}<br>Trinite x80<br>Tetracite x80<br>Photon Chunk x60
 +
| 200,000 {{icons|NMeseta}}<br>Trinite x90<br>Tetracite x90<br>Photon Chunk x65
 +
| 200,000 {{icons|NMeseta}}<br>Trinite x100<br>Tetracite x100<br>Photon Chunk x70
 +
|-
 +
| style=" font-weight: bold;" | Level 3
 +
| 30,000 {{icons|NMeseta}}<br>Trinite x10<br>Photon Chunk x20
 +
| 60,000 {{icons|NMeseta}}<br>Trinite x20<br>Photon Chunk x30
 +
| 90,000 {{icons|NMeseta}}<br>Trinite x30<br>Photon Chunk x40
 +
| 120,000 {{icons|NMeseta}}<br>Trinite x40<br>Photon Chunk x50
 +
| 150,000 {{icons|NMeseta}}<br>Trinite x40<br>Tetracite x40<br>Photon Chunk x60
 +
| 180,000 {{icons|NMeseta}}<br>Pentalite x80<br>Tetracite x50<br>Photon Chunk x65
 +
| 210,000 {{icons|NMeseta}}<br>Pentalite x100<br>Tetracite x60<br>Photon Chunk x70
 +
| 240,000 {{icons|NMeseta}}<br>Hexakite x100<br>Pentalite x70<br>Photon Chunk x75
 +
| 270,000 {{icons|NMeseta}}<br>Hexakite x110<br>Pentalite x80<br>Photon Chunk x80
 +
| 300,000 {{icons|NMeseta}}<br>Hexakite x120<br>Pentalite x90<br>Photon Chunk x85
 +
| 300,000 {{icons|NMeseta}}<br>Hexakite x130<br>Pentalite x100<br>Photon Chunk x90
 +
|-
 +
| style=" font-weight: bold;" | Level 4
 +
| 40,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 80,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 120,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 160,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 200,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 240,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 280,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 320,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 360,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 400,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 400,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
|-
 +
| style=" font-weight: bold;" | Level 5
 +
| 40,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 80,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 120,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 160,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 200,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 240,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 280,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 320,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 360,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 400,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
| 400,000 {{icons|NMeseta}}<br>N-EX-Cube x5
 +
|-
 +
| style=" font-weight: bold;" | Level 6
 +
| 50,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 100,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 150,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 200,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 250,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 300,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 350,000 {{icons|NMeseta}}<br>Photon Chunk IIA x30<br>Photon Chunk IIB x30
 +
| 400,000 {{icons|NMeseta}}<br>Photon Chunk IIA x60<br>Photon Chunk IIB x60
 +
| 450,000 {{icons|NMeseta}}<br>Photon Chunk IIA x60<br>Photon Chunk IIB x60
 +
| 500,000 {{icons|NMeseta}}<br>Photon Chunk IIA x60<br>Photon Chunk IIB x60
 +
| 500,000 {{icons|NMeseta}}<br>Photon Chunk IIA x60<br>Photon Chunk IIB x60
 +
|-
 +
|}
 +
</div>
  
==Potentials==
+
== ''PSO2'' Weapon Potentials ==
{{Main|Portal:New_Genesis/Potentials}}
 
Weapons have inherent properties called Potentials which can be considered as an additional skill for the player, so long as the weapon is equipped and drawn out; they range from damage buffs, to utility skills like improving healing items. These must be unlocked on each of your weapons by using Photon Chunks and N-Meseta.
 
  
===''PSO2'' Weapon Potentials===
+
New Type weapons imported from ''Phantasy Star Online 2'' that have unlocked Potentials will have their Potentials converted into equivalent ''New Genesis'' Potentials. These changes are temporary; the original Potentials will remain upon returning to ''Phantasy Star Online 2''.
New Type weapons imported from ''Phantasy Star Online 2'' that have unlocked Potentials will have their Potentials converted into equivalent ''New Genesis'' Potentials. These changes are temporary and the original Potentials will remain upon returning to ''Phantasy Star Online 2''.
 
  
{| class="wikitable table-bordered table-responsive-md"  
+
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 
! Original Series
 
! Original Series
 
! ''NGS'' Potential
 
! ''NGS'' Potential
Line 181: Line 1,100:
 
|-
 
|-
 
|}
 
|}
 +
</div>
 +
 +
= Preset Skills =
 +
 +
{{icons|NGS Preset Ability}} [[Portal:New_Genesis/List_of_Augments#Preset_Skills|Preset Skills]] are like augments with specific effects. All equipment can have one Preset Skill, from a small set. Weapons and armor have different sets of possible Preset Skills.
 +
 +
Equipment can drop from enemies or quests with Preset Skills already present, with higher levels being more rare. The highest level of Preset Skill is 5. Preset Skills can be added, increased or transferred in the Item Lab.
 +
 +
== Add Preset Skills ==
 +
 +
An equipment can be given a new Preset Skill at level 1. The Preset Skill is chosen randomly from the available set.
 +
 +
This costs {{icons|NMeseta}} 500 and a Material Item, which is consumed; for weapons this is any weapon from the same series as the Base Item. For armor this is any armor with the same name.
 +
 +
The default success rate is 10%, which can be raised with Success Booster items such as "Preset Skill Enhance Success Rate +10%". If the process fails, the Material Item is still lost (unless an Item Preserver such as "Preset Skill Item Protection/Lv.1" is used), but the Base Item is not.
 +
 +
As an alternative to the material item, the item "Add Preset Skills Lv. 1" may be used. This also sets the success rate to 100%.
 +
 +
Equipment already with a Preset Skill can still use this process, resetting the level to 1. The game provides a warning when attempting this.
 +
 +
== Enhance Preset Skills ==
 +
 +
An equipment with an existing Preset Skill below level 5 can increase its level by 1 at a time.
 +
 +
This costs {{icons|NMeseta}} 500 and a Material Item; for weapons this is a weapon from the same series as the Base Item. For armor this is an armor with the same name. For both, the Material Item must also have any Preset Skill with a level equal to or greater than the Preset Skill on the Base Item.
 +
 +
The default success rate is 10%, which can be raised with Success Booster items such as "Preset Skill Enhance Success Rate +10%". If the process fails, the Material Item is still lost (unless an Item Preserver such as "Preset Skill Item Protection/Lv.1" is used), but the Base Item is not.
 +
 +
== Transfer Preset Skills ==
 +
 +
Preset Skills can be transferred from one piece of equipment to another, provided the equipment has an identical name.
 +
 +
Transfer Preset Skills costs material items only; there is no {{icons|NMeseta}} cost. The material items needed depend on whether the equipment is a weapon or an armor, and the level of the Preset Skill being transferred:
 +
 +
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! {{icons|NGS Preset Ability}} Preset Skill Level
 +
! Materials Required (Weapon)
 +
! Materials Required (Armor)
 +
|-
 +
| Preset Skill Lv.1
 +
| 40 Photon Chunk, 40 Monotite
 +
| 20 Photon Chunk, 20 Monotite
 +
|-
 +
| Preset Skill Lv.2
 +
| 60 Photon Chunk, 40 Dualomite
 +
| 30 Photon Chunk, 20 Dualomite
 +
|-
 +
| Preset Skill Lv.3
 +
| 80 Photon Chunk, 40 Trinite
 +
| 40 Photon Chunk, 20 Trinite
 +
|-
 +
| Preset Skill Lv.4
 +
| 2 N-EX-Cube, 80 Tetracite, 2 Photon Scale
 +
| 1 N-EX-Cube, 40 Tetracite, 1 Photon Scale
 +
|-
 +
| Preset Skill Lv.5
 +
| 10 N-EX-Cube, 120 Tetracite, 15 Photon Scale
 +
| 5 N-EX-Cube, 60 Tetracite, 7 Photon Scale
 +
|-
 +
|}
 +
</div>
 +
 +
= Multi-weapon =
 +
 +
For more detailed information, visit the dedicated page, {{Main|Portal:New_Genesis/Multi-weapon}}
  
==Multi-weapon==
 
 
You can combine two weapons of different types together to create a "Multi-weapon", a special weapon that allows for the use of both weapons from one weapon palette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.
 
You can combine two weapons of different types together to create a "Multi-weapon", a special weapon that allows for the use of both weapons from one weapon palette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.
  
In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a "{{icons|NGS Sword}} Theseus Sword" and "{{icons|NGS Rifle}} Theseus Rifle" together, you cannot combine a "{{icons|NGS Sword}} Theseus Sword" with a "{{icons|NGS Knuckles}} Trois De Knuckles".
+
When selecting a base weapon to combine, other weapon attributes of the base weapon, such as Potential or Color Variant will be shared to the other weapon you combine with. Unique weapons under the same weapon series with different potentials, such as the {{rarity|5}} Relik Series can use another Relik Series potential by doing this.
 +
 
 +
In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a "{{icons|NGS Sword}} [[Theseus Sword]]" and "{{icons|NGS Rifle}} [[Theseus Rifle]]" together, you cannot combine a "{{icons|NGS Sword}} [[Theseus Sword]]" with a "{{icons|NGS Knuckles}} [[Trois De Knuckles]]".
 +
 
 +
The process of creating a multi-weapon consumes the secondary weapon. The process cannot be reversed to return the weapons to their original state.
 +
 
 +
For the required costs of creating a Multi-weapon, see below.
 +
 
 +
<div class="table-responsive">
 +
{| class="mx-auto wikitable table-bordered table-responsive-md" style="text-align: center;"
 +
! rowspan="2" | Weapon Rarity
 +
! colspan="2" | Required Materials
 +
|-
 +
! Photon<br>Quartz !! N-Meseta
 +
|-
 +
| {{RarityNGS|1}} || 10
 +
| style="text-align:right" | 50,000
 +
|-
 +
| {{RarityNGS|2}} || 20
 +
| style="text-align:right" | 100,000
 +
|-
 +
| {{RarityNGS|3}} || 30
 +
| style="text-align:right" | 150,000
 +
|-
 +
| {{RarityNGS|4}} || 40
 +
| style="text-align:right" | 200,000
 +
|-
 +
| {{RarityNGS|5}} || 50
 +
| style="text-align:right" | 250,000
 +
|-
 +
| {{RarityNGS|6}} || 60
 +
| style="text-align:right" | 300,000
 +
|-
 +
| {{RarityNGS|7}} || 70
 +
| style="text-align:right" | 350,000
 +
|-
 +
| {{RarityNGS|8}} || 80
 +
| style="text-align:right" | 400,000
 +
|-
 +
| {{RarityNGS|9}} || 90
 +
| style="text-align:right" | 450,000
 +
|-
 +
| {{RarityNGS|10}} || 100
 +
| style="text-align:right" | 500,000
 +
|-
 +
| {{RarityNGS|11}} || 110
 +
| style="text-align:right" | 550,000
 +
|}
 +
</div>
 +
 
 +
The {{rarityNGS|5}} Cinquem series is an exception to the material cost, needing 1 Photon Scale instead of 50 Photon Quartz.
 +
 
 +
= Exchange Enhancement Materials =
 +
 
 +
In addition to other Item Lab functions, unique Augments and Enhancement Materials can be exchanged through the Item Lab.
 +
 
 +
== Augment Capsule ==
 +
 
 +
See {{icons|NGS Ability}} [[Portal:New Genesis/Augment_Capsule_Exchange_Shop|Augment Capsule Exchange Shop]].
 +
 
 +
== Other Enhancement Materials ==
  
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
+
See {{NGSMenuIcons|Recycle Shop Outline}} [[Portal:New Genesis/Enhancement_Material_Exchange_Shop|Enhancement Material Exchange Shop]].
  
 
{{NGS Navbox}}
 
{{NGS Navbox}}

Latest revision as of 03:13, 23 August 2024

ShopLogoLab.png


The Item Lab is a shop counter available in Central City, Retem City, Kvaris Camp and Stia Camp. It provides several means of strengthening weapons and armor.

Item Enhancement

Weapons and armor can be enhanced to raise their Enhancement Level, which increases their Attack and Defense respectively. For both it also increases the number of augment slots available.

Item Enhancement requires consuming other items of that type (only weapons can be used to enhance weapons) and also costs 1 N-Grinder and an amount of N-Meseta based on the rarity of the item being enhanced.

Enhancement Level has a limit, which can be raised to a point via Limit Break. With specific exceptions such as seasonal exchanges, an item's starting limit depends on its rarity; +10 for 1, +20 for 2, +30 for 3, +40 for 4 to 6, and +50 for 7 to 11.

Unlike some previous Phantasy Star titles, there is no risk of failure. The outcome of Item Enhancement is either Success, or Great Success which doubles the gain. The default rate of a Great Success is 10%. This can be increased by in-game campaigns and a Support Item such as "N-Enhancement Success Rate +10%".

Enhancement EXP Formula

The amount of Enhancement EXP gained is determined by the following formula:

Enhancement EXP = SUM ( (Fodder Enhancement EXP / 2 + Fodder Rarity EXP + Fodder Augments) * Same Item Bonus ) * Great Success Bonus

  • Fodder Enhancement EXP: The Enhancement EXP of the equipment used as a Material Item.
  • Fodder Rarity EXP: A set amount of EXP based on the rarity of the Material Item. See Material Item Rarity below.
  • Fodder Augments: Set amounts of EXP if the Material Item has specific augments. See EXP Augments below.
  • Same Item Bonus: 1.5 if the Material Item has the same name as the Base Item. This only applies to that specific Material Item, and not others used in that Enhancement.
  • Great Success Bonus: 2 if the Enhancement is a Great Success. This applies to the entire Enhancement.

The Enhancement EXP given by each Material Item can be seen on the Material Item Selection screen.

Enhancement EXP Example

Enhancing a Gold Primm Sword +0 using a Gold Primm Sword +20 and a Silver Primm Sword +0 as Material Items:

The Gold Primm Sword +20 gives 6,825 Enhancement EXP from:

  • 3,750 EXP from having 7,500 Enhancement EXP of its own, divided by 2
  • 350 EXP from being 3
  • 450 EXP from its Esperio II augment
  • The subtotal of the above being multiplied by 1.5x from the Same Item Bonus.

The Silver Primm Sword +0 gives 600 Enhancement EXP from:

  • 200 EXP from being 2
  • 400 EXP from its Esperio I augment

This enhancement would add 7,425 Enhancement EXP to the Gold Primm Sword +0 Base Item; this would raise its Enhancement Level to 19. However if the enhancement was a Great Success, it would instead receive 14,850 Enhancement EXP and become +29.

Material Item Rarity

The rarity of Material Items contributes toward the Enhancement EXP they provide.

Material Item Rarity 1 2 3 4 5 6 7 8 9 10 11
Enhancement EXP 100 200 350 600 700 800 900 1,000 1,100 1,200 1,300

EXP Augments

Some Ability (NGS) augments provide additional Enhancement EXP when the equipment they are on is used as a Material Item. Certain equipments have one of these augments by default.

Augment Augment EXP Item with default
Ability (NGS) Esperio I 400 Sword (NGS) Silver Primm Sword
Unit (NGS) Silver Primm Armor
Ability (NGS) Esperio II 450 Sword (NGS) Gold Primm Sword
Unit (NGS) Gold Primm Armor
Ability (NGS) Hi Perio I 5,000 Sword (NGS) N-EXP Weapon
Unit (NGS) N-EXP Armor
Ability (NGS) Endymio 100,000 Sword (NGS) Gold Primm Sword II
Unit (NGS) Gold Primm Armor II
Ability (NGS) Hi Perio II 1,000,000 Sword (NGS) N-EXP Weapon II
Unit (NGS) N-EXP Armor II
Ability (NGS) Astrio S 5,000,000 None: Requires Ability Capsule (NGS) C/Astrio S

Enhancement Cost

Item Enhancement uses 1 N-Grinder for each Material Item used.

The N-Meseta cost of Item Enhancement is determined by the rarity of the item being enhanced, multiplied by the number of Material Items used.

Base Item Rarity 1 2 3 4 5 6 7 8 9 10 11
N-Meseta Cost per Material Item 1,000 2,000 3,000 4,000 4,200 4,500 4,700 5,000 5,200 5,500 5,700

Enhancement Level EXP Requirement

The amount of Enhancement EXP needed per Level depends on the rarity of the equipment being enhanced:

Enhancement Level EXP Required
1 2 3 4 5 6 7 8 9 10 11
Total (0 → +10) 1,000 1,500 2,500 3,500 4,000 4,500 5,000 5,500 6,000 6,500 7,000
Total (+10 → +20) 2,000 3,000 5,000 7,000 8,000 9,000 10,000 11,000 12,000 13,000 14,000
Total (+20 → +30) 3,000 4,500 7,500 10,500 12,000 13,500 15,000 16,500 18,000 19,500 21,000
Total (+30 → +40) 4,000 6,000 10,000 14,000 16,000 18,000 20,000 22,000 24,000 26,000 28,000
Total (+40 → +50) 12,500 12,500 12,500 17,500 20,000 22,500 25,000 27,500 30,000 32,500 35,000
Total (+50 → +60) 12,500 12,500 12,500 17,500 20,000 22,500 25,000 27,500 36,000 39,000 42,000
Total (+60 → +70) 9,100,000 9,200,000 9,300,000 9,400,000 9,500,000 9,600,000 9,700,000 9,800,000 9,900,000 10,000,000 11,000,000
Total (+70 → +80) 9,100,000 9,200,000 9,300,000 9,400,000 9,500,000 9,600,000 9,700,000 9,800,000 9,900,000 10,000,000 11,000,000
Total (+80 → +90) 9,100,000 9,200,000 9,300,000 9,400,000 9,500,000 9,600,000 9,700,000 9,800,000 9,900,000 10,000,000 11,000,000
Grand Total (+90) 27,335,000 27,640,000 27,950,000 28,270,000 28,580,000 28,890,000 29,200,000 29,510,000 29,826,000 30,136,500 33,147,000

Attack and Defense Gain per Enhancement Level

Equipment will get stronger the higher its Enhancement Level is. For both weapons and armor, lower rarity equipment receives larger increases to their Attack and Defense at higher levels than higher rarity equipment, to partially catch up by the Enhancement Level cap.

Enhancement
Level
Rarity
1 2 3 4 5 6 7 8 9 10 11
Weapon Attack Power
+10 +22 +16 +10 +10 +10 +10 +30 +30 +30 +40 +40
+20 +46 +33 +21 +20 +20 +25 +60 +60 +60 +80 +80
+30 +63 +50 +32 +30 +30 +55 +90 +90 +90 +120 +120
+40 +82 +69 +47 +40 +40 +85 +136 +125 +150 +160 +160
+50 +161 +143 +115 +108 +92 +125 +186 +165 +210 +200 +200
+60 +347 +329 +301 +267 +238 +183 +248 +226 +270 +250 +240
+70 +575 +557 +529 +490 +453 +377 +378 +359 +355 +300 +280
+80 +614 +596 +568 +527 +492 +416 +443 +426 +414 +363 +320
+90 +??? +??? +??? +??? +??? +573 +??? +??? +468 +399 +352
Armor Defense Power
+10 +10 +10 +10 +10 +10 +10 +10 +10 +10 - -
+20 +20 +20 +20 +20 +20 +20 +20 +20 +20 - -
+30 +30 +30 +30 +30 +30 +30 +30 +30 +30 - -
+40 +40 +40 +40 +41 +41 +40 +40 +40 +40 - -
+50 +50 +50 +50 +51 +51 +50 +51 +51 +51 - -
+60 +72 +72 +72 +71 +67 +66 +61 +61 +61 - -
+70 +96 +95 +94 +92 +87 +83 +71 +71 +71 - -
+80 +106 +105 +104 +102 +97 +93 +81 +81 +81 - -
+90 +116 +115 +114 +112 +107 +103 +91 +91 +91 - -

Augment Slots

The Enhancement Level of equipment determines how many Ability (NGS) augment slots it has:

Enhancement Level Augment Slots
+0 - +19 Ability (NGS) 2
+20 - +39 Ability (NGS) 3
+40 - +49 Ability (NGS) 4
+50 - +60 Ability (NGS) 5
+61 - +80 Ability (NGS) 6
+81 - +90 Ability (NGS) 7

Limit Break

Equipment can be enhanced with Item Enhancement to a maximum level. This is displayed on tab 2 of the equipment's Item Details window. For example: "Enhancement Lv. 0 (MAX 50)" means the maximum is +50.

Using Limit Break, the maximum Enhancement Level can be raised from an equipment's starting maximum, up to a point. For all weapons and armor, the maximum Enhancement Level can be raised to 90.

Each Limit Break raises the maximum Enhancement Level by 10, and costs materials and N-Meseta depending on both the rarity of the equipment and the new Enhancement Level.

At low levels the materials required are minerals such as Monotite. Starting from level 50, Limit Break requires special materials such as NGS Tool Icon Arms Refiner.

Rarity 1 2 3 4 5 6 7 8 9 10 11
Base Limit 10 20 30 40 40 40 50 50 50 50 50
Limit Break Cost for 20 10,000 N-Meseta
10 Mononite
- - - - - - - - - -
Limit Break Cost for 30 20,000 N-Meseta
10 Dualomite
30,000 N-Meseta
20 Dualomite
- - - - - - - - -
Limit Break Cost for 40 30,000 N-Meseta
10 Trinite
45,000 N-Meseta
20 Trinite
120,000 N-Meseta
30 Trinite
- - - - - - - -
Limit Break Cost for 50 125,000 N-Meseta
1 Arms Refiner
125,000 N-Meseta
1 Arms Refiner
125,000 N-Meseta
1 Arms Refiner
140,000 N-Meseta
1 Arms Refiner
150,000 N-Meseta
3 Arms Refiner
160,000 N-Meseta
4 Arms Refiner
- - - - -
Limit Break Cost for 60 125,000 N-Meseta
1 Arms Refiner
125,000 N-Meseta
1 Arms Refiner
125,000 N-Meseta
1 Arms Refiner
140,000 N-Meseta
1 Arms Refiner
150,000 N-Meseta
3 Arms Refiner
160,000 N-Meseta
4 Arms Refiner
170,000 N-Meseta
2 Arms Refiner II
4 Arms Refiner
180,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
190,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
200,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
210,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
Limit Break Cost for 70 145,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
145,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
160,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
160,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
170,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
180,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
180,000 N-Meseta
3 Arms Refiner II
6 Arms Refiner
200,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
210,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
220,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
230,000 N-Meseta
4 Arms Refiner II
8 Arms Refiner
Limit Break Cost for 80 145,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
145,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
160,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
160,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
170,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
180,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
190,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
200,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
210,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
220,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
230,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
Limit Break Cost for 90 145,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
145,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
160,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
160,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
170,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
180,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
190,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
200,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
210,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
220,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner
230,000 N-Meseta
10 Arms Refiner II
20 Arms Refiner

Add Augments

Ability (NGS) Affix Augments (NGS) Ability (NGS) List of Augments (NGS) Ability (NGS) PSO2 Augment Conversion

Also known as Abilities, Augments are like enchantments that can be added to weapons and armor to provide bonuses such as increases to damage, maximum HP and PP, or other useful effects.

In New Genesis, Augments are now added to equipment by using Augment Capsules. When using one copy of a Augment Capsule on its own, the Augment from that capsule will have a very low chance of successfully affixing to the equipment, however if multiple copies of the same capsule are used, you can improve the success rate for that Augment.

For example, to add the "Ability (NGS) Forms Soul I" Augment to a weapon, using one "Ability Capsule (NGS) C/Forms Soul I" capsule will give it a 9% chance of succeeding, but using 10 of the capsule, and the chance to successfully affix to the weapon increases to 90%.
By obtaining Augmentation Boosts items, which are mainly earned through the Special Scratch and Seasonal Points Exchange Shops, you can increase success rates from 5% to 30%.

Equipment comes with an Augment limit cap that determines how many different Augments can be affixed to that piece of equipment. Weapons and armor that are not enhanced initially have 2 Augment slots. A 3rd slot can be adding by grinding the equipment to +20, a 4th slot to +40, a 5th to +50, a 6th to +61, and a 7th to +81.

Though there are some exceptions, the general rule of thumb is that Augments with a lower numeral and/or "type" name cannot be affixed onto the same piece of equipment (e.g., Might III and Might IV, Gigas Technique and Gigas Might, Doldor Soul and Gladia Soul, etc.). Some exceptions include Addi and Exdi Augments, which fall in the same category despite having different "type" names, and Defi/Duel Augments, which can be put on the same piece of equipment as long as they share the same Phase category (e.g., P.01 and P.02 cannot be combined).

Certain Augments can be exchanged in the Augment Capsule Exchange Shop.

A list of all Augments can be found on the List of Augments page.

PSO2 Augments

When importing equipment with Augments or S Grade Augments from Phantasy Star Online 2, they will be replaced by Legaro Augments of corresponding value while in New Genesis. These changes are temporary and the original abilities will remain upon returning to Phantasy Star Online 2. A list of what augments convert to what on the PSO2 Augment Conversion page.

NGS Augment Transfer

At the Item Lab, there is the option for "All Augment Transfer" and "EX Augment Transfer".

Using "All Augment Transfer" will overwrite all augments on the Base item with the augments on the Material item and requires 1x "N-Augment Transfer Pass".

  • Using Eredim series weapons as a Material item for "All Augment Transfer" does not require N-Augment Transfer Passes, even if the Base is not an Eredim series weapon.
    • E.g. You can use "All Augment Transfer" to put all augments from an Eredim weapon (including its EX augments) onto a Wingard weapon without using an "N-Augment Transfer Pass". However, this will remove all prior augments that the Wingard weapon had.
  • The Material item will lose all of its augments; however, you'll still have the now blank material item.

Using "EX Augment Transfer" will overwrite all EX augments on the Base item with the EX augments on the Material item and does not require Augment Transfer passes.

  • This requires that the Material item has the same number of EX augments as the Base item.
  • Only EX Augments on the Base item will be affected - non-EX Augments will not be affected.
  • The Material item will lose all of its EX Augments; however, you'll still have the material item afterwards (with any non-EX augments still attached).

Example for EX Augment Transfer

This shows the case of overwriting the preexisting EX augments on a weapon that has already been affixed. The EX augments on the Base weapon are replaced with the EX augments on the Material weapon, and the Material Weapon loses the corresponding EX augments.

Augment # Initial Base Weapon Initial Material Weapon -> Final Base Weapon Final Material Weapon
1 EX Tri-Shield X EX Stealth Wall P -> EX Stealth Wall P -
2 EX Sign Shielding R EX Shortage PP Burn Up H -> EX Shortage PP Burn Up H -
3 EX Heavy Attack Protect D EX Endure Pain PB Boost X -> EX Endure Pain PB Boost X -
4 Anaddi Spiratech Junk A -> Anaddi Spiratech Junk A
5 Halphinale LC Junk B -> Halphinale LC Junk B
6 Gladia Soul LC Junk C -> Gladia Soul LC Junk C
7 Grand Dread Keeper LC Junk D -> Grand Dread Keeper LC Junk D

Example for Augment Transfer #1

This is an example of Augment Transferring the augments of one weapon onto another weapon. Note that this completely over-writes the base weapon with the augments on the material weapon, and leaves the material weapon behind without any augments attached.

Augment # Initial Base Weapon Initial Material Weapon -> Final Base Weapon Final Material Weapon
1 EX Tri-Shield X EX Shortage PP Burn Up R -> EX Shortage PP Burn Up R -
2 EX Sign Shielding R EX Patient Defense D -> EX Patient Defense D -
3 EX Heavy Attack Protect D EX Endure Pain PB Boost X -> EX Endure Pain PB Boost X -
4 Exdi Spi Parfait Anaddi Spiratech -> Anaddi Spiratech -
5 Halphinale LC Glan Gigas Maste -> Glan Gigas Maste -
6 Gladia Soul LC Lux Halphinale -> Lux Halphinale -
7 Grand Dread Keeper LC Mega Triyal -> Mega Triyal -

Example for Augment Transfer #2

This is an example of adding EX augments to a weapon that was affixed and did not have EX augments. Note that this completely over-writes the base weapon with the augments on the material weapon, and leaves the material weapon behind without any augments attached.

Augment # Initial Base Weapon Initial Material Weapon -> Final Base Weapon Final Material Weapon
1 Lux Halphinale EX Gradual PP Gauge D -> EX Gradual PP Gauge D -
2 Glan Gigas Maste EX Tough Mind H -> EX Tough Mind H -
3 Anaddi Spi Parfait EX Dazzle Camouflage R -> EX Dazzle Camouflage R -
4 Gladia Soul - -> - -
5 Grand Dread Keeper - -> - -
6 Mega Triyal - -> - -
7 Highkvar Domina - -> - -

Unlock Potential

For weapons only, a Potential can be added. This provides unique abilities to the player depending on the weapon, usually including a Potency (damage) multiplier and boosts to various abilities which may be temporary and conditional on specific actions or states such as high HP.

Potentials can be increased in level by repeating this process. The maximum level of potentials is currently 6.

Adding or increasing Potential costs N-Meseta and materials. This cost increases for higher Rarity weapons and for higher Potential levels. At Potential levels 1-3 the materials are minerals. Starting from level 4, they are special materials such as NGS Tool Icon N-EX-Cubes.

Potential Level Materials Required
1 2 3 4 5 6 7 8 9 10 11
Level 1 10,000 N-Meseta
Monotite x10
Photon Chunk x5
20,000 N-Meseta
Monotite x20
Photon Chunk x10
30,000 N-Meseta
Monotite x30
Photon Chunk x15
40,000 N-Meseta
Monotite x40
Photon Chunk x20
50,000 N-Meseta
Monotite x40
Tetracite x40
Photon Chunk x25
60,000 N-Meseta
Monotite x50
Dualomite x50
Photon Chunk x30
70,000 N-Meseta
Monotite x60
Dualomite x60
Photon Chunk x35
80,000 N-Meseta
Monotite x70
Dualomite x70
Photon Chunk x40
90,000 N-Meseta
Monotite x80
Dualomite x80
Photon Chunk x45
100,000 N-Meseta
Monotite x90
Dualomite x90
Photon Chunk x50
100,000 N-Meseta
Monotite x100
Dualomite x100
Photon Chunk x55
Level 2 20,000 N-Meseta
Dualomite x10
Photon Chunk x10
40,000 N-Meseta
Dualomite x20
Photon Chunk x15
60,000 N-Meseta
Dualomite x30
Photon Chunk x20
80,000 N-Meseta
Dualomite x40
Photon Chunk x30
100,000 N-Meseta
Dualomite x40
Tetracite x40
Photon Chunk x40
120,000 N-Meseta
Trinite x50
Tetracite x50
Photon Chunk x45
140,000 N-Meseta
Trinite x60
Tetracite x60
Photon Chunk x50
160,000 N-Meseta
Trinite x70
Tetracite x70
Photon Chunk x55
180,000 N-Meseta
Trinite x80
Tetracite x80
Photon Chunk x60
200,000 N-Meseta
Trinite x90
Tetracite x90
Photon Chunk x65
200,000 N-Meseta
Trinite x100
Tetracite x100
Photon Chunk x70
Level 3 30,000 N-Meseta
Trinite x10
Photon Chunk x20
60,000 N-Meseta
Trinite x20
Photon Chunk x30
90,000 N-Meseta
Trinite x30
Photon Chunk x40
120,000 N-Meseta
Trinite x40
Photon Chunk x50
150,000 N-Meseta
Trinite x40
Tetracite x40
Photon Chunk x60
180,000 N-Meseta
Pentalite x80
Tetracite x50
Photon Chunk x65
210,000 N-Meseta
Pentalite x100
Tetracite x60
Photon Chunk x70
240,000 N-Meseta
Hexakite x100
Pentalite x70
Photon Chunk x75
270,000 N-Meseta
Hexakite x110
Pentalite x80
Photon Chunk x80
300,000 N-Meseta
Hexakite x120
Pentalite x90
Photon Chunk x85
300,000 N-Meseta
Hexakite x130
Pentalite x100
Photon Chunk x90
Level 4 40,000 N-Meseta
N-EX-Cube x5
80,000 N-Meseta
N-EX-Cube x5
120,000 N-Meseta
N-EX-Cube x5
160,000 N-Meseta
N-EX-Cube x5
200,000 N-Meseta
N-EX-Cube x5
240,000 N-Meseta
N-EX-Cube x5
280,000 N-Meseta
N-EX-Cube x5
320,000 N-Meseta
N-EX-Cube x5
360,000 N-Meseta
N-EX-Cube x5
400,000 N-Meseta
N-EX-Cube x5
400,000 N-Meseta
N-EX-Cube x5
Level 5 40,000 N-Meseta
N-EX-Cube x5
80,000 N-Meseta
N-EX-Cube x5
120,000 N-Meseta
N-EX-Cube x5
160,000 N-Meseta
N-EX-Cube x5
200,000 N-Meseta
N-EX-Cube x5
240,000 N-Meseta
N-EX-Cube x5
280,000 N-Meseta
N-EX-Cube x5
320,000 N-Meseta
N-EX-Cube x5
360,000 N-Meseta
N-EX-Cube x5
400,000 N-Meseta
N-EX-Cube x5
400,000 N-Meseta
N-EX-Cube x5
Level 6 50,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
100,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
150,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
200,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
250,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
300,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
350,000 N-Meseta
Photon Chunk IIA x30
Photon Chunk IIB x30
400,000 N-Meseta
Photon Chunk IIA x60
Photon Chunk IIB x60
450,000 N-Meseta
Photon Chunk IIA x60
Photon Chunk IIB x60
500,000 N-Meseta
Photon Chunk IIA x60
Photon Chunk IIB x60
500,000 N-Meseta
Photon Chunk IIA x60
Photon Chunk IIB x60

PSO2 Weapon Potentials

New Type weapons imported from Phantasy Star Online 2 that have unlocked Potentials will have their Potentials converted into equivalent New Genesis Potentials. These changes are temporary; the original Potentials will remain upon returning to Phantasy Star Online 2.

Original Series NGS Potential
15 Lightweave Klauz Series NGSUIItemPotentialAbility.png Assault Unit
15 Fluxio Series
15 Rinser Series
NGSUIItemPotentialAbility.png Infalliable Unit
15 Steel Series NGSUIItemPotentialAbility.png Sturdy Unit
15 Adell Series
15 Ceiroth Series
15 Finble Series
NGSUIItemPotentialAbility.png Lucky Unit
15 Rivelate Series
15 Oblisana Series
15 Darkweave Agile Series
15 Puras Series
15 Shaval Series
15 Anacates Series
15 Genon Series
15 Pride Series
15 Orb Series
15 Dusk Series
15 Million Series
15 Croesus Series
15 Nova Series
15 Legacy Weapon Series
Other Weapons
NGSUIItemPotentialAbility.png Inversion Unit
15 Trailblazer Xion Series NGSUIItemPotentialAbility.png Spirit Surge Unit
15 Atlas EX Series NGSUIItemPotentialAbility.png Endurance Unit
15 Ophistia Series NGSUIItemPotentialAbility.png Wellspring Unit
Any 13 to 14 Weapon NGSUIItemPotentialAbility.png Basic Attack Unit III

Preset Skills

Preset Ability (NGS) Preset Skills are like augments with specific effects. All equipment can have one Preset Skill, from a small set. Weapons and armor have different sets of possible Preset Skills.

Equipment can drop from enemies or quests with Preset Skills already present, with higher levels being more rare. The highest level of Preset Skill is 5. Preset Skills can be added, increased or transferred in the Item Lab.

Add Preset Skills

An equipment can be given a new Preset Skill at level 1. The Preset Skill is chosen randomly from the available set.

This costs N-Meseta 500 and a Material Item, which is consumed; for weapons this is any weapon from the same series as the Base Item. For armor this is any armor with the same name.

The default success rate is 10%, which can be raised with Success Booster items such as "Preset Skill Enhance Success Rate +10%". If the process fails, the Material Item is still lost (unless an Item Preserver such as "Preset Skill Item Protection/Lv.1" is used), but the Base Item is not.

As an alternative to the material item, the item "Add Preset Skills Lv. 1" may be used. This also sets the success rate to 100%.

Equipment already with a Preset Skill can still use this process, resetting the level to 1. The game provides a warning when attempting this.

Enhance Preset Skills

An equipment with an existing Preset Skill below level 5 can increase its level by 1 at a time.

This costs N-Meseta 500 and a Material Item; for weapons this is a weapon from the same series as the Base Item. For armor this is an armor with the same name. For both, the Material Item must also have any Preset Skill with a level equal to or greater than the Preset Skill on the Base Item.

The default success rate is 10%, which can be raised with Success Booster items such as "Preset Skill Enhance Success Rate +10%". If the process fails, the Material Item is still lost (unless an Item Preserver such as "Preset Skill Item Protection/Lv.1" is used), but the Base Item is not.

Transfer Preset Skills

Preset Skills can be transferred from one piece of equipment to another, provided the equipment has an identical name.

Transfer Preset Skills costs material items only; there is no N-Meseta cost. The material items needed depend on whether the equipment is a weapon or an armor, and the level of the Preset Skill being transferred:

Preset Ability (NGS) Preset Skill Level Materials Required (Weapon) Materials Required (Armor)
Preset Skill Lv.1 40 Photon Chunk, 40 Monotite 20 Photon Chunk, 20 Monotite
Preset Skill Lv.2 60 Photon Chunk, 40 Dualomite 30 Photon Chunk, 20 Dualomite
Preset Skill Lv.3 80 Photon Chunk, 40 Trinite 40 Photon Chunk, 20 Trinite
Preset Skill Lv.4 2 N-EX-Cube, 80 Tetracite, 2 Photon Scale 1 N-EX-Cube, 40 Tetracite, 1 Photon Scale
Preset Skill Lv.5 10 N-EX-Cube, 120 Tetracite, 15 Photon Scale 5 N-EX-Cube, 60 Tetracite, 7 Photon Scale

Multi-weapon

For more detailed information, visit the dedicated page,

You can combine two weapons of different types together to create a "Multi-weapon", a special weapon that allows for the use of both weapons from one weapon palette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.

When selecting a base weapon to combine, other weapon attributes of the base weapon, such as Potential or Color Variant will be shared to the other weapon you combine with. Unique weapons under the same weapon series with different potentials, such as the 5 Relik Series can use another Relik Series potential by doing this.

In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a "Sword (NGS) Theseus Sword" and "Rifle (NGS) Theseus Rifle" together, you cannot combine a "Sword (NGS) Theseus Sword" with a "Knuckles (NGS) Trois De Knuckles".

The process of creating a multi-weapon consumes the secondary weapon. The process cannot be reversed to return the weapons to their original state.

For the required costs of creating a Multi-weapon, see below.

Weapon Rarity Required Materials
Photon
Quartz
N-Meseta
1 10 50,000
2 20 100,000
3 30 150,000
4 40 200,000
5 50 250,000
6 60 300,000
7 70 350,000
8 80 400,000
9 90 450,000
10 100 500,000
11 110 550,000

The 5 Cinquem series is an exception to the material cost, needing 1 Photon Scale instead of 50 Photon Quartz.

Exchange Enhancement Materials

In addition to other Item Lab functions, unique Augments and Enhancement Materials can be exchanged through the Item Lab.

Augment Capsule

See Ability (NGS) Augment Capsule Exchange Shop.

Other Enhancement Materials

See Recycle Shop Enhancement Material Exchange Shop.