New Genesis: Item Lab
Item Enhancement
Equipment Enhancing
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 based on the rarity of the item being enhanced.
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 , +20 for , +30 for and +40 for .
Enhancing equipment will not risk any failure.
Enhance Value | EXP Required | ||||||||
---|---|---|---|---|---|---|---|---|---|
Total (0 → +10) | 1,000 | 1,500 | 2,500 | 3,500 | 4,000 | 4,500 | 5,000 | 5,500 | ? |
Total (+10 → +20) | 2,000 | 3,000 | 5,000 | 7,000 | 8,000 | 9,000 | 10,000 | 11,000 | ? |
Total (+20 → +30) | 3,000 | 4,500 | 7,500 | 10,500 | 12,000 | 13,500 | 15,000 | 16,500 | ? |
Total (+30 → +40) | 4,000 | 6,000 | 10,000 | 14,000 | 16,000 | 18,000 | 20,000 | 22,000 | ? |
Total (+40 → +50) | 12,500 | 12,500 | 12,500 | 17,500 | 20,000 | 22,500 | 25,000 | 27,500 | ? |
Total (+50 → +60) | 12,500 | 12,500 | 12,500 | 17,500 | 20,000 | 22,500 | 25,000 | 27,500 | ? |
Total (+60 → +70) | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Grand Total (+70) | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Equipment will get stronger the higher their enhancement value is. For weapons, lower rarity weapons will receive a larger increase to their attack power. For units, the increase remains static for every presumed rarity.
Enhancement Level |
Increase Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Weapon Attack Power | |||||||||
+10 | +22 | +16 | +10 | +10 | +10 | +10 | +30 | +30 | ? |
+20 | +46 | +33 | +21 | +20 | +20 | +25 | +60 | +60 | ? |
+30 | +63 | +50 | +32 | +30 | +30 | +55 | +90 | +90 | ? |
+40 | +82 | +69 | +47 | +40 | +40 | +85 | +136 | +125 | ? |
+50 | +161 | +143 | +115 | +108 | +92 | +125 | +186 | +165 | ? |
+60 | +347 | +329 | +301 | +267 | +238 | +183 | +248 | +226 | ? |
+70 | +575 | +557 | +529 | +490 | +453 | +377 | +378 | +359 | ? |
Armor Defense Power | |||||||||
+10 | +10 | +10 | +10 | +10 | +10 | +10 | +10 | - | - |
+20 | +20 | +20 | +20 | +20 | +20 | +20 | +20 | - | - |
+30 | +30 | +30 | +30 | +30 | +30 | +30 | +30 | - | - |
+40 | +40 | +40 | +40 | +41 | +41 | +40 | +40 | - | - |
+50 | +50 | +50 | +50 | +51 | +51 | +50 | +51 | - | - |
+60 | +72 | +72 | +72 | +71 | +67 | +66 | +61 | - | - |
+70 | ? | ? | ? | ? | ? | ? | +71 | - | - |
Enhancing your equipment will also unlock Augment slots, up to a certain enhancement value.
Enhancement Value | Augment Slots |
---|---|
+0 - +19 | 0/2 |
+20 - +39 | 0/3 |
+40 - +49 | 0/4 |
+50 - +60 | 0/5 |
+61 - +70 | 0/6 |
Limit Breaking
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.
For all weapons and units the maximum Enhancement Limit is currently 50.
Limit Breaking equipment to +50 requires the Arms Refiner material, which can be dropped from Megalotix Enemies or exchanged from the Item Lab.
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 . Each Limit Break increases the Enhancement Limit by 10.
Rarity | |||||||||
---|---|---|---|---|---|---|---|---|---|
Base Limit | 10 | 20 | 30 | 40 | 40 | 40 | 50 | 50 | 50 |
Limit Break Cost for 20 | 10,000 10 Mononite |
- | - | - | - | - | - | - | - |
Limit Break Cost for 30 | 20,000 10 Dualomite |
30,000 20 Dualomite |
- | - | - | - | - | - | - |
Limit Break Cost for 40 | 30,000 10 Trinite |
45,000 20 Trinite |
120,000 30 Trinite |
- | - | - | - | - | - |
Limit Break Cost for 50 | 125,000 1 Arms Refiner |
125,000 1 Arms Refiner |
125,000 1 Arms Refiner |
140,000 1 Arms Refiner |
150,000 3 Arms Refiner |
160,000 4 Arms Refiner |
- | - | - |
Limit Break Cost for 60 | 125,000 1 Arms Refiner |
125,000 1 Arms Refiner |
125,000 1 Arms Refiner |
140,000 1 Arms Refiner |
150,000 3 Arms Refiner |
160,000 4 Arms Refiner |
170,000 2 Arms Refiner II 4 Arms Refiner |
180,000 4 Arms Refiner II 8 Arms Refiner |
190,000 4 Arms Refiner II 8 Arms Refiner |
Limit Break Cost for 70 | 145,000 3 Arms Refiner II 6 Arms Refiner |
145,000 3 Arms Refiner II 6 Arms Refiner |
160,000 3 Arms Refiner II 6 Arms Refiner |
160,000 3 Arms Refiner II 6 Arms Refiner |
170,000 3 Arms Refiner II 6 Arms Refiner |
180,000 3 Arms Refiner II 6 Arms Refiner |
180,000 3 Arms Refiner II 6 Arms Refiner |
200,000 4 Arms Refiner II 8 Arms Refiner |
210,000 4 Arms Refiner II 8 Arms Refiner |
Potential Unlocking
Potentials can be unlocked on weapons, which greatly increases the power of the weapon and can provide unique abilities to the player. and Minerals are used to unlock the potentials of weapons. The cost for unlocking potentials gradually increases with the Level and Rarity of the weapon. At Level 4, N-EX-Cubes are required.
Potential Level | Materials Required | ||||||||
---|---|---|---|---|---|---|---|---|---|
Level 1 | 10,000 Monotite x10 Photon Chunk x5 |
20,000 Monotite x20 Photon Chunk x10 |
30,000 Monotite x30 Photon Chunk x15 |
40,000 Monotite x40 Photon Chunk x20 |
50,000 Monotite x40 Tetracite x40 Photon Chunk x25 |
60,000 Monotite x50 Dualomite x50 Photon Chunk x30 |
70,000 Monotite x60 Dualomite x60 Photon Chunk x35 |
80,000 Monotite x70 Dualomite x70 Photon Chunk x40 |
90,000 Monotite x80 Dualomite x80 Photon Chunk x45 |
Level 2 | 20,000 Dualomite x10 Photon Chunk x10 |
40,000 Dualomite x20 Photon Chunk x15 |
60,000 Dualomite x30 Photon Chunk x20 |
80,000 Dualomite x40 Photon Chunk x30 |
100,000 Dualomite x40 Tetracite x40 Photon Chunk x40 |
120,000 Trinite x50 Tetracite x50 Photon Chunk x45 |
140,000 Trinite x60 Tetracite x60 Photon Chunk x50 |
160,000 Trinite x70 Tetracite x70 Photon Chunk x55 |
180,000 Trinite x80 Tetracite x80 Photon Chunk x60 |
Level 3 | 30,000 Trinite x10 Photon Chunk x20 |
60,000 Trinite x20 Photon Chunk x30 |
90,000 Trinite x30 Photon Chunk x40 |
120,000 Trinite x40 Photon Chunk x50 |
150,000 Trinite x40 Tetracite x40 Photon Chunk x60 |
180,000 Pentalite x80 Tetracite x50 Photon Chunk x65 |
210,000 Pentalite x100 Tetracite x60 Photon Chunk x70 |
240,000 Hexakite x100 Pentalite x70 Photon Chunk x75 |
270,000 Hexakite x110 Pentalite x80 Photon Chunk x80 |
Level 4 | 40,000 N-EX-Cube x5 |
80,000 N-EX-Cube x5 |
120,000 N-EX-Cube x5 |
160,000 N-EX-Cube x5 |
200,000 N-EX-Cube x5 |
240,000 N-EX-Cube x5 |
280,000 N-EX-Cube x5 |
320,000 N-EX-Cube x5 |
360,000 N-EX-Cube x5 |
Level 5 | 40,000 N-EX-Cube x5 |
80,000 N-EX-Cube x5 |
120,000 N-EX-Cube x5 |
160,000 N-EX-Cube x5 |
200,000 N-EX-Cube x5 |
240,000 N-EX-Cube x5 |
280,000 N-EX-Cube x5 |
320,000 N-EX-Cube x5 |
360,000 N-EX-Cube x5 |
Level 6 | 50,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
100,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
150,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
200,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
250,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
300,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
350,000 Photon Chunk IIA x30 Photon Chunk IIB x30 |
400,000 Photon Chunk IIA x60 Photon Chunk IIB x60 |
450,000 Photon Chunk IIA x60 Photon Chunk IIB x60 |
EXP Value Overview of Fodders
Rarity | Base EXP | Same Item EXP | Base Cost* |
---|---|---|---|
100 | 50 | 1,000 | |
200 | 100 | 2,000 | |
350 | 175 | 3,000 | |
600 | 300 | 4,000 | |
700 | 350 | 4,200 | |
800 | 400 | 4,500 | |
900 | 450 | 4,700 | |
1,000 | 500 | 5,000 | |
? | ? | ? |
- Base Cost is the the cost associated with the base equipment. If you are enhancing a item, you will pay 2000 regardless of the fodders rarity.
- The Same Item bonus is applied when enhancing a unit with a unit of the same name. It is a +50% bonus that applies to the final EXP total after Base EXP, Enhancement EXP and Affix EXP.
- The EXP given by material items is the total EXP that it took to Enhance it to that level. For example, a 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.
- Silver Primm Swords, Gold Primm Swords and N-EXP Weapons have built in Esperio and Hi Perio Augments that provides extra EXP when used as fodder, granting 600 / 800 / 5200 EXP in total. The Perio EXP bonus applies before the same item bonus making them give 900 / 1200 / 7800 EXP currently when used in same type enhancement.
- There is a chance to receive a Great Success while enhancing, granting 2x more EXP.
Affixing
Affix Augments (NGS) | List of Augments (NGS) | PSO2 Augment Conversion |
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.
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 " Forms Soul I" Augment to a weapon, using one " 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 units 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, and a 6th to +61.
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.
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 and the original Potentials will remain upon returning to Phantasy Star Online 2.
Original Series | NGS Potential |
---|---|
Lightweave Klauz Series | Assault Unit |
Fluxio Series Rinser Series |
Infalliable Unit |
Steel Series | Sturdy Unit |
Adell Series Ceiroth Series Finble Series |
Lucky Unit |
Rivelate Series Oblisana Series Darkweave Agile Series Puras Series Shaval Series Anacates Series Genon Series Pride Series Orb Series Dusk Series Million Series Croesus Series Nova Series Legacy Weapon Series Other Weapons |
Inversion Unit |
Trailblazer Xion Series | Spirit Surge Unit |
Atlas EX Series | Endurance Unit |
Ophistia Series | Wellspring Unit |
Any to Weapon | Basic Attack Unit III |
Add Preset Skills
Preset Skills can be transferred from one piece of equipment to another, provided the equipment has an identical name. Depending on the Preset Skill level and the equipment, the cost to transfer Preset Skills will differ. There is no Cost associated with adding Preset Skills.
Preset Skill Cost (Weapon)
Preset Skill Level | Materials Required |
---|---|
Preset Skill Lv.1 | 40 Photon Chunk, 40 Monotite |
Preset Skill Lv.2 | 60 Photon Chunk, 40 Dualomite |
Preset Skill Lv.3 | 80 Photon Chunk, 40 Trinite |
Preset Skill Lv.4 | 2 N-EX-Cube, 80 Tetracite, 2 Photon Scale |
Preset Skill Lv.5 | 10 N-EX-Cube, 120 Tetracite, 15 Photon Scale |
Preset Skill Cost (Armor)
Preset Skill Level | Materials Required |
---|---|
Preset Skill Lv.1 | 20 Photon Chunk, 20 Monotite |
Preset Skill Lv.2 | 30 Photon Chunk, 20 Dualomite |
Preset Skill Lv.3 | 40 Photon Chunk, 20 Trinite |
Preset Skill Lv.4 | 1 N-EX-Cube, 40 Tetracite, 1 Photon Scale |
Preset Skill Lv.5 | 5 N-EX-Cube, 60 Tetracite, 7 Photon Scale |
Enhancing Preset Skills
"Enhance Preset Skills" in the Item Lab allows you to increase the level of the Preset Skills attached on your equipment at a certain rate. In order to enhance Preset Skills, weapons from the same series or armors with the same name can be used as enhancement materials in order to perform Preset Skill Enhancement. Equipment that is used as enhancement materials must have Preset Skill levels equal to or higher than the current base item (the specific type of Preset Skill, such as Fixa Termina on Fixa Termina, is not required).
At a cost of 500 and the equipment to be consumed as an enhancement material, a piece of equipment can attempt Preset Skill Enhancement at a success rate of 10%. If successful, the level of the Preset Skill will increase by 1.
Likewise, a randomly selected Preset Skill at Level 1 can be added to a piece of equipment with no existing Preset Skills. In this case, equipment with no Preset Skills can be used as materials.
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 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 " Theseus Sword" and " Theseus Rifle" together, you cannot combine a " Theseus Sword" with a " Trois De Knuckles".
The process of creating a multi-weapon cannot be reversed to return the weapons used to their original state.
For the required costs of creating a Multi-weapon, see below.
Weapon Rarity | Required Materials | |
---|---|---|
Photon Quartz |
N-Meseta | |
10 | 50,000 | |
20 | 100,000 | |
30 | 150,000 | |
40 | 200,000 | |
50 | 250,000 | |
60 | 300,000 | |
70 | 350,000 | |
80 | 400,000 | |
90 | 450,000 |
The weapon used as the material is consumed.
In the case of Cinquem Series weapons, they cost 1 Photon Scale and 250,000 N-Meseta.
Exchange Shops
In addition to other Item Lab functions, unique Augments and Enhancement Materials can be exchanged through the Item Lab.
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