S-Grade Augments
Reason: Moved to Template:Affixing_NavBar, no pages link here anymore
S-Grade Augments (Also known as Super Simple Ability (SSA) in EN-JP fan translations or Special Option (SOP) in JP) are a type of Augment that can be affixed to certain equipment provided that it supports the feature. By affixing S-Grade Augments, one can customize their equipment with powerful Potential-like attributes and bonuses.
Overview
S-Grade Augments are Augments with effects similar to that of Potentials. You can affix S-Grade Augments to equipment that support S-Grade Augments, denoted by a purple border surrounding the equipment's icon.
S-Grade Augments are divided into multiple slots: for weapons, and for Units. A weapon/unit can only hold one of each slot of S-Grade Augment at a time; for example, you may not affix two Augments with the same designation of on the same Weapon. In addition, you can only affix S-Grade Augments to equipment that can accommodate the S-Class tier you are affixing; for example, weapons that do not display the icon for in their status menu cannot have abilities affixed to them.
S-Grade Augment Transfer
To transfer S-Grade Augments, you must be using a base weapon/unit compatible with intended S-Grade Augment.
S-Grade Augments can be transferred without the use of additional components or Augments; in addition, S-Grade Augments have a 100% rate of transfer and are unaffected by the Extra Slot penalty.
S-Grade Augments can then be transferred to the target item in the following ways:
- By utilizing a weapon fodder that has the SGA attached to it that you wish to transfer over to the target item. The weapon fodder is not destroyed and will only lose its SGA once it is transferred over to the target item. If the target item already has an SGA, it will be overwritten by the fodder's SGA. All other properties of the fodder weapon remain the same (Enhancement Level, Affixes).
- By utilizing a weapon that has an Augment Factor that provides the SGA to the target item.
- By utilizing a fodder weapon that has an SGA as it's Special Augment Factor (SAF), it is possible to affix the SGA to the fodder weapon and then transfer it over to the target item. You can then re-affix the SGA back to the fodder weapon via its SAF and repeat the process, thereby creating an infinite source of an SGA.
- By utilizing an affix capsule, a one time consumable that is used similarly to the affix augment items that will provide the SGA contained inside to the target item.
S-Grade Augment Affix Capsule
To add an S-Grade Augment, you must be using a base weapon/unit compatible with the S-Grade Augment you are attempting to add. If you are in possession of an item that allows you to add an S-Grade Augment, you will be prompted to use the item at the start of the affixing process. Upon affixing the base weapon, the item will be consumed and the S-Grade Augment designated on the item will be added to the base weapon.
S-Grade Augment Swap
Swapping is a special feature available exclusively to equipment that supports the S-Grade Augment function and can be found as a separate option from normal Affixing in the Item Lab's menu. Swapping allows you to exchange S-Grade Augments between two different weapons/units without going through the normal Affixing process, thereby avoiding having to redo Affixing on equipment.
To Swap, you must first choose one of the two target items to be used in the swap process, then choose the other. Both items must have at least one S-Grade Augment on them and compatibility with each other to be valid for the swap process. Once chosen, you will be prompted to select which Augments you want on the first item, then the second. The Ability list will include all S-Grade Augments available for use on the first target weapon as well as all other normal Augments left over. You will be prompted to choose Augments for both items, and after selection, you must pay a fee (based on the slot count of both items) to confirm the transfer.
List of S-Grade Augments
S1
S-Grade Augment | Effects | Weapon Drops | Special Augment Factor | Capsule Drop Location |
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S1: Double-Edged Sword | Increases attack power by 4% but take 8% more damage when your weapon is drawn. | Mother Omnipotent, Creator Castrum Demonica: Hostility Castrum Demonica: Madness Bewitched Woods at Midnight |
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S1: Superior Prowess | Increases critical hit rate by 15%. | Crimson Fellwyrm Over the Castle Black Fellwyrm Rises From Ruin |
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S1: Comrade's Blessing | Provides bonuses based on the number of party members. 2 Members: PP consumption -8% |
SP Breakthrough Training: Episode 5 | ||
S1: Guardian Gear | Reduces damage taken by 7%. | Bewitched Woods Exploration | ||
S1: Aggressive Will | Increases attack power by 2%. | Val Ars | ||
S1: Revenant's Resolve | Increases attack power based on the Photon Gauge. Maxes out at 3%. |
Ares Sword Ares Lance Ares Partisan Ares Buster Ares Boots |
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S1: Partbreaker's Resolve | Increases damage against breakable parts by 4%. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
SP Breakthrough Training: Episode 5 | |
S1: Timeflow Vitality | Restores 40% of your maximum HP every 40 seconds. | Bewitched Woods Exploration Castrum Demonica: Hostility Castrum Demonica: Madness |
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S1: Lucent Grace | Increases natural PP recovery by 20%. | Crimson Fellwyrm Over the Castle Black Fellwyrm Rises From Ruin |
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S1: Radiant Strike | Increases active PP recovery by 20%. | Bewitched Woods Exploration Castrum Demonica: Hostility Castrum Demonica: Madness |
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S1: Melee Amp | Increases power by 1% for every 60 MEL Pwr affixed to this weapon. Increases power by an additional 2% if at least 200 MEL Pwr is affixed to this weapon. |
Trailblazer Melee Weapons | ||
S1: Ranged Amp | Increases power by 1% for every 60 RNG Pwr affixed to this weapon. Increases power by an additional 2% if at least 200 RNG Pwr is affixed to this weapon. |
Trailblazer Ranged Weapons | ||
S1: Technique Amp | Increases power by 1% for every 60 TEC Pwr affixed to this weapon. Increases power by an additional 2% if at least 200 TEC Pwr is affixed to this weapon. |
Trailblazer Technique Weapons |
S2
S-Grade Augment | Effects | Weapon Drops | Special Augment Factor | Capsule Drop Location |
---|---|---|---|---|
S2: Aggressive Will | Increases attack power by 2%. | Bewitched Woods Exploration | ||
S2: Wake of Destruction Photon | Recover 4 PP when a nearby enemy is defeated. | Bewitched Woods Exploration | ||
S2: Double-Edged Sword | Increases attack power by 3% but take 6% more damage when your weapon is drawn. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
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S2: Superior Prowess | Increases critical hit rate by 12%. | Val Roke Val Vire Val Body |
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S2: Goliathslayer's Resolve | Increases damage dealt to bosses by 3%. | Mars Series | ||
S2: Precision Will | Increases critical hit damage by 3%. | Vadis Series |
S3
S-Grade Augment | Effects | Weapon Drops | Special Augment Factor | Capsule Drop Location |
---|---|---|---|---|
S3: Persistent Fury | Increases attack power by 4% and critical hit rate by 5%. Enhances PP efficiency as follows: |
Dia Series Geometry Series |
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S3: Aggressive Will | Increases attack power by 2%. | Mother Omnipotent, Creator Wisdom Incarnate Longing for Omniscience Bewitched Woods Exploration |
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S3: Wake of Destruction Photon | Recover 3 PP when a nearby enemy is defeated. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
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S3: Superior Prowess | Increases critical hit rate by 12%. | Bewitched Woods Exploration | ||
S3: Guardian Gear | Reduces damage taken by 7%. | Calamity Series Tridia Series |
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S3: Timeflow Vitality | Restores 40% of your maximum HP every 40 seconds. | Val Farder |
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S3: Lucent Grace | Increases natural PP recovery by 17%. | Val Zemus |
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S3: Lucent Strike | Increases active PP recovery by 20%. | Crimson Fellwyrm Over the Castle Black Fellwyrm Rises From Ruin |
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S3: Catastrophic Photon | Recovers 15% of your max PP when you take damage. | Queen's Nightmare: Earth Depths Queen's Nightmare: Sand City |
SP Breakthrough Training: Episode 5 |