Affix Augments
Affix Augments | List of Augments | Augment Factors | Augment Factors (Units) | S-Grade Augments | S-Grade Augments (Units) |
General Information
Extra Slot
When Affixing, it is possible to increase the number of slots on the base item by one by using the Extra Slot. When using the Extra Slot, the success rate of all Augments will be lowered by a certain percentage depending on the number of slots. An item can have a maximum of 8 Augments.
Slots | 2 Material | 3+ Material |
---|---|---|
0 → 1 | 100% | 100% |
1 → 2 | 85% | 90% |
2 → 3 | 75% | 85% |
3 → 4 | 60% | 70% |
4 → 5 | 50% | 60% |
5 → 6 | 45% | 55% |
6 → 7 | 35% | 40% |
7 → 8 | 30% | 30% |
Boosting Affix Success Rate
Same Name
When the base item and fodders are all the same item (same name), the Affix Success Rate is increased. With one fodder, the Affix Success Rate is multiplied by 1.1. With two or more fodders, the Affix Success Rate is multiplied by 1.15. Note that for this effect to apply, the base and fodders must all be the same item. If a single fodder is different, the effect does not apply.
Related Items
Adding Augments
Mastery
Mastery is an Augment that can either be synthesized or transferred; it currently appears in-game as Mastery I, II, and III. The presence of another Augment, Doom Break, can boost the transfer and synthesis rate of Mastery III by 20%.
Mastery can be synthesized by combining the same tiers of Might, Precision, and Casting or Toughness, Reflex, or Genius. For example, to synthesize Mastery I, the fodders must have Might I, Precision I, and Casting I present.
Mastery | Synthesis Rate |
---|---|
Mastery I | 80% |
Mastery II | 70% |
Mastery III | 60% |
80%* |
*If Doom Break is present.
Mastery can also be transferred when multiple copies of it are present in the fodders.
Mastery | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
Mastery I | 100 | 100 | 100 | Transfer Rate |
Mastery II | 20 | 40 | 60 | |
Mastery III | 10 | 30 | 50 | |
30%* | 50%* | 70%* |
*If Doom Break is present.
Mutation
Mutation is an Augment obtained from Titled Enemies, with Mutation I dropping from normal Titled Enemies and Mutation II from special Titled Enemies that appear in Seasonal Urgent Quests or special Limited Quests.
Mutation has the characteristic to boost the synthesis of next tier Augments from their previous forms. For example, the synthesis rate of Might III would be 30% by default with two copies of Might II; the presence of Mutation I increases the success rate to 60%, and up to 70% with Mutation II.
Mutation I can only boost the Synthesis Rate of Augments up to III while Mutation II can only boost up to IV.
Alter / Flict
Stigma
Stigma is an Augment that drops from Rare variants or rare enemies such as Tagamikazuchi. Stigma occupies the same Augment slot as Alter and Flict.
Stigma cannot be synthesized, but the Transfer Rate of Stigma can be boosted by certain Monster Souls.
Ability | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
Stigma | - | 30% | 50% | Transfer Rate |
- | 50%* | 70%* |
*If certain Souls are present.
Vinculum
Vinculum is a rare Augment that drops from certain Urgent Quests and Named Bosses. Vinculum occupies the same Augment slot as Modulator and ARKS MAX.
Vinculum cannot be synthesized, but the Transfer Rate of Vinculum can be boosted by Anga Soul.
Ability | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
Vinculum | - | 30% | 50% | Transfer Rate |
- | 50%* | 70%* |
*If Anga Soul is present.
Modulator
A rare Augment that only drops from Clones during Emergency Code: Clone. Modulator shares its Augment slot with Vinculum and ARKS MAX.
Modulator cannot be synthesized, but the Transfer Rate of Modulator can be boosted by Apprentice Soul or Gemini Soul.
Ability | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
Modulator | - | 30% | 80% | Transfer Rate |
- | 40%* | 90%* |
*If Apprentice or Gemini Soul is present.
Doom Break
Di Soul
Veteran's Mark
ARKS MAX
ARKS MAX is a rare Augment that increases all Pwr by 25. The ability can be synthesized by combining three copies of ARKS Fever. ARKS MAX occupies the same Augment slot as Vinculum and Modulator.
Ability | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
ARKS Fever | - | 40% | 60% | Synthesis Rate |
ARKS MAX can also be transferred with sufficient copies.
Ability | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
ARKS MAX | - | 30% | 50% | Transfer Rate |
Fevers
Fevers are special Augments that drop from variants of Rappy and Nyau. Fevers have a 100% base Transfer Rate regardless of the number of copies used.
Factor/Reverie
Factors and Reveries are types of Augments introduced in EP4 and EP5 respectively. Their transfer rates are identical for each.
Ability | No. of Copies | |||
---|---|---|---|---|
1 | 2 | 3 | ||
Factor/Reverie | - | 30% | 50% | Transfer Rate |
"Super" Augments
Certain Augments require a multi-step process to create; these are typically much more difficult to fuse than regular Augments due to their abnormally low success rates and the number of required materials, but they also give much greater stats than the average Augment.
Fusing a "super" Augment requires two components: a Catalyst and a corresponding Augment.
Catalysts
Catalysts are Augments that are explicitly used as components in "super" Augments. Each type of "super" Augment requires four of a corresponding Catalyst type; the Catalyst in question is typically fused with lesser Augments that share a common theme, such as Factor Catalyst requiring all three types of Factors. Catalysts are always fused at a 10% base success rate.
Ability | Synthesis Materials | Success Rate | ||||
---|---|---|---|---|---|---|
Soul Catalyst | Elder Soul | Luther Soul | Gemini Soul | Apprentice Soul | Persona Soul | 10% |
Factor Catalyst | Yamato Factor | Mother Factor | Deus Factor | - | - | |
Reverie Catalyst | Elder Reverie | Luther Reverie | Gemini Reverie | Appregina Reverie | Persona Reverie |
Other Components
"Super" Augments require one other Augment to trigger the final synthesis. The Augment in question depends on the specific "super" Augment; some require synthesis, while others don't.
Final Augment | Component | Synthesis | Success Rate | ||
---|---|---|---|---|---|
Astral Soul | Soul of Darkness | N/A | - | ||
Aether Factor | Ether Soul | Any Factor | Any EP4 Soul | - | 10% |
Mana Reverie | Omega Memoria | Omega Reverie | Historia Soul | Fabula Soul |
Synthesis
To fuse a "super" Augment, four of the corresponding Catalysts must be present as well as the corresponding component within the same recipe. The "super" Augment will appear as a possible affix target if all conditions are met.
Augment | Materials | Success Rate | ||||
---|---|---|---|---|---|---|
Astral Soul | Soul of Darkness | Soul Catalyst | Soul Catalyst | Soul Catalyst | Soul Catalyst | 60% |
Aether Factor | Ether Soul | Factor Catalyst | Factor Catalyst | Factor Catalyst | Factor Catalyst | |
Mana Reverie | Omega Memoria | Reverie Catalyst | Reverie Catalyst | Reverie Catalyst | Reverie Catalyst |
Guardian Soul
Receptors
Receptors are rare Abilities that can be found on certain pieces of equipment. Receptors cannot be synthesized or transferred, but when used as a component in Affixing, it greatly enhances the transfer rate of other types of Abilities.
Soul Receptor
Soul Receptor is an Ability that can be used to boost the transfer rate of Soul-type Abilities. Soul Receptor can be found on certain weapons as an Augment Factor. When used as a component in Affixing, Soul Receptor boosts the transfer rate of all Soul-type abilities except for "Di Soul" and Astral Soul to 100%. When transferred this way, Souls do not require multiple copies to enable transfer.
Soul Receptor can be used to transfer "Di Soul" at a rate of 70%.
Soul Receptor can be used to transfer Astral Soul at a rate of 10%.
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