Affix Affix Augments Affix List of Augments Augment Factor Augment Factors Augment Factor Augment Factors (Units) S-Grade Augment S-Grade Augments S-Grade Augment S-Grade Augments (Units)

General Information

Augment affixing is a system where equipment can gain additional stats and features outside the normal item enhancement. Unlike Item Enhancement, Grinders and the like are not required to use as materials, but instead other pieces of equipment and Meseta.
Weapons take other weapons as materials and Units take other Units as materials for Augment Affixing.
The material items that are used for affixing Augments must have the same number of Augments or more than the main item.
Up to 8 Augments can be on the item.

Basic Formula
The success rate of each Augment is calculated by the following formula.
Success Rate = (MIN (100, Basic Success Rate + MAX(Catalyst Modifier)) X Extra Slot Penalty X Same Name Modifier) + Special Augment/Potential / Item / Event Boost (Each Added)

  • The Basic Success Rate is determined by the Augments on the main item and Fodder. For example, Burn II + Burn II results in a success rate of 80%, and 100% if the Augment is an Augment Factor or is added via Affix Augment Capsules.
  • Catalyst Modifer
    A bonus that occurs by combining certain Augments with a certain Synthesis / Transfer.
    For example, Vol Soul increases the success rate by +60% when transferring Burn III. If there are multiple Catalyst Modifiers, the highest value will be applied. Also, if the total Basic Success Rate exceeds 100%, it will be ignored.
  • Extra Slot Penalty
    A penalty that occurs when increasing the number of slots on the main item.
Number of Slots No Change 0 → 1 1 → 2 2 → 3 3 → 4 4 → 5 5 → 6 6 → 7 7 → 8
Extra Slot Penalty 1 Fodder 1.0x 1.0x 0.85x 0.75x 0.60x 0.50x 0.45x 0.35x 0.30x
2+ Fodder 1.0x 1.0x 0.90x 0.85x 0.70x 0.60x 0.55x 0.40x 0.30x
  • Same Name Modifier
    A bonus that occurs when only the same named item as the main item is used as Fodder.
Number of Same Name Fodder 1 2+
Same Name Modifier 1.1x 1.15x
  • Item
    Additional bonus when using Augmentation Aids. Can range anywhere from +5% to +50%.
  • Event Boost
    Additional bonuse during special event periods. In rare cases +5%, +10%, +15% or 20% may be applied.
  • Extra Slot Information
    Extra slots can be utilized to increase the number of slots on the equipment up to a maximum of 8.
    When used, the success rate of all slots except for S-Grade Augments will decrease, increasing the risk of the planned Augments to disappear during the process.
  • Success Rate by Category
    The success rate of Synthesis and Transfer changes depending on the category of the Augment.
  • Ranking Up Augments by Synthesis
    By preparing Augments with the same name and rank, you can obtain the same Augment of a higher rank with slightly lower probability (Synthesis). You can choose to not rank up (Transfer), in which case the rate will be higher. Multiple copies can result in higher probability. In most cases, a max of 3 of the same Augment gives the highest bonus.
    Augment Factors have no effect on Synthesis or Transfer.
  • Success Rate Based on The Number of Fodder
    Only when using Extra Slots (With the exception for 0 → 1 Slot), selecting 2+ Fodder to add Augments will increase the success rate.
    However, the costs will increase.
  • Increased Success Rate When Using Same Named Fodder
    If only same named items as the main item is used as fodder, the success rate will increase. Even if 3 or more Fodder is used, no bonus will occur if even one Fodder with a different name is included.
Main Item Fodder 1 Fodder 2 Success Rate
Sword Sword Success Rate x 1.1
Sword Sword Sword Success Rate x 1.15
Sword Sword Alba Sword No Increase
Sword Alba Sword Alba Sword No Increase.

Even if there are 3 or more of the same named Fodder, the maximum increase is 1.15x.
Augmentation Aids are applied after this effect.

  • Augmentating Costs
    The more Fodder used in the process, the higher the cost. Details vary greatly depending on the Weapon / Unit, but are roughly as follows.
Main Item + Fodder Cost
Two 0.7x ~ 0.9x
Three
(Standard)
1.0x
Four 6.0x
Five 8.0x
Six 16.0x
  • Mutation
    When Mutation is included in the Fodder, the success rate increases under certain conditions.
  • Soul System
    For Transferring Souls, at least 2 or more of the same named Soul is required.
    The characteristics of the Soul increases the success rate of certain Synthesis and Transfer of Augments. (Ex. Vol Soul = Burn Synthesis, Transfer Rate Up)
  • Special Synthesis
    By combining certain combinations of Augments, new special Augments can be made.

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.
In the case of S-Grade Augments, they will always be retained at 100%, regardless of the use of the Extra Slot or not.
The upslot penalty increases in proportion to the number of slots the item has when utilizing the Extra Slot.

Related Items

To be Added Later

Augment Transfer

Augment Transfer allows you completely move all of the Augments of one item to another. S-Grade Augments are not affected at all. Unlike S-Grade Augment Transfer, this is considered as an overwrite, so the normal Augments on the main item cannot be left behind after the transfer. After the transfer, the normal Augments on the Fodder item becomes empty.

In addition, by using S-Grade Augment Capsules and Affix Augment Capsules for the transfer, they can be added to the main item while expanding by 1 slot for the Fodder item.
Example: By expanding the main item to 8 slots with 1 SGA and 7 normal Augments, and putting in the Fodder item (6 slots) and an Affix Augment Capsule, you can simultaneously implant 6 of the Fodder Augments + Capsule for the 7 appropriate Augments section.

All Augments can be transferred. Therefore, Augments that cannot normally be transferred or synthesized can be combined.
Example: Exceed Energy, Divine Order, Mark Anger

However, coexistence of the same category Augment is still impossible.

Additional Info

Affix Augment items (AC Products: Graceful, Grand, etc.) can also be used when Transferring.
The maximum number of Augments that can be selected at the time of transferring is the number of slots of the main item (MAX 8).
There are only three types of Augments that can be selected at the time of transfer: the SGA of the main item, the normal Augments of the Fodder item, and the Augment of the Affix Augment Capsule.
All Augments that were not chosen for the transfer will disappear with the exception of the SGA.

Specific Transfer Example

  • Example of the same number of Augments for the main item and Fodder item
Main Item Fodder Item Augment Capsule Transfer Options Post-Transfer Main Item Post-Transfer Fodder Item
S1: Aggressive Will S1: Precision Will Grand Casting S1: Aggressive Will S1: Aggressive Will S1: Precision Will
S2: Lustrous Strike S2: Photon Descent S2: Lustrous Strike S2: Lustrous Strike S2: Photon Descent
Elder Soul S3: Axiom Will Luther Soul Luther Soul S3: Axiom Will
Mark Anger Luther Soul Casting VI Casting VI
Sentence Casting Casting VI Mark Courage Mark Courage
Elegant Casting Mark Courage Grand Casting Grand Casting
  • Example of the different number of Augments for the main item and Fodder item
Main Item Fodder Item Augment Capsule Transfer Options Post-Transfer Main Item Post-Transfer Fodder Item
S1: Aggressive Will Luther Soul Grand Casting S1: Aggressive Will S1: Aggressive Will
S2: Lustrous Strike Casting VI S2: Lustrous Strike S2: Lustrous Strike
Elder Soul Mark Courage Luther Soul Luther Soul
Mark Anger Mastery III Casting VI Casting VI
Sentence Casting Mark Courage Mark Courage
Elegant Casting Mastery III Grand Casting
Grand Casting

Since the number of Augments that can be chosen exceeds the number of slots of the main item, the Augment that was not selected (Mastery III in this case) disappears. If the number of slots of the main item was 7, all could be selected.

Augment Transfer Costs

Meseta and Augment Transfer Passes are required for the transfer.
The Augment Transfer Pass can be obtained by exchanging for 2 Class Cubes (up to 40 per month).
Others can be obtained as Title Rewards when meeting certain conditions, but can only be obtained once.
Other sources include Special Mission: Tokyo [Rainbow] and various campaigns. The latter is unadvised due to the nature of spending money in order to obtain it and the reward quantity being small.

The required costs depends on the number of slots of the main item.

# of Slots on
Main Item
# of Augment
Transfer Passes
Meseta Cost
1 5 10,000
2 5 40,000
3 5 90,000
4 5 150,000
5 15 200,000
6 25 240,000
7 50 1,456,000
8 100 1,920,000

Normal Synthesis and Special Synthesis

Same Augment Synthesis

Augment Growth and Success Rate

Combining the same Augments will increase the rank of the Augments.
Example: ●● I + ●● I = ●● II
Some Augments such as Mastery and Sovereign Ward are not supported.
It is also possible to transfer ●● I.
In this case, the success rate of ●● I is higher than normal.

In addition, you can synthesize and grow Augments from up to five pieces of Fodder at once, but if you have three or more of the same Augment, such as ●● I + ●● I + ●● I = ●● II, the success rate of both the original Augment and the grown Augment will increase.

  • Example
    Might Transfer and Synthesis
Fodder 1 Fodder 2 Fodder 3 Transfer
Success Rate
Might II
Synthesis
Success Rate
Might III
Might II Might II 80% 30%
Might II Might II Might II 100% 50%

However, using an Extra Slot will decrease the success rate.

Special Synthesis

Augments that do not normally occur appear through the synthesis of predetermined Augments.
Note that the success rate is different from transfer.

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.

Sovereign Ward

Sovereign Ward is an Augment that can either be synthesized or transferred; it currently appears in-game as Sovereign Ward I, II, and III. The presence of another Augment, Gryphon Soul, can boost the transfer and synthesis rate of Sovereign Ward III by 20%.

Sovereign Ward can be synthesized by combining the same tiers of Augment Wards (Impact, Projectile, Technique) (Wildfire, Frost, Lightning) or (Gale, Radiant, Umbral). For example, to synthesize Sovereign Ward I, the fodders must have Impact Ward I, Projectile Ward I, and Technique Ward I present.

Mastery Synthesis Rate
Sovereign Ward I 80%
Sovereign Ward II 70%
Sovereign Ward III 60%
80%*

*If Gryphon Soul is present.

Sovereign Ward can also be transferred when multiple copies of it are present in the fodders.

Mastery No. of Copies
1 2 3
Sovereign Ward I 30 50 70 Transfer Rate
Sovereign Ward II 20 40 60
Sovereign Ward III 10 30 50
30%* 50%* 70%*

*If Gryphon Soul is present.

EV System

EV ●● is an Augment that can only be synthesized when a Lesser Attack Stat V and a Lesser HP / PP V are present. There are 6 types of possible combinations that can be made.
The success rate of the EV is the same for all combinations.
The EV System is treated the same as the original Lesser Might / Precision / Casting.
Example 1: EV Might HP and EV Might PP cannot coexist due to an exclusive relationship.
Example 2: EV Might HP, EV Precision HP and EV Casting HP are not exclusive and can coexist.
Example 3: EV Might HP, Lesser Precision V, and Lesser Stamina V are not exclusive and can coexist.

Fodder 1 Fodder 2 Synthesis Result Synthesis Rate
Lesser Might V Lesser Stamina V EV Might HP 50%
Lesser Might V Lesser Spirit V EV Might PP 50%
Lesser Precision V Lesser Stamina V EV Precision HP 50%
Lesser Precision V Lesser Spirit V EV Precision PP 50%
Lesser Casting V Lesser Stamina V EV Casting HP 50%
Lesser Casting V Lesser Spirit V EV Casting HP 50%

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. However, ARKS Fever and ARKS MAX are treated different and can coexist.


Augment No. of Copies
1 2 3
ARKS Fever - 40% 60% Synthesis Rate

ARKS MAX can also be transferred with sufficient copies.

Augment No. of Copies
1 2 3
ARKS MAX - 30% 50% Transfer Rate

Soul / Mutation / Stigma / Vinculum / Modulator Transfer

To transfer these Augments, at least two or more copies are required. Each of the mentioned Augments can coexist with the exception of Vinculum and Modulator, as they themselves cannot coexist with eachother.

  • Becomes 100% for Souls if Soul Receptor is present.
    Augment No. of Copies
    1 2 3
    Soul /
    Mutation
    - 30% 50% Transfer Rate
  • *If certain Souls are present.
    Augment No. of Copies
    1 2 3
    Stigma /
    Vinculum
    - 30% 50% Transfer Rate
    - 50%* 70%*
  • *If certain Souls are present.
    Augment No. of Copies
    1 2 3
    Modulator - 30% 80% Transfer Rate
    - 40%* 90%*

Alter / Flict

Receptors

Receptors are rare Augments 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 Augments.

Soul Receptor is an Augment that can be used to boost the transfer rate of Soul-type Augments. Soul Receptor can be found on certain 13 weapons as an Augment Factor. When used as a component in Affixing, Soul Receptor boosts the transfer rate of all Soul-type Augments 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%.

Mark Receptor is an Augment that can be used to boost the transfer rate of Mark-type Augments. Mark Receptor can be found as an Augment Capsule in certain AC Scratch bonuses for a limited time. When used as a component in Affixing, Mark Receptor boosts the transfer rate of all Mark-type Augments to 100%.

Divine Receptor is an Augment that can be used to boost the transfer rate of Divine-type Augments. Divine Receptor can be found as an Augment Capsule in certain AC Scratch bonuses for a limited time. When used as a component in Affixing, Divine Receptor boosts the transfer rate of all Divine-type Augments to 100%.

Sentence Receptor is an Augment that can be used to boost the transfer rate of Sentence-type Augments. Sentence Receptor can be found as an Augment in the Buster Medal Exchange Shop. When used as a component in Affixing, Sentence Receptor boosts the transfer rate of all Sentence-type Augments to 100%.

Soul Catalyst / Astral Soul

Soul Catalyst is a component used to make Astral Soul. This Augment becomes available to synthesize when Elder Soul, Luther Soul, Apprentice Soul, Gemini Soul, and Persona Soul are present in the Fodder. The success rate of this Augment is 10%.
Soul Catalyst can also be transferred by having more than two copies in the Fodder.
Due to Soul Catalyst belonging in the Catalyst category, it cannot coexist with other Catalyst-type Augments on the same item.

Augment No. of Copies
1 2 3
Soul Catalyst - 10% 30% Transfer Rate

Astral Soul is a powerful Augment that becomes available to synthesize when 4 Soul Catalysts and 1 Soul of Darkness are present in the Fodder. The success rate of this Augment is 60%.
When used with Soul Receptor to transfer the Augment, it has a success rate of 10%.
Due to Astral Soul belonging in the Soul category, it cannot coexist with other Soul-type Augments on the same item.

Factor Catalyst / Aether Soul / Aether Factor

Factor Catalyst is a component used to make Aether Factor. This Augment becomes available to synthesize when Yamato Factor, Mother Factor, and Deus Factor are present in the Fodder. The success rate of this Augment is 10%.
Factor Catalyst can also be transferred by having more than two copies in the Fodder.
Due to Factor Catalyst belonging in the Catalyst category, it cannot coexist with other Catalyst-type Augments on the same item.

Augment No. of Copies
1 2 3
Factor Catalyst - 10% 30% Transfer Rate

Aether Soul is a component used to make Aether Factor. This Augment becomes available to synthesize when any combination of two souls from Eastern Soul, Fullvegas Soul, or Escarde Soul are present in the Fodder. The success rate of this Augment is 10%.
Aether Soul can also be transferred by having more than two copies in the Fodder.
Due to Aether Soul belonging in the Soul category, it cannot coexist with other Soul-type Augments on the same item.

Augment No. of Copies
1 2 3
Factor Catalyst - 50% 80% Transfer Rate

Aether Factor is a powerful Augment that becomes available to synthesize when 4 Factor Catalysts and 1 Aether Soul are present in the Fodder. The success rate of this Augment is 60%.
Due to Aether Factor belonging in the Factor category, it cannot coexist with other Factor-type Augments on the same item.

Reverie Catalyst / Omega Memoria / Mana Reverie

Reverie Catalyst is a component used to make Mana Reverie. This Augment becomes available to synthesize when Elder Reverie, Luther Reverie, Appregina Reverie, Gemini Reverie, and Persona Reverie are present in the Fodder. The success rate of this Augment is 10%.
Reverie Catalyst can also be transferred by having more than two copies in the Fodder.
Due to Reverie Catalyst belonging in the Catalyst category, it cannot coexist with other Catalyst-type Augments on the same item.

Augment No. of Copies
1 2 3
Reverie Catalyst - 10% 30% Transfer Rate

Omega Memoria is a component used to make Mana Reverie. This Augment becomes available to synthesize when Fabula Soul, Historia Soul, and Omega Reverie are present in the Fodder. The success rate of this Augment is 10%.
Omega Memoria can also be transferred by having more than two copies in the Fodder.

Augment No. of Copies
1 2 3
Omega Memoria - 50% 80% Transfer Rate

Mana Reverie is a powerful Augment that becomes available to synthesize when 4 Reverie Catalysts and 1 Omega Memoria are present in the Fodder. The success rate of this Augment is 60%.
Due to the Mana Reverie belonging in the Reverie category, it cannot coexist with other Reverie-type Augments on the same item.

Glare Catalyst / Photoner Glare / Absolute Glare

Glare Catalyst is a component used to make Absolute Glare. This Augment becomes available to synthesize when Berouge Glare, Fodrus Glare, Execour Glare and either Angele Glare or Duminus Glare are present in the Fodder. The success rate of this Augment is 10%.
Unlike other Catalyst, it is impossible to transfer this Augment by normal means.
Due to Glare Catalyst belonging in the Catalyst category, it cannot coexist with other Catalyst-type Augments on the same item.

Photoner Glare is a component used to make Absolute Glare. This Augment becomes available to synthesize when Shiva Glare, Varuna Glare, Mitra Glare and Origin Glare are present in the Fodder. The success rate of this Augment is 10%.
Photoner Glare can also be transferred by having more than two copies in the Fodder.
Due to the Photoner Glare belonging in the Glare category, it cannot coexist with other Glare-type Augments on the same item.

Augment No. of Copies
1 2 3
Photoner Glare - 30% 50% Transfer Rate

Absolute Glare is a powerful Augment that becomes available to synthesize when 4 Glare Catalysts and 1 Photoner Glare are present in the Fodder. The success rate of this Augment is 60%.
Due to the Absolute Glare belonging in the Glare category, it cannot coexist with other Glare-type Augments on the same item.

Guardian Soul

Guardian Soul is a very powerful Augment that becomes available to synthesize when Astral Soul, Aether Factor, Mana Reverie, and Absolute Glare are present in the Fodder. The success rate of this Augment is 10%.
When used with Soul Receptor to transfer the Augment, it has a success rate of 10%.
Due to Guardian Soul belonging in the Soul category, it cannot coexist with other Soul-type Augments on the same item.

●● Di Soul

●● Di Soul is a special Augment that can be made by synthesizing certain Souls.
There are four types: Acto Di Soul, Tir Di Soul, Magi Di Soul, and Alles Di Soul.
There are two methods for creating these souls.

  • When using an EP1~EP3 Boss Soul and an EP4~EP5 Soul
    Augment 1 Augment 2 Synthesis Result Synthesis
    Success Rate
    Combinations Eastern Soul
    Fullvegas Soul
    Escarde Soul
    Fabula Soul
    Historia Soul
    Gunne Soul
    Jigmol Soul
    Vol Soul
    Quartz Soul
    Fang Soul
    Nept Soul
    Snow Soul
    X Soul
    Varder Soul
    Shraider Soul
    Meduna Soul
    Ringa Soul
    Bar Soul
    Acto Di Soul
    Tir Di Soul
    Magi Di Soul
    Alles Di Soul
    70%
  • When using an EP1~EP3 Boss Soul and an EP6 Soul
    Augment 1 Augment 2 Synthesis Result Synthesis
    Success Rate
    Combinations Gunne Soul
    Jigmol Soul
    Vol Soul
    Quartz Soul
    Fang Soul
    Nept Soul
    Snow Soul
    X Soul
    Varder Soul
    Shraider Soul
    Meduna Soul
    Ringa Soul
    Bar Soul
    EX Acto Soul Acto Di Soul 90%
    EX Tir Soul Tir Di Soul
    EX Magi Soul Magi Di Soul
    EX Alles Soul Alles Di Soul


Affix Affix Augments Affix List of Augments Augment Factor Augment Factors Augment Factor Augment Factors (Units) S-Grade Augment S-Grade Augments S-Grade Augment S-Grade Augments (Units)