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)||1000||1500||2500||3500|
|Total (+10 → +20)||2000||3000||5000||7000|
|Total (+20 → +30)||3000||4500||7500||10500|
|Total (+30 → +40)||4000||6000||10000||14000|
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 40.
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.
|Limit Break Cost for 20|| 10k
|Limit Break Cost for 30|| 20K
|Limit Break Cost for 40|| 30k
EXP Value Overview of Fodders
|Rarity||Base EXP||Same Item EXP||Base Cost*|
- 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.
- 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 Sword and Gold Primm Sword have a built in Esperio I / II Augment that provides extra EXP when used as fodder, gives 600 / 800 EXP in total.
- There is a chance to receive a Great Success while enhancing, granting 2x more EXP.
|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%.
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.
Multiple Augments can be affixed at the same time in all of the slots available.
A list of these Augments can be found at the List of Augments page.
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.
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
|Steel Series||Sturdy Unit|
| Adell Series
| Rivelate Series
Darkweave Agile Series
Legacy Weapon Series
|Trailblazer Xion Series||Spirit Surge Unit|
|Atlas EX Series||Endurance Unit|
|Ophistia Series||Wellspring Unit|
|Any to Weapon||Basic Attack Unit III|
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 " 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.