Looking to take your gear to the next level? Our custom augment NPC helps you meet those challenges head-on.
Since Nocturnal Souls has base stats bumped up a bit, the augments focus on secondary stats that are usually hard to come by like dual wield, haste, triple attack, and fast cast.
Location: Yefafa in the Western Adoulin (visit by using the
- Each piece of gear can have up to 4 augments.
- Trade Yefafa your gear piece and up to 4 augment recipe components.
- You can mix and match augment tiers assuming you have access to the tier.
- To trade in or sell an item, you’ll need to remove the augments first. You can remove an item’s augments by trading the item and 100,000 gil.
- WARNING: Attempting to augment an already augmented piece will fail. You’ll need to trade the item to Yefafa and pay 100,000 gil to have the augmentation removed.
- WARNING: You can augment non-gear. Don’t do that. It’s silly. Yefafa will augment whatever is NOT an augment recipe component in your trade.
- Trade a rabbit hide and a drachenfalls water and you’ll end up with a worthless, but fast casting rabbit hide.
Players cannot augment items with “usable enchantments”, such as the destrier beret or chocobo shirt, or crafted signed items. Doing so will result in a corrupted item and players will need to trade the item and 100,000 gil to Yefafa to have the augmentation removed.
Augment and Stat Caps
Just because you can, doesn’t mean you should.
Some stats have soft and hard caps and over-augmenting these stats will not provide any additional benefit. When augmenting, be sure to take your gear, traits, aftermaths, and other effects into consideration when building your sets.
The following common stats have hard caps:
- Fast Cast @ +80
- Counter @ +80
- Subtle Blow @ +50
- Pet: Regen caps based on the type of pet and their max HP. See
In addition, there are soft caps to stats such as accuracy, attack, spell interruption rate, etc. Take a look at the recommended augment values for end game to get an idea where your stats should land.
Finding the perfect stat balance is key. Remember–a dead damage dealer is a no damage dealer. Don’t forget those defensive augments!
Each augment tier falls in line with nation and Heroic ranks progression. The Heroic rank requirements encompass completion of the expansion content rather than listing them separately. This aligns the value of augments with the tiers of content in which players will need them.
For example, higher tiers of magic defense becoming available in Escha - Zi’Tah where players are likely to encounter fights where they need additional defense.
- Tier 1: Nation Rank 6 or higher
- Tier 2: Nation Rank 10
- Tier 3: Heroics Rank 0 or higher (unlocked)
- Tier 4: Heroics Rank 3 or higher
- Tier 5: Heroics Rank 4 or higher
Future tiers will revolve around higher ranks of Heroics; players should be working towards Heroics to maximize available augment options.
Each tier must be unlocked to access the next. For example, achieving Heroics Rank 4 without reaching Nation Rank 6 will still leave you at “rank 0” augmenting. tl;dr: do your nation missions.
Trade the item you wish to augment plus each unique augment recipe (an augment is made up of both the correct item and correct quantity) for the result; each item can hold up to four augments.
For example, an Onion Sword, 3 cluster arms, 3 flame geodes, and 6 aqua geodes would return an Onion Sword with DEF+4, Attack+10, and Accuracy+20.
You can farm the materials on your higher level jobs and power through with augmented gear on lower level jobs. There are no level restrictions the gear you can augment; however, some augment tiers require special conditions to be met to be able to use those augments.
Some augments are also rare/ex and/or players cannot acquire more than one at a time. This is by design due to either the augment tier being a lower level and/or the augment being exceedingly powerful.
Augments listed with a
!stats to verify that the augment is in place. Enspell Damage +10 is an example of one that may not show up correctly.
|Magic Defense Bonus +4||3|
|Ranged Attack +10||3|
|Ranged Accuracy +10||3|
|Dual Wield +4||3|
|Store TP +5||3|
|Fast Cast +5||3|
|Blue Magic +4||12|
|Elemental Magic +4||12|
|Enhancing Magic +4||12|
|Enfeebling Magic +4||12|
|Dark Magic +4||12|
|Divine Magic +4||12|
|Summoning Magic +4||12|
|Magic Defense Bonus +8||12|
|Magic Evasion +10||12|
|Main Hand Damage +5||12|
|Rapid Shot +6||12|
|Ninjutsu Tool Expertise +2%||12|
|Subtle Blow +5||12|
|Critical Hit Rate +5%||12|
|Magic Accuracy +8
Magic Attack Bonus +8
|Magic Burst Bonus +5||12|
|Spell Interuption Rate -10%||12|
|Pet: Defense +2||12|
|Pet: Enmity +2||12|
|Magic Defense Bonus +12||12|
|Main Hand Damage +8||6|
|Dual Wield +8||12|
|Triple Attack +2%||12|
|Subtle Blow +10||12|
|Fast Cast +8||12|
|Magic Damage +10||3|
|Conserve MP +10||12|
|Enspell Damage +10
|Cure Potency +3%||3|
|Regen Potency +5%||12|
|Waltz Potency +3%||12|
|Song spellcasting time -2%||3|
|“Quick Draw” ability delay -1||3|
|Pet: Physical damage taken -1%||3|
|Pet: Magic Defense Bonus +5||3|
|Pet: Regen +25||3|
|Pet: Enmity +5||3|
|Automaton: Repair Potency +5%||3|
|Store TP +10||3|
|Gilfinder +1 (+1%)||99|
|Magic Defense Bonus +15||1|
|Evasion + 12
Magic Evasion +12
|Ranged Accuracy +18
Ranged Attack +18
|Store TP +15
Subtle Blow +15
|TP Bonus +100||1|
|Critical Hit Damage +3%||1|
|Magic Critical Hit Damage +5%||1|
|Magic Accuracy +10
Magic Attack Bonus +10
|Magic Accuracy +18
Magic Damage +18
|Pet: Attack +4
Pet: Accuracy +4
Pet: Ranged Attack +4
Pet: Ranged Accuracy +4
|Pet: Magic Accuracy +4
Pet: Magic Attack Bonus +4
|Occ. Resist Status Effects +3%
|Occ. Maximize Magic Accuracy +3%
|Skillchain Bonus +1%
|“Helix” Duration +3||1|