Custom Augments
Looking to take your gear to the next level? Our custom augment NPC helps you meet those challenges head-on.
The Basics
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 !relax
command)
- 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.
Sometimes items with a lot of details on them have ‘another page’ showing the augments. If the item detail window has a
downward arrow đź”» at the bottom of the window, hit the -
(minus) key on your numpad to switch to the next page.
The Warnings
- Players cannot augment an already augmented item.
- You’ll need to trade the item to Yefafa and pay 100,000 gil to have the augmentation removed.
- Players cannot augment fishing tackle, poles, non-rare ammo, or other stackable/consumable items.
- The system should detect these items and prevent it, but if not, the augmentation will likely be lost when the player returns to their inventory.
- Players attempting to augment items with “usable enchantments”, such as the destrier beret or chocobo shirt, or
crafted signed items could cause those items to be corrupted.
- The system should detect these items and prevent augmentation, but if not, players will need to trade the item and 100,000 gil to Yefafa to have the augmentation removed to restore the proper item effects.
- Players can augment non-gear, but shouldn’t. 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 ul. golden thread and you’ll end up with a very dead rabbit hide that seems impossibly evasive.
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
- Occ. Quickens Spellcasting @ +10
- Pet: Regen caps based on the type of pet and their max HP. See
!petstats
for details.
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!
Tier Requirements
Each augment tier falls in line with the players progression through content at Nocturnal Souls. Each successive tier will unlock based on the player either completing or beginning new content. Additionally, the Heroics tier has been separated into its own category.
Standard Augment Tiers:
- Tier 0: Unlocked by default. New Adventurers Rejoice!
- Tier 1: Complete Adventure Quest 30
- Tier 2: Player must be Rank 6 in their Current Nation
- Tier 3: Unlock and begin Adventure Quest 99
- Tier 4: Complete Chapter 1 of the Adventurer’s Chronicles
- Tier 5: Complete all Three Voidwatch City Legs and Receive the White Stratum Abyssite I
Heroics:
- Heroics: Heroics Rank 4 or higher and at least Standard Augment Tier 5
Future tiers for both Standard and Heroics content will be evaluated as new content becomes available.
Each tier must be unlocked to access the next. For example, reaching Nation Rank 6 without first completing AQ30 will still leave you at Augment Tier 0. tl;dr: don’t skip a step.
Augment Recipes
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, 2 Rabbit Hides, 1 Insect Wing, and 1 Bat Wing would return an Onion Sword with Accuracy/Attack +4, Store TP +1, and Subtle Blow +2.
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.
Augments listed with a * are newer to the game and may not show up on lower leveled items or show incorrectly. Those
items, once augmented, will still show the red “Aug” icon, and players can use !skills
and !stats
to verify that the
augment is in place. Enspell Damage +10 is an example of one that may not show up correctly.
Tier 0
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
Defense | 2 | 1 | |
Accuracy / Attack | 2 | 1 | |
Ranged Accuracy / Ranged Attack | 2 | 1 | |
Magic Attack Bonus | 1 | 1 | |
Magic Defense Bonus | 2 | 1 | |
Regen | 2 | 1 | |
Refresh | 2 | 1 | |
Store TP | 1 | 1 | |
Subtle Blow | 2 | 1 |
Tier 1
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
HP / MP | 32 | 3 | |
Accuracy / Attack | 4 | 3 | |
Ranged Accuracy / Ranged Attack | 4 | 3 | |
Magic Accuracy / Magic Attack Bonus | 3 | 3 | |
Magic Defense Bonus | 4 | 3 | |
Store TP | 2 | 3 | |
Double Attack | 2% | 3 | |
Counter | 5% | 3 | |
Dual Wield | 4 | 6 | |
Resist Sleep | 3 | 3 | |
Resist Paralyze | 3 | 3 | |
Resist Silence | 3 | 3 | |
Resist Petrify | 3 | 3 | |
Resist Charm | 3 | 3 | |
Magic Damage | 3 | 12 |
Tier 2
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
Defense | 8 | 3 | |
Enmity+ | 5 | 3 | |
Critical Hit Rate | 5% | 3 | |
Store TP / Subtle Blow | 5 | 3 | |
Spell Interruption Rate | -10% | 6 | |
Magic Critical Hit Rate | 5% | 3 | |
Occ. Resist Status Effects | 1% | 1 | |
Accuracy / Attack | 10 | 3 | |
Ranged Accuracy / Ranged Attack | 10 | 3 | |
Evasion / Magic Evasion | 6 | 3 | |
Pet: Damage Taken | -2% | 6 | |
Pet: Att/RAtt/Acc/RAcc | 6 | 3 | |
Pet: Magic Accuracy / Magic Attack Bonus | 4 | 3 | |
Magic Accuracy / Magic Attack Bonus | 8 | 3 | |
Magic Defense Bonus | 8 | 3 | |
Rapid Shot | 8 | 1 | |
Fast Cast | 8% | 3 | |
Divine Magic | 5 | 3 | |
Enhancing Magic | 5 | 3 | |
Enfeebling Magic | 5 | 3 | |
Elemental Magic | 5 | 3 | |
Dark Magic | 5 | 3 | |
Summoning Magic | 5 | 3 | |
Singing | 5 | 3 | |
Blue Magic | 5 | 3 | |
Cure Potency | 2% | 3 | |
Waltz Potency | 5% | 6 | |
Magic Burst Bonus | 5% | 3 | |
Main Hand Damage | 5 | 3 |
Tier 3
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
Defense | 32 | 3 | |
Magic Accuracy / Magic Damage | 12 | 3 | |
Triple Attack | 2% | 3 | |
Gilfinder | 1 | 24 | |
Shield Mastery | 15 | 3 | |
Snapshot | 10 | 3 | |
Recycle | 10 | 3 | |
Critical Hit Damage | 2% | 3 | |
Magic Critical Hit Damage | 2% | 3 | |
Automaton Repair Potency | 5% | 3 | |
Drain and Aspir Potency | 10 | 3 | |
Enhancing Magic Duration | 10% | 3 | |
STR | 4 | 3 | |
DEX | 4 | 3 | |
AGI | 4 | 3 | |
INT | 4 | 3 | |
MND | 4 | 3 | |
CHR | 4 | 3 | |
Enspell Damage | 10 | 3 | |
Enfeebling Magic Duration | 10% | 3 | |
Parry Rate (Inquartata) | 6% | 3 |
Tier 4
These augments, while not flagged as visually, are exclusive and cannot be traded. Players will receive these as personal loot drops.
Heemo-Weemo in Western Adoulin (near Inventor’s Coalition) will accept your tier 4 augments for one (1) point a piece and you can buy any tier 4 augment for three (3) points a piece.
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
Enmity+ | 10 | 1 | |
Store TP / Subtle Blow | 10 | 1 | |
Evasion / Magic Evasion | 12 | 1 | |
Pet: Enmity+ | 5 | 1 | |
Pet: Regen | 25 | 1 | |
Pet: Magic Defense Bonus | 5 | 1 | |
Magic Defense Bonus | 12 | 1 | |
Regen | 20 | 1 | |
Refresh | 20 | 1 | |
Triple Attack | 3% | 1 | |
Counter | 10% | 1 | |
Dual Wield | 8 | 1 | |
Quick Draw Ability Delay | -2 | 1 | |
Cure Potency | 4% | 1 | |
Skillchain Damage | 2% | 1 | |
Magic Burst Bonus | 10% | 1 | |
TP Bonus | 50 | 1 | |
Regen Potency | 5% | 1 | |
Main Hand Damage | 8 | 1 | |
Helix Effect Duration | 8 | 1 |
Tier 5
These augments, while not flagged as visually, are exclusive and cannot be traded. Players will receive these as personal loot drops.
Divainy-Gamainy in Western Adoulin (near Inventor’s Coalition) will accept your tier 5 augments for one (1) point a piece and you can buy any tier 5 augment for three (3) points a piece.
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
Critical Hit Rate | 8% | 1 | |
Magic Critical Hit Rate | 10% | 1 | |
Occ. Resist Status Effects | 3% | 1 | |
Pet: Double Attack / Critical Hit Rate | 5% | 1 | |
Pet: Store TP | 10 | 1 | |
Pet: Magic Evasion | 10 | 1 | |
Pet: Breath | 10 | 1 | |
Pet: TP Bonus | 40 | 1 | |
Magic Accuracy / Magic Attack Bonus | 10 | 1 | |
Fast Cast | 16% | 1 | |
Kick Attacks | 15 | 1 | |
Magic Critical Hit Damage | 4% | 1 | |
Occ. Quickens Spellcasting | 5% | 1 | |
Save TP | 50 | 1 | |
STR | 8 | 1 | |
DEX | 8 | 1 | |
AGI | 8 | 1 | |
INT | 8 | 1 | |
MND | 8 | 1 | |
CHR | 8 | 1 |
Heroics
Augment | Augment Strength | Material | Quantity |
---|---|---|---|
Store TP / Subtle Blow | 15 | 1 | |
Occ. Resist Status Effects | 4% | 1 | |
Accuracy / Attack | 20 | 1 | |
Ranged Accuracy / Ranged Attack | 20 | 1 | |
Magic Accuracy / Magic Damage | 24 | 1 | |
Evasion / Magic Evasion | 18 | 1 | |
Pet: Magic Accuracy/Magic Attack Bonus | 6 | 1 | |
Pet: TP Bonus | 80 | 1 | |
Magic Accuracy / Magic Attack Bonus | 12 | 1 | |
Magic Defense Bonus | 15 | 1 | |
Triple Attack | 4% | 1 | |
Critical Hit Damage | 4% | 1 | |
Skillchain Damage | 3% | 1 | |
Magic Critical Hit Damage | 6% | 1 | |
Occ. Maximize Magic Accuracy | 4% | 1 | |
TP Bonus | 150 | 1 | |
Main Hand Damage | 16 | 1 |
Transferring Augments
After a great deal of research into how best to accomplish it, augments now copy from one tier to another when upgrading items.
This also means that players completing the Adventurer Quest the first time can copy the augments off their AQ60, AQ75, and AQ90 rewards onto the next tier, making it easier to hit the ground running for that first job.
This affects:
- Artifact armor upgrades (tier 1 to 3), Relic (tier 1), and Empyrean (tier 1) with Vainrachault
- Relic armor upgrades (tier 2 and 3) from Aurix
- Relic JSE necks up to tier 2 from Aurix
- (tier 3 will place the custom augments on them no matter what the prior tier had)
- Ambuscade (Limbus/Salvage) armor upgrades with Monisette.
- Relic weapon upgrades from Magian Mog TJ and the Magian Master.
- Mythic weapon upgrades from Magian Mog CJ
- Empyrean weapon upgrades from Magian Mog AJ and Oboro
- Oboro does not carry over augments on ranged weapons as they’d be broken due to the ammo distribution.
For example, a player who has a Fighter’s mask augmented from the Adventurer Quest will have those augments copy onto the Pummeler’s mask +1 when completing the tier 1 upgrade.
Again, a reminder that item upgrades that have augments as part of the upgrade (for example, the stage 3 Relic JSE necks from Aurix) do not inherit augments from the previous tier. Players can choose to override these augments after upgrading.