Augmentation

GUIDEGEAR

The Augmentation Table adds one new trait to an item that has an empty trait slot. You offer a fiber, some metal and spirits; the table shows you a trait, and you choose to keep it or turn it down. It is the only way to give traits to gear you make yourself, which always comes out with none. See Traits for what every trait does.

CONTENTS
  1. Getting started
  2. What can be augmented
  3. Cost
  4. The three fibers
  5. Upgrading the table
  6. Where fibers come from
  7. Tips

Getting started

  • Build an Augmentation Table from the TECHNOLOGY page of the B menu. Its cost is on its own page.
  • Stand at it and press E.
  • Pick an item from the list on the left, and a fiber on the right.
  • Press the button to begin. The table takes the cost, then shows the trait it offers, with what it would change on the item.
  • Choose ACQUIRE to set the trait into the item permanently, or DECLINE to let it go.
What you pay is gone either way, even if you decline. Traits are never rerolled or removed: an acquired trait stays in its slot for good.

What can be augmented

The item needs an empty slot. How many slots it has depends on its metal:

MetalTrait slotsCharm stat slots
Stone21
Bronze32
Iron43
Steel54
Endurium65

Found gear may already have traits, which use up slots. Once every slot is full, the item cannot be augmented again.

Cost

Every augmentation costs:

  • 1 fiber of the kind you chose.
  • 5 spirits of each element (5 Fire, 5 Water, 5 Earth and 5 Wind).
  • Metal, by the item's metal. An upgraded table takes less:
Item's metalAugmentation TableRuned AltarAltar of the Old Forces
Stone6 Stone5 Stone3 Stone
Bronze4 Copper Ore3 Copper Ore2 Copper Ore
Iron4 Iron Ore3 Iron Ore2 Iron Ore
Steel6 Iron Ore5 Iron Ore3 Iron Ore
Endurium2 Endurium2 Endurium1 Endurium

The three fibers

The fiber decides how good the offered trait is likely to be: its tier, how high its number is in that tier, and its kind (plain, trade-off or combo).

FiberTier I / II / IIIPlain / trade-off / comboNumber in its tier
Dubious Fiber78% / 20% / 2%50% / 40% / 10%Any number in the range, all equally likely
Decent Fiber42% / 48% / 10%60% / 25% / 15%Leans toward the top of the range
Epic Fiber12% / 50% / 38%55% / 15% / 30%Leans further toward the top, and is never the lowest number of the range

Tier I numbers run 1 to 3, tier II 4 to 6, and tier III 7 to 10. With Epic Fiber, a tier III trait is always 8, 9 or 10.

The table never offers a trait the item already has at that same tier, and only offers traits that fit the item (see Traits). If no trait of the rolled kind fits, it offers any trait that does.

Jewels limit the tier

How high a tier the table can offer depends on how many Jewels you hold:

Jewels heldHighest tier offered
NoneTier I
1Tier II
2 or moreTier III

If the fiber rolls a higher tier than you can have yet, you get the highest tier you can have instead. Save your Epic Fiber until you hold two Jewels.

Charms

A charm gets a new stat instead of a trait: one it does not have yet, picked from health, stamina, defense, attack, speed, jump, swim and endurance. It raises that stat by a percentage while you wear the charm. The size depends on the charm's metal, and a better fiber leans toward the top of the range. Epic Fiber can go up to 2 past the top.

Charm metalStat raised byWith Epic Fiber, up to
Stone1% to 3%5%
Bronze2% to 5%7%
Iron3% to 7%9%
Steel5% to 10%12%
Endurium7% to 14%16%

The Jewel limit does not apply to charm stats.

Upgrading the table

The Augmentation Table has three tiers. Upgrade it from the UPGRADE button in its window (see Table Upgrades). An upgraded table looks different, offers higher tiers more often (FINER TRAITS) and takes less metal (METAL IT TAKES).

TierNameUpgrade costMetal it takes
1Augmentation Table(built)100%
2Runed Altar16 Stone, 3 Iron Ingots, 2 Dubious Fiber, 1 Spirit Gem I, and 1 Fire, 9 Earth and 2 Wind spirits75%
3Altar of the Old Forces24 Stone, 4 Steel Ingots, 4 Wisp Essence, 2 Decent Fiber, and 1 Fire, 1 Water, 18 Earth and 3 Wind spirits50%

The finer tiers move each fiber's odds toward higher tiers:

FiberAugmentation Table (I / II / III)Runed AltarAltar of the Old Forces
Dubious78% / 20% / 2%68% / 20% / 12%58% / 20% / 22%
Decent42% / 48% / 10%32% / 48% / 20%22% / 48% / 30%
Epic12% / 50% / 38%2% / 50% / 48%0% / 42% / 58%

The Jewel limit still applies on an upgraded table.

Where fibers come from

  • Chests in Dungeons. A chest can hold a fiber among its finds. The finer the chest, the finer the fiber: the plainest chests give Dubious Fiber first, middling ones Decent or Dubious, the finest ones usually Epic, otherwise Decent. Chests in a lair give Epic first, then Decent.
  • Creatures of the night. Outside, they drop a Dubious Fiber 3 times in 100. In a dungeon they drop fibers more often, and sometimes Decent Fiber, and the harder the dungeon, the more often.
  • Fortune tellers in villages sell Dubious or Decent Fiber, and once you hold two Jewels sometimes Epic Fiber. See Traders.
  • Traders in the Haunted Wood can sell Dubious Fiber.
  • A tenant you invest Wind spirits with may bring back fibers.
  • Epic Fiber can also be woven at a Spirit Loom (a Loom at its third tier) from 2 Spirit Silk and 1 Decent Fiber.

Tips

  • Use Dubious Fiber on cheap stone and bronze gear, and keep Decent and Epic Fiber for the iron, steel and endurium gear you plan to keep.
  • Look at the before-and-after numbers on the offered card. A trade-off can lower a stat you care about; declining costs nothing more than you already paid.
  • Gear with more slots (better metal) can take more traits, so augmenting late-game gear goes further.
In online play, the items, fibers and spirits are your own, and augmenting changes only your item. A table's tier belongs to the table, so an upgraded table is upgraded for everyone who uses it.

See also