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
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 can be augmented
- Weapons and tools: the Sword, Greatsword, Daggers, War Hammer, Bow, Blade Staff, Mattock, Fishing Pole, Hoe, Watering Can and Sickle.
- The six made Raincoats (not the plain one you start with).
- Every piece of Companion Gear.
- The Spirit Book.
- Charms. A charm gets a stat instead of a trait (see below).
The item needs an empty slot. How many slots it has depends on its metal:
| Metal | Trait slots | Charm stat slots |
|---|---|---|
| Stone | 2 | 1 |
| Bronze | 3 | 2 |
| Iron | 4 | 3 |
| Steel | 5 | 4 |
| Endurium | 6 | 5 |
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 metal | Augmentation Table | Runed Altar | Altar of the Old Forces |
|---|---|---|---|
| Stone | 6 Stone | 5 Stone | 3 Stone |
| Bronze | 4 Copper Ore | 3 Copper Ore | 2 Copper Ore |
| Iron | 4 Iron Ore | 3 Iron Ore | 2 Iron Ore |
| Steel | 6 Iron Ore | 5 Iron Ore | 3 Iron Ore |
| Endurium | 2 Endurium | 2 Endurium | 1 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).
| Fiber | Tier I / II / III | Plain / trade-off / combo | Number in its tier |
|---|---|---|---|
| Dubious Fiber | 78% / 20% / 2% | 50% / 40% / 10% | Any number in the range, all equally likely |
| Decent Fiber | 42% / 48% / 10% | 60% / 25% / 15% | Leans toward the top of the range |
| Epic Fiber | 12% / 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 held | Highest tier offered |
|---|---|
| None | Tier I |
| 1 | Tier II |
| 2 or more | Tier 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 metal | Stat raised by | With Epic Fiber, up to |
|---|---|---|
| Stone | 1% to 3% | 5% |
| Bronze | 2% to 5% | 7% |
| Iron | 3% to 7% | 9% |
| Steel | 5% to 10% | 12% |
| Endurium | 7% 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).
| Tier | Name | Upgrade cost | Metal it takes |
|---|---|---|---|
| 1 | Augmentation Table | (built) | 100% |
| 2 | Runed Altar | 16 Stone, 3 Iron Ingots, 2 Dubious Fiber, 1 Spirit Gem I, and 1 Fire, 9 Earth and 2 Wind spirits | 75% |
| 3 | Altar of the Old Forces | 24 Stone, 4 Steel Ingots, 4 Wisp Essence, 2 Decent Fiber, and 1 Fire, 1 Water, 18 Earth and 3 Wind spirits | 50% |
The finer tiers move each fiber's odds toward higher tiers:
| Fiber | Augmentation Table (I / II / III) | Runed Altar | Altar of the Old Forces |
|---|---|---|---|
| Dubious | 78% / 20% / 2% | 68% / 20% / 12% | 58% / 20% / 22% |
| Decent | 42% / 48% / 10% | 32% / 48% / 20% | 22% / 48% / 30% |
| Epic | 12% / 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.