Augment slots will be introduced on some new named items, and randomly generated items have a 5% chance of having an augment slot.
Augment Slots will appear in one of seven different colors:
Colorless Augment Slots can only hold Colorless Augments. Colorless Augment Slots can be found in any type of item.
Red Augment Slots can hold Colorless or Red Augments. Red Augment Slots can only be found on Weapons, Shields, or other hand-held items.
Blue Augment Slots can hold Colorless or Blue Augments. Blue Augment Slots can only be found in Armor, Robes, Outfits, Shields, or other off-hand items.
Yellow Augment Slots can hold Colorless or Yellow Augments. Yellow Augment Slots can only be found on Accessory items. (Ring, Neck, Boots, Belt, Gloves, Eyewear, Helmet, Bracers, Cloak, Trinket)
Purple Augment Slots can hold Colorless, Blue, or Red Augments. Purple Augment Slots can only be found on named Weapons, Shields, or other hand-held items.
Orange Augment Slots can hold Colorless, Red, or Yellow Augments. Orange Augment Slots can only be found on named Weapons, Shields, or other hand-held items.
Green Augment Slots can hold Colorless, Blue, or Yellow Augments. Green Augment Slots can only be found on named Armor, Robes, Outfits, or Accessory items.
This system will replace the two existing augment systems- Epic Augments, and Guild Augments. Existing guild augment slots and the guild augment vendors will remain, but new items won’t have guild augment slots after Update 17.
The Mechanics of Augmentation:
To use an Augment, double-click on it from your inventory.
Then, a barter-shop style window specific to that augment will appear on screen.
Place the item you want to augment (which needs to have an appropriate slot), select the slot to place the augment in, and hit the “Augment!” button. (You need to select the recipe even if there’s only one slot available.)
Your item gains that Augment's effect.
At any point, you can replace the augment you have slotted by placing a new one in the same slot. New augments overwrite old augments, and you don’t get the old augment back.
Every augment has an associated level requirement to use it. The common (non-named) augments move up in increments of 4 levels at a time: 4, 8, 12, 16, 20, and 24.
Slotting any augment also increases the slotted item’s minimum level to the level of the slotted augment for as long as that augment is slotted, unless the item’s minimum level is already equal or higher.
Acquiring Augments
Augments are unbound and can be found 5% of the time from treasure chests.
Lahar the Epic Trader in the Twelve sells some augments. Their costs in Epic Dungeon and Epic Raid tokens are lower than their previous costs.
Level 12, 16, 20, and 24 Augments will be found in the Ruins of Gianthold in exchange for Ancient Elven, Giant, and Dragon relics, and the epic versions thereof.
Augment Slots will be found…
• On many named items.
• In random treasure.
• They are compatible with Cannith Crafting.
When found on a lootgen (random) item, the augment slot replaces some of the value that the item would have otherwise had in the power of its Enhancement Bonus, prefix, or suffix.
5% of generated items have an Augment Slot.
Colorless Augment Slots take +1 of the item’s total enhancement value.
Red, Blue, and Yellow Augment Slots take +2 of the item’s total enhancement value.
Purple, Orange, and Green Augment Slots cannot be found on random treasure. They are found on named treasure only.
Augments and Augment Slots are fully compatible with Cannith Crafting. Augment Slots and slotted augments persist through disjunction.
When on a Craftable item, a Colorless Augment Slot adds +1 to the item’s total enhancement value. Red, Blue and Yellow slots add +2 to the item’s total enhancement value, and a Purple, Orange, and Green Augment Slot (if at some point they are available on an item which can be made Craftable) would add +3 to the item’s total enhancement value.
What about old Epic augments?
We have decided the best way to make the transition to the new style of slots is to allow everyone to do it at their own pace.
Please keep in mind that the old style Epic Augment Crystals will no longer be available after Update 17, and they do not function in the new slots.
To convert an old Epic item to use the new slots, place the item you would like to convert into the Altar of Epic Rituals along with 50 Siberys Dragonshard Fragments. This performs the “Cleansing Ritual”, which updates items to the new Augment Slots.
This converts the augment slots on the item to the new system. They retain their colors and can accept the new augments, but can no longer use Epic Augment Crystals from before Update 17. This process will remove all currently slotted Epic Augments in the item, and may also remove other modifications, such as Stone of Change recipes.
You aren’t forced to update old Epic items. If you are happy with your current item, you do not need to use the Cleansing Ritual to update your item.
Available Augments:
Please note the following:
• Most augment bonuses, unless otherwise specified, are an Enhancement Bonus.
• Spell Power Augments are an Equipment Bonus.
• There are also special augments found as named items and raid treasure which are not on the list below.
The below listed Augments are implemented with the introduction of the Augment system and can be found in level-appropriate random treasure.
Update 17 also introduces the first three “Named” Augments, which drop in specific locations inside certain quests. Named Augments can do special and wondrous things.
New Augments will continue to be added in future updates. For example: Colorless augments that provide bonuses to Skills are currently planned as a future update to this system.
Code:
Colorless Augments:
No Minimum Level:
+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
Minimum Level 4:
+2 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
Minimum Level 8:
+3 Strength
+3 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
+3 Charisma
Minimum Level 12:
+4 Strength
+4 Dexterity
+4 Constitution
+4 Intelligence
+4 Wisdom
+4 Charisma
Minimum Level 16:
+5 Strength
+5 Dexterity
+5 Constitution
+5 Intelligence
+5 Wisdom
+5 Charisma
Minimum Level 20:
+6 Strength
+6 Dexterity
+6 Constitution
+6 Intelligence
+6 Wisdom
+6 Charisma
+1 Exceptional bonus to Strength
+1 Exceptional bonus to Dexterity
+1 Exceptional bonus to Constitution
+1 Exceptional bonus to Intelligence
+1 Exceptional bonus to Wisdom
+1 Exceptional bonus to Charisma
Minimum Level 24:
+7 Strength
+7 Dexterity
+7 Constitution
+7 Intelligence
+7 Wisdom
+7 Charisma
+2 Insight bonus to Strength
+2 Insight bonus to Dexterity
+2 Insight bonus to Constitution
+2 Insight bonus to Intelligence
+2 Insight bonus to Wisdom
+2 Insight bonus to Charisma
Red Augments:
No minimum level:
+1 Fire Damage on Hit
+1 Cold Damage on Hit
+1 Acid Damage on Hit
+1 Electric Damage on Hit
+30 Fire Spell Power
+30 Cold Spell Power
+30 Acid Spell Power
+30 Electric Spell Power
+30 Sonic Spell Power
+30 Force/Untyped Spell Power
+30 Light/Alignment Spell Power
+30 Negative Spell Power
+30 Positive/Healing Spell Power
+30 Repair/Rust Spell Power
Minimum Level 4:
+1d2 Fire Damage on Hit
+1d2 Cold Damage on Hit
+1d2 Acid Damage on Hit
+1d2 Electric Damage on Hit
+42 Fire Spell Power
+42 Cold Spell Power
+42 Acid Spell Power
+42 Electric Spell Power
+42 Sonic Spell Power
+42 Force/Untyped Spell Power
+42 Light/Alignment Spell Power
+42 Negative Spell Power
+42 Positive/Healing Spell Power
+42 Repair/Rust Spell Power
Minimum Level 8:
+1d3 Fire Damage on Hit
+1d3 Cold Damage on Hit
+1d3 Acid Damage on Hit
+1d3 Electric Damage on Hit
Byeshk Damage Flag
Law Damage Flag
Chaos Damage Flag
Evil Damage Flag
+54 Fire Spell Power
+54 Cold Spell Power
+54 Acid Spell Power
+54 Electric Spell Power
+54 Sonic Spell Power
+54 Force/Untyped Spell Power
+54 Light/Alignment Spell Power
+54 Negative Spell Power
+54 Positive/Healing Spell Power
+54 Repair/Rust Spell Power
Minimum Level 12:
+1d4 Fire Damage on Hit
+1d4 Cold Damage on Hit
+1d4 Acid Damage on Hit
+1d4 Electric Damage on Hit
Good Damage Flag
Adamantine Damage Flag
+66 Fire Spell Power
+66 Cold Spell Power
+66 Acid Spell Power
+66 Electric Spell Power
+66 Sonic Spell Power
+66 Force/Untyped Spell Power
+66 Light/Alignment Spell Power
+66 Negative Spell Power
+66 Positive/Healing Spell Power
+66 Repair/Rust Spell Power
Minimum Level 16:
+1d6 Fire Damage on Hit
+1d6 Cold Damage on Hit
+1d6 Acid Damage on Hit
+1d6 Electric Damage on Hit
Cold Iron Damage Flag
Alchemical Silver Damage Flag
+78 Fire Spell Power
+78 Cold Spell Power
+78 Acid Spell Power
+78 Electric Spell Power
+78 Sonic Spell Power
+78 Force/Untyped Spell Power
+78 Light/Alignment Spell Power
+78 Negative Spell Power
+78 Positive/Healing Spell Power
+78 Repair/Rust Spell Power
Minimum Level 20:
+1d8 Fire Damage on Hit
+1d8 Cold Damage on Hit
+1d8 Acid Damage on Hit
+1d8 Electric Damage on Hit
+90 Fire Spell Power
+90 Cold Spell Power
+90 Acid Spell Power
+90 Electric Spell Power
+90 Sonic Spell Power
+90 Force/Untyped Spell Power
+90 Light/Alignment Spell Power
+90 Negative Spell Power
+90 Positive/Healing Spell Power
+90 Repair/Rust Spell Power
Minimum Level 24:
+1d10 Fire Damage on Hit
+1d10 Cold Damage on Hit
+1d10 Acid Damage on Hit
+1d10 Electric Damage on Hit
+114 Fire Spell Power
+114 Cold Spell Power
+114 Acid Spell Power
+114 Electric Spell Power
+114 Sonic Spell Power
+114 Force/Untyped Spell Power
+114 Light/Alignment Spell Power
+114 Negative Spell Power
+114 Positive/Healing Spell Power
+114 Repair/Rust Spell Power
Blue Augments:
No minimum level:
+1 Natural Armor
+1 Protection
+1 Resistance
+2 Physical Resistance Rating
Light Fortification
+5 Hit Points
Minimum Level 4:
+2 Natural Armor
+2 Protection
+2 Resistance
+4 Physical Resistance Rating
Moderate Fortification
+10 Hit Points
Minimum Level 8:
+3 Natural Armor
+3 Protection
+3 Resistance
+6 Physical Resistance Rating
Heavy Fortification
+15 Hit Points
Minimum Level 12:
+4 Natural Armor
+4 Protection
+4 Resistance
+8 Physical Resistance Rating
Good Luck +1
+1 Armor Max Dex Bonus
-5% Arcane Spell Failure
+20 Hit Points
Minimum Level 16:
+5 Natural Armor
+5 Protection
+5 Resistance
+10 Physical Resistance Rating
-10% Arcane Spell Failure
+25 Hit Points
Minimum Level 20:
+6 Natural Armor
+6 Protection
+6 Resistance
+12 Physical Resistance Rating
Good Luck +2
-15% Arcane Spell Failure
+2 Armor Max Dex Bonus
+30 Hit Points
Minimum Level 24:
+7 Natural Armor
+7 Protection
+7 Resistance
+14 Physical Resistance Rating
+35 Hit Points
Yellow Augments:
No minimum level:
+5 Fire Resistance
+5 Cold Resistance
+5 Acid Resistance
+5 Electric Resistance
+5 Sonic Resistance
+10 Spell Points
Striding 5%
Minimum Level 4:
+10 Fire Resistance
+10 Cold Resistance
+10 Acid Resistance
+10 Electric Resistance
+10 Sonic Resistance
+25 Spell Points
Underwater Action
Feather Falling
Proof Against Poison +2
Proof Against Disease +2
Striding 10%
Minimum Level 8:
+15 Fire Resistance
+15 Cold Resistance
+15 Acid Resistance
+15 Electric Resistance
+15 Sonic Resistance
+50 Spell Points
Proof Against Poison +4
Proof Against Disease +4
Blindness Immunity
Fear Immunity
Striding 15%
Minimum Level 12:
+20 Fire Resistance
+20 Cold Resistance
+20 Acid Resistance
+20 Electric Resistance
+20 Sonic Resistance
+75 Spell Points
Proof Against Poison +6
Proof Against Disease +6
Deathblock
Striding 20%
Minimum Level 16:
+25 Fire Resistance
+25 Cold Resistance
+25 Acid Resistance
+25 Electric Resistance
+25 Sonic Resistance
+100 Spell Points
Spell Focus: Evocation
Spell Focus: Illusion
Spell Focus: Necromancy
Spell Focus: Abjuration
Spell Focus: Enchantment
Spell Focus: Transmutation
Spell Focus: Conjuration
Proof Against Poison +8
Proof Against Disease +8
Striding 25%
Minimum Level 20:
+30 Fire Resistance
+30 Cold Resistance
+30 Acid Resistance
+30 Electric Resistance
+30 Sonic Resistance
+150 Spell Points
Proof Against Poison +10
Proof Against Disease +10
Striding 30%
Minimum Level 24:
+35 Fire Resistance
+35 Cold Resistance
+35 Acid Resistance
+35 Electric Resistance
+35 Sonic Resistance
+200 Spell Points
Greater Spell Focus: Evocation
Greater Spell Focus: Illusion
Greater Spell Focus: Necromancy
Greater Spell Focus: Abjuration
Greater Spell Focus: Enchantment
Greater Spell Focus: Transmutation
Greater Spell Focus: Conjuration