Augments
Augments are equippable enhancements that apply their effect during battle.
Augments are equippable enhancements that apply their effect during battle. All Augments are Non-NFT.
Augments are obtained from Augment squares in the MAP and exchanged for Bounty Points in the SHOP. See MAP and SHOP.
Augments come in two categories. Stat Augments raise a stat for the duration of a battle. Consumable Augments trigger once when a specific condition is met.
Consumption
An Augment is consumed once the Character it is equipped to has fought a battle, and it then disappears. One Augment is consumed per battle. This applies to both categories, whether or not the effect was triggered, and to every kind of battle, including being attacked while defending in the Arena.
Turning on auto-equip on the Character screen will equip the same Augment again after the equipped one disappears, for as long as the player holds another copy of it. Auto-equip also applies when defending in the Arena.
When a Character is attacked in the Arena, or when an equipped Augment disappears, a notification is shown on the home screen. If several copies of the equipped Augment are held, the player can choose whether to keep equipping them until none are left or to use only the equipped copy. See Arena.
Converting Augments
Unwanted Augments can be converted into Bounty Points from the item page. Ten Augments can also be combined into a single Augment of the next rarity up.
Stat Augments
Stat Augments exist at five rarities. The value for each rarity is listed below.
Life Orb
HP increased
3%
5%
8%
10%
15%
Attack Orb
Attack increased
3%
5%
8%
10%
15%
Magic Orb
Magic increased
3%
5%
8%
10%
15%
Defense Orb
Defense increased
3%
5%
8%
10%
15%
Magic Defense Orb
Magic Defense increased
3%
5%
8%
10%
15%
Speed Orb
Speed increased
3%
5%
8%
10%
15%
Critical Orb
Critical rate increased
3%
5%
8%
10%
15%
Resistance Orb
Status ailment resistance increased
10%
20%
30%
40%
50%
Consumable Augments
Cleanse Tonic
Uncommon
When a status ailment is inflicted, immediately removes it once, then the Augment is consumed
Attack Elixir
Rare
At the start of battle, Attack +20% for 3 turns
Magic Elixir
Rare
At the start of battle, Magic +20% for 3 turns
Defense Elixir
Rare
At the start of battle, Defense +20% for 3 turns
Magic Defense Elixir
Rare
At the start of battle, Magic Defense +20% for 3 turns
Omnipotent Elixir
Epic
At the start of battle, all stats +30% for 3 turns
Burst Bottle
Epic
At the start of battle, the team burst gauge is filled by 50%
Substitute Doll
Legendary
On being knocked out, revives once at 100% HP, then the Augment is consumed
Divine Elixir
Legendary
At the start of battle, the burst gauge is filled to maximum and all stats +50% for 3 turns
Augments can also nullify status ailments entirely. See Battle System.
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