Augmenting: Start Here¶
New to augmenting and not sure where to begin? This is the plain-English guide. The two pages after it — Augment Moogle and Augment Sage — are the full reference with every number; this page is just how to start.
The one-sentence version
Augmenting lets you stamp custom stat bonuses onto any piece of gear — up to 5 bonuses per piece — with catalysts stored in the Arcane Bank at the Augment Moogle in Purgonorgo Isle. It's the single biggest source of character power on the Relaunch server.
What it is & what it does¶
Every catalyst maps to one augment (a stat bonus). Catalyst drops go straight to your Arcane Bank; select them in the Augment Moogle's Build an augment menu, then trade the selected gear, and that bonus gets written onto the gear. Each piece has 5 augment slots, so you can stamp up to 5 bonuses on it — and you can stack the same catalyst to multiply one stat (5× Attack catalysts = 5 lines of Attack on one piece).
This means any gear can become best-in-slot. That ring with no useful stats? Stamp it with +HP, +Attack, +Accuracy — whatever your build wants.
Your first augment¶
Let's add some Attack to a piece of gear. (Any stat works the same way — this is just an example.)
- Fill your Arcane Bank. Every catalyst drops from one specific monster (~10% per kill) and is banked automatically — catalysts are no longer bought for gil. The "Attack" catalyst is Black Tiger Hide; its assigned mob is Uleguerand Tiger (a level ~60 mob) — kill it until you have 5×. Every augment is available at every tier — see Catalyst access below.
- Have 10,000 gil in your inventory (the Augment Moogle's flat trade cost, no matter how many catalysts).
- Go to Purgonorgo Isle and find the Augment Moogle / Arcane Augmenter (it's in the row of moogles). Use
!catalystsanywhere to check your stored balance. - Choose Build an augment, select up to 5 stored catalysts, then trade the gear piece to the Moogle. It shows you what's about to be applied.
- Confirm. It takes the 10,000 gil and hands your gear back with 5 lines of Attack stamped on it.
That's it. You just augmented your first piece.
Don't panic when the numbers look weird
The in-game item examine window will show garbled/negative values on augmented gear — that's a known client display quirk, the stats are really there. To see your true augment values, type !augstats. (For total gear stats use !getstats offensive / defensive / base.)
Every augment is a ROLL — the most important thing to understand¶
Every line the Moogle writes is rolled inside your Augment Tier's band. Your tier (1–5) is earned through custom content, and each tier's band sits strictly above the one below it — a fresh character rolls small numbers, an endgame character rolls huge ones, on the exact same catalyst:
| Augment Tier | Roll band (of 0–31) | How you unlock it |
|---|---|---|
| T1 | 0–5 | reach level 99 on any job |
| T2 | 6–11 | defeat all 3 Rank 2 Hunt NMs + promote to Hunting League Rank 3 |
| T3 | 12–17 | defeat all 3 Rank 3 Hunt NMs + clear Voidspire floor 10 + Wave Master Easy/Normal/Hard |
| T4 | 18–24 | defeat all 3 Rank 4 Hunt NMs + one full Dynamis - Divergence city + Wave Master Insane |
| T5 | 25–31 | defeat Maat's Echo (!warp > Activities) |
The ladder is consecutive — your tier is the highest step you've cleared in order, and a brand-new character is Tier 0: the Moogle won't augment at all until the first gate is cleared.
(Trust summon counts climb a separate ladder — Unity Concord accolades, Voidwatch rift tiers, and your Adventuring Fellow's level. See the Trusts page.) That +2/slot Attack roll at Tier 1 climbs all the way to +64/slot at a max Tier-5 roll (i.e. +320 Attack on a 5-slot piece). So:
Augment early, augment often, and re-stamp the same gear each time you climb a tier. Any T3 roll beats every T2 roll — re-rolling after a tier-up is always an upgrade. Within a tier, re-trade to fish for the top of the band.
How to roll higher (maximizing)¶
Three things improve your rolls — stack all three to hit the ceiling:
| Booster | What it does | How to get it |
|---|---|---|
| Sage Mastery rank | Ranks 1→5 raise the roll floor (+1 per rank within your band) and your crit chance (5% → 30%) | Unlocks automatically as you reach the required Hunting League Rank / Prestige Level milestones — nothing is consumed |
| Category affinity | Roll twice, keep the better for that stat family | Reach Hunting League Rank 3, then register the affinity at the Sage with 250 Hunt Marks + that category's signature NM trophy (consumed) |
| Critical augment | A PERFECT roll — every line in the trade lands at the top of your band | Happens randomly each trade (chance rises with your rank). A Maat's Cap (from Maat's Challenge) can instead be explicitly consumed on a five-slot augment to guarantee five perfect, fully crystalized lines. |
A max-rank, affinity-held crit at Tier 5 writes the absolute cap: (base + 31) × multiplier per slot. The Augment Sage page has the full formula, rank table, and NM list.
Crystalize: lock in your best rolls¶
Crystalization is item-wide and all-or-nothing. A complete five-slot item must have a perfect (max) roll in every slot; it then gets one crystalization roll for the whole piece. Success locks all five lines (0x1F), while failure locks none. Partial crystalization is never created.
The crystalize chance rises with your Augment Sage rank — from 5% at rank 1 up to 50% at rank 5. (Rank 0 can't crystalize.)
!augstatsmarks the five crystalized slots with a*.- Maat's Cap: explicitly choose the Cap option with a complete five-slot Moogle augment, or use
!augment ... maat, to guarantee five perfect lines and lock the whole item. Merely carrying the Cap does not consume it. - Legacy partially crystalized items are normalized on their next Moogle or
!rerolluse: the obsolete partial lock is cleared while the current augment values are preserved until the chosen operation. - Scour to start over: trade the gear alone at the Augment Moogle to strip every augment — crystalized or not — for 25,000 gil. That's the only way to remove a crystalized augment.
Re-rolling in place with !reroll¶
Once a piece already has the augment types you want, you don't have to re-farm five catalysts just to chase bigger numbers. The !reroll command re-gambles the magnitudes of the augments already on an equipped item — the same roll math as the Moogle (your tier band, mastery floor, affinity double-roll, and crits all apply), but it keeps your existing lines and costs only Infamy — no gil, no catalyst.
| Augment Moogle (trade in Purgonorgo Isle) | !reroll <slot> (equipped item) |
|
|---|---|---|
| Changes | Overwrites lines with the catalyst types you trade | Keeps the types, re-rolls the numbers |
| Cost | 10,000 gil flat + up to 5 catalysts | Per-tier Infamy (below) — no gil, no catalyst |
| Reach for it to | Add or change which stats sit on the gear | Fish for higher rolls on gear you already like |
Both are rank-floor protected (never roll below band min + your mastery rank) and capped at your tier band, so neither can power-creep past your tier's ceiling — reroll is purely a cheaper way to re-fish the numbers you already have.
A fully crystalized piece is locked as one item and cannot be rerolled. A fresh complete five-line perfect result from either path gets one item-wide crystalization roll.
How to use it:
- Equip the item you want to improve.
- Type
!reroll <slot>(e.g.!reroll head) to preview — it lists each augment, the roll range, your floor, your crit %, and the cost. Nothing is charged. - Type
!reroll <slot> confirmto commit — it charges the Infamy and re-rolls every line at once. - Re-equip the item to apply the fresh values.
Slots: main sub ranged ammo head body hands legs feet neck waist ear1 ear2 ring1 ring2 back.
Reroll cost by Augment Tier (Infamy only):
| Augment Tier | Reroll cost |
|---|---|
| T1 | 50 Infamy |
| T2 | 100 Infamy |
| T3 | 200 Infamy |
| T4 | 350 Infamy |
| T5 | 500 Infamy |
Because every line re-rolls together, a crit turns a single reroll into a perfect roll of the whole piece, which can then pass its one item-wide crystalization roll. Maat's Cap does not apply to !reroll. Since rolls are floor-protected, rerolling after a tier-up or a mastery rank-up only ever lifts your weakest lines — it's the cheap way to keep already-good gear current.
Catalyst access¶
Every augment catalyst (142 total) is available at every Augment Tier. Your tier determines the power of the roll (via the roll band above), not which augments you can access — a Tier 1 player can trade the same catalysts as a Tier 5 player, just with weaker rolls. Browse the full catalog to see every available stat.
Good first moves¶
- Pick stats you actually use. DD? Stack Attack and Accuracy. Tank? HP, Defense, and the Phys DT / Phys DT II catalysts. Caster? Magic Accuracy / Magic Atk.
- Stack one stat for a big swing. 5× the same catalyst on one piece concentrates the bonus where you want it.
- Start the Augment Sage early. Mastery ranks unlock automatically as you hit Hunting League Rank / Prestige Level milestones — each rank lifts your worst rolls and raises crit chance. Don't wait.
- Re-augment after every tier-up. Same gear, same catalysts, a strictly higher band — a tier-up re-roll is never a downgrade.
- Browse the full catalog on the Augment Moogle page — 142 catalysts across a wide range of stat families, each with its full per-trade stat values.
A few rules to remember¶
- 5 catalysts max per trade (5 augment slots per piece).
- Catalysts are consumed; gear is not — your gear comes back stamped.
- Re-augmenting overwrites an uncrystalized piece's augments — that's how you upgrade it as you rank up. A fully crystalized five-slot piece is locked until it is scoured.
- Cancel any time during the confirm menu to get everything back.
Ready for the details? → Augment Moogle (the full catalyst catalog & exact numbers) · Augment Sage (ranking up & affinities)
Last updated: 2026-09-08 00:15 PDT