How To Add Affixes In Phantasy Star Online 2?

  • Augment affixing is a system where equipment can gain additional stats and features outside the normal item enhancement. Unlike Item Enhancement, Grinders and the like are not required to use as materials, but instead other pieces of equipment and PSO2 NGS Meseta.

    The following guide introduces how to add affixes:

    Step 1: Creating 4s Guardian Soul

    The foundation of your affix will certainly be Guardian Soul so normally, this ought to be the first thing that obtains made.

    • Astral Soul is made from 1x Soul of Darkness + 4x Soul Catalyst
    • Aether Factor is made from 1x Aether Soul + 4x Factor Catalyst
    • Mana Reverie is made from 1x Omega Memoria + 4x Reverie Catalyst
    • Absolute Glare is made from 1x Photoner Glare + 4x Glare Catalyst
    • Photoner Glare is made from 1x Varuna Glare + 1x Mitra Glare + 1x Shiva Glare + 1x Origin Glare

    Given that this action uses several pricey resources, it has to be insured. The success rate generally will be 45% and also 65% throughout 20% BW. If the present systems you are using have AS, AF, or MR on them and also you don't mind losing that item of the device (if 4 ports, you can establish it as the base and also it will not be lost during the affix), they can be made use of in this recipe.

    All materials for AS, AF, MR, as well as AG decline from UH Cradle of Darkness and UH Drawn to Darkness. All products for Photoner Glare decline from their particular employers (Divide, Final Lament, TPD, etc).

    Step 2: Creating 4s Glare Catalyst w/Crack & Vet

    This next part will be the most expensive part of the affix as you will need 3 of these identical fodders made.

    • Any one of the 4 Glares can be used to combine with Crack and Vets. I used Berouge Glare here as an example since it is the most abundant. This fodder is made from 2x Berouge Glares + 2x Vet II + 2x Crack II
    • Each Vet II and Crack II are made with 2x Vet I or 2x Crack I
    • Making the Vet III and Crack III together will be 100% on any BW but will be at 90% each normally. Insure if you want.
    • Angele Glares can be freely swapped with Duminus Glare

    Once more this action needs to be insured given that you wish to keep your Crack and also Vet together with Glare Catalyst as long as feasible. The success price usually will be 24.5% and 56.7% throughout 20% BW. Due to its reduced success price outside of BW, I very advise you to prioritize these throughout BW. * If you intend to use your Vet IIIs standalone for Fodder 4 & Fodder 5, you will need to make Crack III on two other glares.

    All Glare Catalyst materials drop from their particular managers (Armada Interception, Ship Infiltration, Divide, and so on). Break decreases most quickly from UH Cradle/Drawn. Vets go down reliably from Risk Realm Extreme Quest, 4-man or solo.

    Step 3: Combining 4s Guardian Soul and Making Absolute Glare

    This component will settle your 4s base with Guardian Soul. Technically this is the last actual affixing action. If you don't have one more affixed unit to borrow, you can use this on a Rivalate, Atlas, or whatever finest system you have that you don't mind losing its port matter later on.

    • Note that 4 out of the 6 items here are already made from previous steps
    • The standalone Glare Catalyst can be made from 1x Berouge Glare + 1x Angele/Duminus Glare + 1x Fodrus Glare + 1x Exegul Glare. You can also simply just use a unit with Glare Catalyst already as a drop from UH Cradle/Drawn.
    • The Soul Receptor fodder can be purchased from the RWB5 badge shop for 20 badges.

    This is the most inexpensive success cost action of the entire treatment and also will likely activate you the most irritation. It does without saying, it must be ensured. The success rate typically will be 18% and 44.8% throughout 20% BW. If you have +45%/ 50% Augmentation Aid, I recommend you use it at this step.

    If you are omitting Vet entirely, you’ll need to add one of your capsules (Grand/Grace, MR, AF, Mark) on this step.

    Step 4: Augment Transferring to 8s

    Now, the hardest part of this process is over et cetera is quite basic. You'll need 140 Augment Transfer Passes to up-slot the base into 5s, then sixes, and ultimately 8s.

    • Transferring to 5s requires 15 passes, 6s requires 25 passes, and 8s requires 100 passes (140 total)
    • The 7s transfer is skipped as the final 8s already has the S6/7/8 in place
    • AF and MR capsules both require 120 Mission Badges each (240 total)
    • The 3 add capsule steps can be done in any order. My example is just AF, then MR, and finally Grand.
    • On the transfer window, you have to select the 5s/6s junk units as the base, and the 4s Gsoul as material.

    This is important: every action here can be done on a junk unit with the exception of the really last action. Whichever device you want the final 8s to be on MUST currently be up-slotted to eights with the S6/7/8 in place. The success price for up-slotting any unit to the 8th slot with the SGA already in place is 8.2% and 47.8% throughout 20% BW. Up-slotting during BW is extremely recommended. After all affixes are moved to 8s, you'll ultimately be completed.