What to put on every purple weapon and garment, in what order. Pick how many slots you have and the situation: the builds and damage numbers update.
3ranged slotsCrafting 1 · 31 · 87
3melee slotslevels 3 · 30 · 88
2slots per garmentlevels 10 · 42
How augments work
Only purple (unique) tier 6 items take augments. Regis gear doesn't.
An augment can't be removed or swapped. With all three slots open the order doesn't matter, only the set. While you have one or two slots, the builds below show which augment gives the most on its own.
Slots open in the Crafting specialization: ranged at levels 1, 31, 87, melee at 3, 30, 88, garments at 10, 42.
The same augment can't go on one item twice. Two different damage augments can.
Bonuses add up: three augments with +60% damage give about +180%, not ×4.
Weapon grade matters as much as augments: a grade 5 weapon deals 2.39× the damage of the base one (grade 3 — 1.51×, grade 4 — 1.88×). Numbers on the page use the weapon grade you pick above.
Augment grade (1–5) only raises the upside. The downside is the same at every grade, so even a grade 3 augment is often worth it.
Each schematic makes one augment. Grade 5 drops from station level 19, and since 1.5.3 good rolls come up more often.
Regular enemies, outings and contracts. The builds below go for raw damage, reloads included.
A Holtzman shield stops fast darts, and firing drops your own shield for a moment. Poison, fire, drillshot darts and blades get through. Since 1.5.3 PvP shield damage is cut by a third.
The boss is Valtur Burbridge, a fast melee fighter with a sword. Buds and gas poison you through the shield. Keep your distance. Station guide →
The boss Takalki is weak on his own; the hall's electricity does almost all the damage. Shoot between strikes: damage per shot wins. Station guide →
Masano keeps her distance, barely burns and fires incendiary rockets through your shield. Leave fire weapons at home. Station guide →
Lieutenant Aman fires radioactive bolts and blasts anyone within 4 m. Bring range and a radiation suit. Station guide →
Lemenger teleports behind you, goes invisible and heals. You need burst damage in short windows to stop the healing. Station guide →
Doctor Jalanta fires a drillshot and heals by eating her test subjects. Hit her during reloads and kill the subjects right away. Station guide →
Rampage gives both damage and an almost twice as big clip, and its downside (headshot damage) means nothing on a shotgun with no headshot bonus. Then two pure damage bonuses; the Amplifier also tightens the pellets.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The Tripleshot's problem is a 3-shot clip. The JABAL Expander adds +250–300% and turns it into 11–12 shots per reload. Then damage.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Same idea as the Tripleshot: clip first (5 → 17–20 shots), then damage. Headshots add +50%.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The Rafiq Heavy Kit adds damage and even more headshot damage, and the slower fire hardly hurts this pistol. Third, the Expander: Seethe only has 3 rounds.
If you land headshots almost every time, take the Tactical Enhancer third.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The M11 Sprayer gives +27–34% fire rate and a 2.5–3× clip. The cost is a 20% slower reload, but you reload three times less often. The Heavy Kit adds damage, and its clip penalty is already covered.
PvP. In PvP break the shield first: Disruptive Coating instead of the Heavy Kit.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
In PvE it is just a heavy pistol: damage, then the Heavy Kit.
PvP. In PvP, both Disruptive Coatings (generic and Rafiq). Since 1.5.3 PvP shield damage is cut by a third, so take damage third.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The clip holds just 2 shots, so the Expander first (2 → 7–8). Then damage.
PvP. In PvP lean on poison through shields: the Toxicity Amplifier (+200% poison damage).
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Damage and Heavy Payload. Third, the Fragmenter: +44–50% blast radius, more useful against crowds than fire rate.
Since 1.5.15 (19 October) the multi-rocket build fires slower: 1.6 s between rockets instead of 0.71.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The lasgun runs on your power pack, so power cost matters. The Harmonizer lowers power use and recoil and raises fire rate.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Same logic as the Perforator. The fire works well at #195 against plants and adds.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Damage, then the Rafiq Heavy Kit. Third, the Sprayer: its only downside is shield damage.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Since 1.5.3 Rampage also fits drillshots: damage plus clip. The FK7 Sprayer adds pace and even more clip.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
It fires from the power pack: the VULCAN Expander halves the power cost. With Young Sparky you hardly ever stop.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Antipersonnel Rounds (update 1.4) add damage and headshot damage. Third, the Maula Expander: pace and clip.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The Karpov Precision Kit adds headshot damage and an almost twice as big clip. The Heavy Kit adds damage, its clip penalty is covered.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
It runs on the power pack: the Precision Kit lowers power cost by a quarter to a third.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
As with Spitting Cobra: damage, M11 Sprayer, Heavy Kit.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The VULCAN Disruptive Coating adds +48–70% damage and shield damage, the Expander 2.5–3× the rounds.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Same build as Bashar's Command. If the spread bothers you, take the Recoil Compensator third.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Burning blobs over an area. The Ancient Way is better almost everywhere.
1Heavy Caliber Upgradedamage +48–70%Schematic: all stationsOpens at Crafting level 1
2Pyrocket Superchargerdamage +48–70%fire rate +27–34%item volume +50%reload time +20%Schematic: all stationsOpens at Crafting level 31
3Pyrocket Quickloaderitem volume −65–70%clip size +44–50%power per shot −21–25%reload time −10%spread +10%shield damage −5%Schematic: all stationsOpens at Crafting level 87
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
The Amplifier is the only truly useful one. The Superheater makes burning four times stronger.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
House Heavy Caliber Upgrade gives exactly the same as the regular one, and the two can go on the same weapon. Its schematic comes from your Great House, not from the stations.
Nothing found.
All blades share one augment pool, so the order is the same for everyone. Two damage augments first, then the third by playstyle.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Blade Sharpener is damage with no downside, Heavy Metal Blade Coating only costs item volume. Third, Heavy Blade Adjuster: damage for a pricier block. If you block more than you attack, take Edge Optimizer instead; if stamina runs short, Blade Grip Adjuster.
Each piece takes its own augments, so the totals below count them on all 5 pieces of the set.
Armor1322
dart protection9%
blade protection4%
energy protection13.8%
poison protection16.5%
fire protection27.5%
concussive protection9%
Forge helmet, pants and boots, plus the Power Harness (+50 power, a longer-lasting shield) and Circuit Gauntlets (−10% power cost). Augments: Garment Reinforcement with no downside and dart protection, since most enemies shoot.
2Garment Reinforcementarmor +17–20%Schematic: all stationsOpens at Crafting level 42
Each piece takes its own augments, so the totals below count them on all 5 pieces of the set.
Armor1751
dart protection25%
blade protection-40%
energy protection25%
concussive protection25%
In PvP almost all damage is darts. Bulwark gives high armor plus dart and energy protection (its downside is blades). Against melee fighters take Blade-warding Weave instead of Reinforcement.
Each piece takes its own augments, so the totals below count them on all 5 pieces of the set.
blade protection40%
energy protection25%
poison protection30%
fire protection50%
Poison builds up through the shield. The Forge already protects from poison, and both augments add more. Their downsides (energy and fire) don't matter here.
Each piece takes its own augments, so the totals below count them on all 5 pieces of the set.
dart protection0%
blade protection40%
energy protection25%
poison protection30%
fire protection50%
radiation protection0%
The full Forge set gives about 50% fire protection. Flame-resistant Fabrics and Radiation Absorbing Fabrics (which also protect from fire) add more per piece. Bring Idaho's Charge if you can: you will need the suspensor when the floor burns.
One piece for the whole body: the augments count once.
Armor1313
dart protection0%
blade protection0%
energy protection-20%
fire protection30%
radiation protection93%
The Tactical Radiation Suit is one piece for the whole body and cuts radiation build-up by 93%. Radiation augments don't fit it, so take Reinforcement and dart protection: Aman and the hoplites shoot.
Each piece takes its own augments, so the totals below count them on all 5 pieces of the set.
dart protection0%
blade protection40%
energy protection20%
poison protection24%
fire protection40%
Lemenger stabs you in the back with a dirk, and there's fire on the floor. Forge (fire, blades) plus Ix-core Leggings (cheaper dodges, you will dodge a lot). Both augments protect from blades.
Scattergun Rampage-Enhancement first (damage and an almost twice as big clip), then Heavy Caliber Upgrade, then GRDA 44 Amplifier. GRDA 44 augments drop only at station #89, Rampage only in the Old Quarry, Heavy Caliber everywhere.
Can I remove an augment?
No. An augment stays on the item for good, so plan the order before the second and third slots open.
Do two damage augments stack?
Yes, if they are different augments. Bonuses add up: +60% and +60% give +120%.
Is grade 5 worth farming?
Grade only raises the upside: Heavy Caliber gives +2–8% at grade 1 and +48–70% at grade 5. For damage augments, yes. Grade 5 drops from station level 19.