The Item Lab is a shop counter available in Central City, Retem City, Kvaris Camp and Stia Camp. It provides several means of strengthening weapons and armor.
Contents
- 1 Item Enhancement
- 1.1 Enhancement EXP Formula
- 1.1.1 Enhancement EXP Example
- 1.2 Material Item Rarity
- 1.3 EXP Augments
- 1.4 Enhancement Cost
- 1.5 Enhancement Level EXP Requirement
- 1.6 Attack and Defense Gain per Enhancement Level
- 1.7 Augment Slots
- 1.1 Enhancement EXP Formula
- 2 Limit Break
- 3 Add Augments
- 3.1 PSO2 Augments
- 3.2 NGS Augment Transfer
- 3.2.1 Example for EX Augment Transfer
- 3.2.2 Example for Augment Transfer #1
- 3.2.3 Example for Augment Transfer #2
- 4 Unlock Potential
- 4.1 PSO2 Weapon Potentials
- 5 Preset Skills
- 5.1 Add Preset Skills
- 5.2 Enhance Preset Skills
- 5.3 Transfer Preset Skills
- 6 Multi-weapon
- 7 Exchange Enhancement Materials
- 7.1 Augment Capsule
- 7.2 Other Enhancement Materials
Weapons and armor can be enhanced to raise their Enhancement Level, which increases their Attack and Defense respectively. For both it also increases the number of augment slots available.
Item Enhancement requires consuming other items of that type (only weapons can be used to enhance weapons) and also costs 1 N-Grinder and an amount of based on the rarity of the item being enhanced.
Enhancement Level has a limit, which can be raised to a point via Limit Break. With specific exceptions such as seasonal exchanges, an item's starting limit depends on its rarity; +10 for , +20 for , +30 for , +40 for to , and +50 for to .
Unlike some previous Phantasy Star titles, there is no risk of failure. The outcome of Item Enhancement is either Success, or Great Success which doubles the gain. The default rate of a Great Success is 10%. This can be increased by in-game campaigns and a Support Item such as "N-Enhancement Success Rate +10%".
Enhancement EXP Formula
The amount of Enhancement EXP gained is determined by the following formula:
Enhancement EXP = SUM ( (Fodder Enhancement EXP / 2 + Fodder Rarity EXP + Fodder Augments) * Same Item Bonus ) * Great Success Bonus
- Fodder Enhancement EXP: The Enhancement EXP of the equipment used as a Material Item.
- Fodder Rarity EXP: A set amount of EXP based on the rarity of the Material Item. See Material Item Rarity below.
- Fodder Augments: Set amounts of EXP if the Material Item has specific augments. See EXP Augments below.
- Same Item Bonus: 1.5 if the Material Item has the same name as the Base Item. This only applies to that specific Material Item, and not others used in that Enhancement.
- Great Success Bonus: 2 if the Enhancement is a Great Success. This applies to the entire Enhancement.
The Enhancement EXP given by each Material Item can be seen on the Material Item Selection screen.
Enhancement EXP Example
Enhancing a Gold Primm Sword +0 using a Gold Primm Sword +20 and a Silver Primm Sword +0 as Material Items:
The Gold Primm Sword +20 gives 6,825 Enhancement EXP from:
- 3,750 EXP from having 7,500 Enhancement EXP of its own, divided by 2
- 350 EXP from being
- 450 EXP from its Esperio II augment
- The subtotal of the above being multiplied by 1.5x from the Same Item Bonus.
The Silver Primm Sword +0 gives 600 Enhancement EXP from:
- 200 EXP from being
- 400 EXP from its Esperio I augment
This enhancement would add 7,425 Enhancement EXP to the Gold Primm Sword +0 Base Item; this would raise its Enhancement Level to 19. However if the enhancement was a Great Success, it would instead receive 14,850 Enhancement EXP and become +29.
Material Item Rarity
The rarity of Material Items contributes toward the Enhancement EXP they provide.
Material Item Rarity | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Enhancement EXP | 100 | 200 | 350 | 600 | 700 | 800 | 900 | 1,000 | 1,100 | 1,200 | 1,300 |
EXP Augments
Some augments provide additional Enhancement EXP when the equipment they are on is used as a Material Item. Certain equipments have one of these augments by default.
Augment | Augment EXP | Item with default |
---|---|---|
Esperio I | 400 | Silver Primm Sword Silver Primm Armor |
Esperio II | 450 | Gold Primm Sword Gold Primm Armor |
Hi Perio I | 5,000 | N-EXP Weapon N-EXP Armor |
Endymio | 100,000 | Gold Primm Sword II Gold Primm Armor II |
Hi Perio II | 1,000,000 | N-EXP Weapon II N-EXP Armor II |
Astrio S | 5,000,000 | None: Requires C/Astrio S |
Enhancement Cost
Item Enhancement uses 1 N-Grinder for each Material Item used.
The cost of Item Enhancement is determined by the rarity of the item being enhanced, multiplied by the number of Material Items used.
Base Item Rarity | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Cost per Material Item | 1,000 | 2,000 | 3,000 | 4,000 | 4,200 | 4,500 | 4,700 | 5,000 | 5,200 | 5,500 | 5,700 |
Enhancement Level EXP Requirement
The amount of Enhancement EXP needed per Level depends on the rarity of the equipment being enhanced:
Enhancement Level | EXP Required | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Total (0 → +10) | 1,000 | 1,500 | 2,500 | 3,500 | 4,000 | 4,500 | 5,000 | 5,500 | 6,000 | 6,500 | 7,000 |
Total (+10 → +20) | 2,000 | 3,000 | 5,000 | 7,000 | 8,000 | 9,000 | 10,000 | 11,000 | 12,000 | 13,000 | 14,000 |
Total (+20 → +30) | 3,000 | 4,500 | 7,500 | 10,500 | 12,000 | 13,500 | 15,000 | 16,500 | 18,000 | 19,500 | 21,000 |
Total (+30 → +40) | 4,000 | 6,000 | 10,000 | 14,000 | 16,000 | 18,000 | 20,000 | 22,000 | 24,000 | 26,000 | 28,000 |
Total (+40 → +50) | 12,500 | 12,500 | 12,500 | 17,500 | 20,000 | 22,500 | 25,000 | 27,500 | 30,000 | 32,500 | 35,000 |
Total (+50 → +60) | 12,500 | 12,500 | 12,500 | 17,500 | 20,000 | 22,500 | 25,000 | 27,500 | 36,000 | 39,000 | 42,000 |
Total (+60 → +70) | 9,100,000 | 9,200,000 | 9,300,000 | 9,400,000 | 9,500,000 | 9,600,000 | 9,700,000 | 9,800,000 | 9,900,000 | 10,000,000 | 11,000,000 |
Total (+70 → +80) | 9,100,000 | 9,200,000 | 9,300,000 | 9,400,000 | 9,500,000 | 9,600,000 | 9,700,000 | 9,800,000 | 9,900,000 | 10,000,000 | 11,000,000 |
Total (+80 → +90) | 9,100,000 | 9,200,000 | 9,300,000 | 9,400,000 | 9,500,000 | 9,600,000 | 9,700,000 | 9,800,000 | 9,900,000 | 10,000,000 | 11,000,000 |
Grand Total (+90) | 27,335,000 | 27,640,000 | 27,950,000 | 28,270,000 | 28,580,000 | 28,890,000 | 29,200,000 | 29,510,000 | 29,826,000 | 30,136,500 | 33,147,000 |
Attack and Defense Gain per Enhancement Level
Equipment will get stronger the higher its Enhancement Level is. For both weapons and armor, lower rarity equipment receives larger increases to their Attack and Defense at higher levels than higher rarity equipment, to partially catch up by the Enhancement Level cap.
Enhancement Level | Rarity | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon Attack Power | ||||||||||||
+10 | +22 | +16 | +10 | +10 | +10 | +10 | +30 | +30 | +30 | +40 | +40 | |
+20 | +46 | +33 | +21 | +20 | +20 | +25 | +60 | +60 | +60 | +80 | +80 | |
+30 | +63 | +50 | +32 | +30 | +30 | +55 | +90 | +90 | +90 | +120 | +120 | |
+40 | +82 | +69 | +47 | +40 | +40 | +85 | +136 | +125 | +150 | +160 | +160 | |
+50 | +161 | +143 | +115 | +108 | +92 | +125 | +186 | +165 | +210 | +200 | +200 | |
+60 | +347 | +329 | +301 | +267 | +238 | +183 | +248 | +226 | +270 | +250 | +240 | |
+70 | +575 | +557 | +529 | +490 | +453 | +377 | +378 | +359 | +355 | +300 | +280 | |
+80 | +614 | +596 | +568 | +527 | +492 | +416 | +443 | +426 | +414 | +363 | +320 | |
+90 | +??? | +??? | +??? | +??? | +??? | +573 | +??? | +??? | +468 | +399 | +352 | |
Armor Defense Power | ||||||||||||
+10 | +10 | +10 | +10 | +10 | +10 | +10 | +10 | +10 | +10 | - | - | |
+20 | +20 | +20 | +20 | +20 | +20 | +20 | +20 | +20 | +20 | - | - | |
+30 | +30 | +30 | +30 | +30 | +30 | +30 | +30 | +30 | +30 | - | - | |
+40 | +40 | +40 | +40 | +41 | +41 | +40 | +40 | +40 | +40 | - | - | |
+50 | +50 | +50 | +50 | +51 | +51 | +50 | +51 | +51 | +51 | - | - | |
+60 | +72 | +72 | +72 | +71 | +67 | +66 | +61 | +61 | +61 | - | - | |
+70 | +96 | +95 | +94 | +92 | +87 | +83 | +71 | +71 | +71 | - | - | |
+80 | +106 | +105 | +104 | +102 | +97 | +93 | +81 | +81 | +81 | - | - | |
+90 | +116 | +115 | +114 | +112 | +107 | +103 | +91 | +91 | +91 | - | - |
Augment Slots
The Enhancement Level of equipment determines how many augment slots it has:
Enhancement Level | Augment Slots |
---|---|
+0 - +19 | 2 |
+20 - +39 | 3 |
+40 - +49 | 4 |
+50 - +60 | 5 |
+61 - +80 | 6 |
+81 - +90 | 7 |
Equipment can be enhanced with Item Enhancement to a maximum level. This is displayed on tab 2 of the equipment's Item Details window. For example: "Enhancement Lv. 0 (MAX 50)" means the maximum is +50.
Using Limit Break, the maximum Enhancement Level can be raised from an equipment's starting maximum, up to a point. For all weapons and armor, the maximum Enhancement Level can be raised to 90.
Each Limit Break raises the maximum Enhancement Level by 10, and costs materials and depending on both the rarity of the equipment and the new Enhancement Level.
At low levels the materials required are minerals such as Monotite. Starting from level 50, Limit Break requires special materials such as Arms Refiner.
Rarity | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Base Limit | 10 | 20 | 30 | 40 | 40 | 40 | 50 | 50 | 50 | 50 | 50 |
Limit Break Cost for 20 | 10,000 10 Mononite | - | - | - | - | - | - | - | - | - | - |
Limit Break Cost for 30 | 20,000 10 Dualomite | 30,000 20 Dualomite | - | - | - | - | - | - | - | - | - |
Limit Break Cost for 40 | 30,000 10 Trinite | 45,000 20 Trinite | 120,000 30 Trinite | - | - | - | - | - | - | - | - |
Limit Break Cost for 50 | 125,000 1 Arms Refiner | 125,000 1 Arms Refiner | 125,000 1 Arms Refiner | 140,000 1 Arms Refiner | 150,000 3 Arms Refiner | 160,000 4 Arms Refiner | - | - | - | - | - |
Limit Break Cost for 60 | 125,000 1 Arms Refiner | 125,000 1 Arms Refiner | 125,000 1 Arms Refiner | 140,000 1 Arms Refiner | 150,000 3 Arms Refiner | 160,000 4 Arms Refiner | 170,000 2 Arms Refiner II 4 Arms Refiner | 180,000 4 Arms Refiner II 8 Arms Refiner | 190,000 4 Arms Refiner II 8 Arms Refiner | 200,000 4 Arms Refiner II 8 Arms Refiner | 210,000 4 Arms Refiner II 8 Arms Refiner |
Limit Break Cost for 70 | 145,000 3 Arms Refiner II 6 Arms Refiner | 145,000 3 Arms Refiner II 6 Arms Refiner | 160,000 3 Arms Refiner II 6 Arms Refiner | 160,000 3 Arms Refiner II 6 Arms Refiner | 170,000 3 Arms Refiner II 6 Arms Refiner | 180,000 3 Arms Refiner II 6 Arms Refiner | 180,000 3 Arms Refiner II 6 Arms Refiner | 200,000 4 Arms Refiner II 8 Arms Refiner | 210,000 4 Arms Refiner II 8 Arms Refiner | 220,000 4 Arms Refiner II 8 Arms Refiner | 230,000 4 Arms Refiner II 8 Arms Refiner |
Limit Break Cost for 80 | 145,000 10 Arms Refiner II 20 Arms Refiner | 145,000 10 Arms Refiner II 20 Arms Refiner | 160,000 10 Arms Refiner II 20 Arms Refiner | 160,000 10 Arms Refiner II 20 Arms Refiner | 170,000 10 Arms Refiner II 20 Arms Refiner | 180,000 10 Arms Refiner II 20 Arms Refiner | 190,000 10 Arms Refiner II 20 Arms Refiner | 200,000 10 Arms Refiner II 20 Arms Refiner | 210,000 10 Arms Refiner II 20 Arms Refiner | 220,000 10 Arms Refiner II 20 Arms Refiner | 230,000 10 Arms Refiner II 20 Arms Refiner |
Limit Break Cost for 90 | 145,000 10 Arms Refiner II 20 Arms Refiner | 145,000 10 Arms Refiner II 20 Arms Refiner | 160,000 10 Arms Refiner II 20 Arms Refiner | 160,000 10 Arms Refiner II 20 Arms Refiner | 170,000 10 Arms Refiner II 20 Arms Refiner | 180,000 10 Arms Refiner II 20 Arms Refiner | 190,000 10 Arms Refiner II 20 Arms Refiner | 200,000 10 Arms Refiner II 20 Arms Refiner | 210,000 10 Arms Refiner II 20 Arms Refiner | 220,000 10 Arms Refiner II 20 Arms Refiner | 230,000 10 Arms Refiner II 20 Arms Refiner |
Affix Augments (NGS) | List of Augments (NGS) | PSO2 Augment Conversion |
Also known as Abilities, Augments are like enchantments that can be added to weapons and armor to provide bonuses such as increases to damage, maximum HP and PP, or other useful effects.
In New Genesis, Augments are now added to equipment by using Augment Capsules. When using one copy of a Augment Capsule on its own, the Augment from that capsule will have a very low chance of successfully affixing to the equipment, however if multiple copies of the same capsule are used, you can improve the success rate for that Augment.
For example, to add the " Forms Soul I" Augment to a weapon, using one " C/Forms Soul I" capsule will give it a 9% chance of succeeding, but using 10 of the capsule, and the chance to successfully affix to the weapon increases to 90%.
By obtaining Augmentation Boosts items, which are mainly earned through the Special Scratch and Seasonal Points Exchange Shops, you can increase success rates from 5% to 30%.
Equipment comes with an Augment limit cap that determines how many different Augments can be affixed to that piece of equipment. Weapons and armor that are not enhanced initially have 2 Augment slots. A 3rd slot can be adding by grinding the equipment to +20, a 4th slot to +40, a 5th to +50, a 6th to +61, and a 7th to +81.
Though there are some exceptions, the general rule of thumb is that Augments with a lower numeral and/or "type" name cannot be affixed onto the same piece of equipment (e.g., Might III and Might IV, Gigas Technique and Gigas Might, Doldor Soul and Gladia Soul, etc.). Some exceptions include Addi and Exdi Augments, which fall in the same category despite having different "type" names, and Defi/Duel Augments, which can be put on the same piece of equipment as long as they share the same Phase category (e.g., P.01 and P.02 cannot be combined).
Certain Augments can be exchanged in the Augment Capsule Exchange Shop.
A list of all Augments can be found on the List of Augments page.
PSO2 Augments
When importing equipment with Augments or S Grade Augments from Phantasy Star Online 2, they will be replaced by Legaro Augments of corresponding value while in New Genesis. These changes are temporary and the original abilities will remain upon returning to Phantasy Star Online 2. A list of what augments convert to what on the PSO2 Augment Conversion page.
NGS Augment Transfer
At the Item Lab, there is the option for "All Augment Transfer" and "EX Augment Transfer".
Using "All Augment Transfer" will overwrite all augments on the Base item with the augments on the Material item and requires 1x "N-Augment Transfer Pass".
- Using Eredim series weapons as a Material item for "All Augment Transfer" does not require N-Augment Transfer Passes, even if the Base is not an Eredim series weapon.
- E.g. You can use "All Augment Transfer" to put all augments from an Eredim weapon (including its EX augments) onto a Wingard weapon without using an "N-Augment Transfer Pass". However, this will remove all prior augments that the Wingard weapon had.
- The Material item will lose all of its augments; however, you'll still have the now blank material item.
Using "EX Augment Transfer" will overwrite all EX augments on the Base item with the EX augments on the Material item and does not require Augment Transfer passes.
- This requires that the Material item has the same number of EX augments as the Base item.
- Only EX Augments on the Base item will be affected - non-EX Augments will not be affected.
- The Material item will lose all of its EX Augments; however, you'll still have the material item afterwards (with any non-EX augments still attached).
Example for EX Augment Transfer
This shows the case of overwriting the preexisting EX augments on a weapon that has already been affixed. The EX augments on the Base weapon are replaced with the EX augments on the Material weapon, and the Material Weapon loses the corresponding EX augments.
Augment # | Initial Base Weapon | Initial Material Weapon | -> | Final Base Weapon | Final Material Weapon |
1 | EX Tri-Shield X | EX Stealth Wall P | -> | EX Stealth Wall P | - |
2 | EX Sign Shielding R | EX Shortage PP Burn Up H | -> | EX Shortage PP Burn Up H | - |
3 | EX Heavy Attack Protect D | EX Endure Pain PB Boost X | -> | EX Endure Pain PB Boost X | - |
4 | Anaddi Spiratech | Junk A | -> | Anaddi Spiratech | Junk A |
5 | Halphinale LC | Junk B | -> | Halphinale LC | Junk B |
6 | Gladia Soul LC | Junk C | -> | Gladia Soul LC | Junk C |
7 | Grand Dread Keeper LC | Junk D | -> | Grand Dread Keeper LC | Junk D |
Example for Augment Transfer #1
This is an example of Augment Transferring the augments of one weapon onto another weapon. Note that this completely over-writes the base weapon with the augments on the material weapon, and leaves the material weapon behind without any augments attached.
Augment # | Initial Base Weapon | Initial Material Weapon | -> | Final Base Weapon | Final Material Weapon |
1 | EX Tri-Shield X | EX Shortage PP Burn Up R | -> | EX Shortage PP Burn Up R | - |
2 | EX Sign Shielding R | EX Patient Defense D | -> | EX Patient Defense D | - |
3 | EX Heavy Attack Protect D | EX Endure Pain PB Boost X | -> | EX Endure Pain PB Boost X | - |
4 | Exdi Spi Parfait | Anaddi Spiratech | -> | Anaddi Spiratech | - |
5 | Halphinale LC | Glan Gigas Maste | -> | Glan Gigas Maste | - |
6 | Gladia Soul LC | Lux Halphinale | -> | Lux Halphinale | - |
7 | Grand Dread Keeper LC | Mega Triyal | -> | Mega Triyal | - |
Example for Augment Transfer #2
This is an example of adding EX augments to a weapon that was affixed and did not have EX augments. Note that this completely over-writes the base weapon with the augments on the material weapon, and leaves the material weapon behind without any augments attached.
Augment # | Initial Base Weapon | Initial Material Weapon | -> | Final Base Weapon | Final Material Weapon |
1 | Lux Halphinale | EX Gradual PP Gauge D | -> | EX Gradual PP Gauge D | - |
2 | Glan Gigas Maste | EX Tough Mind H | -> | EX Tough Mind H | - |
3 | Anaddi Spi Parfait | EX Dazzle Camouflage R | -> | EX Dazzle Camouflage R | - |
4 | Gladia Soul | - | -> | - | - |
5 | Grand Dread Keeper | - | -> | - | - |
6 | Mega Triyal | - | -> | - | - |
7 | Highkvar Domina | - | -> | - | - |
For weapons only, a Potential can be added. This provides unique abilities to the player depending on the weapon, usually including a Potency (damage) multiplier and boosts to various abilities which may be temporary and conditional on specific actions or states such as high HP.
Potentials can be increased in level by repeating this process. The maximum level of potentials is currently 6.
Adding or increasing Potential costs and materials. This cost increases for higher Rarity weapons and for higher Potential levels. At Potential levels 1-3 the materials are minerals. Starting from level 4, they are special materials such as N-EX-Cubes.
Potential Level | Materials Required | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 10,000 Monotite x10 Photon Chunk x5 | 20,000 Monotite x20 Photon Chunk x10 | 30,000 Monotite x30 Photon Chunk x15 | 40,000 Monotite x40 Photon Chunk x20 | 50,000 Monotite x40 Tetracite x40 Photon Chunk x25 | 60,000 Monotite x50 Dualomite x50 Photon Chunk x30 | 70,000 Monotite x60 Dualomite x60 Photon Chunk x35 | 80,000 Monotite x70 Dualomite x70 Photon Chunk x40 | 90,000 Monotite x80 Dualomite x80 Photon Chunk x45 | 100,000 Monotite x90 Dualomite x90 Photon Chunk x50 | 100,000 Monotite x100 Dualomite x100 Photon Chunk x55 |
Level 2 | 20,000 Dualomite x10 Photon Chunk x10 | 40,000 Dualomite x20 Photon Chunk x15 | 60,000 Dualomite x30 Photon Chunk x20 | 80,000 Dualomite x40 Photon Chunk x30 | 100,000 Dualomite x40 Tetracite x40 Photon Chunk x40 | 120,000 Trinite x50 Tetracite x50 Photon Chunk x45 | 140,000 Trinite x60 Tetracite x60 Photon Chunk x50 | 160,000 Trinite x70 Tetracite x70 Photon Chunk x55 | 180,000 Trinite x80 Tetracite x80 Photon Chunk x60 | 200,000 Trinite x90 Tetracite x90 Photon Chunk x65 | 200,000 Trinite x100 Tetracite x100 Photon Chunk x70 |
Level 3 | 30,000 Trinite x10 Photon Chunk x20 | 60,000 Trinite x20 Photon Chunk x30 | 90,000 Trinite x30 Photon Chunk x40 | 120,000 Trinite x40 Photon Chunk x50 | 150,000 Trinite x40 Tetracite x40 Photon Chunk x60 | 180,000 Pentalite x80 Tetracite x50 Photon Chunk x65 | 210,000 Pentalite x100 Tetracite x60 Photon Chunk x70 | 240,000 Hexakite x100 Pentalite x70 Photon Chunk x75 | 270,000 Hexakite x110 Pentalite x80 Photon Chunk x80 | 300,000 Hexakite x120 Pentalite x90 Photon Chunk x85 | 300,000 Hexakite x130 Pentalite x100 Photon Chunk x90 |
Level 4 | 40,000 N-EX-Cube x5 | 80,000 N-EX-Cube x5 | 120,000 N-EX-Cube x5 | 160,000 N-EX-Cube x5 | 200,000 N-EX-Cube x5 | 240,000 N-EX-Cube x5 | 280,000 N-EX-Cube x5 | 320,000 N-EX-Cube x5 | 360,000 N-EX-Cube x5 | 400,000 N-EX-Cube x5 | 400,000 N-EX-Cube x5 |
Level 5 | 40,000 N-EX-Cube x5 | 80,000 N-EX-Cube x5 | 120,000 N-EX-Cube x5 | 160,000 N-EX-Cube x5 | 200,000 N-EX-Cube x5 | 240,000 N-EX-Cube x5 | 280,000 N-EX-Cube x5 | 320,000 N-EX-Cube x5 | 360,000 N-EX-Cube x5 | 400,000 N-EX-Cube x5 | 400,000 N-EX-Cube x5 |
Level 6 | 50,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 100,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 150,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 200,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 250,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 300,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 350,000 Photon Chunk IIA x30 Photon Chunk IIB x30 | 400,000 Photon Chunk IIA x60 Photon Chunk IIB x60 | 450,000 Photon Chunk IIA x60 Photon Chunk IIB x60 | 500,000 Photon Chunk IIA x60 Photon Chunk IIB x60 | 500,000 Photon Chunk IIA x60 Photon Chunk IIB x60 |
PSO2 Weapon Potentials
New Type weapons imported from Phantasy Star Online 2 that have unlocked Potentials will have their Potentials converted into equivalent New Genesis Potentials. These changes are temporary; the original Potentials will remain upon returning to Phantasy Star Online 2.
Original Series | NGS Potential |
---|---|
Lightweave Klauz Series | Assault Unit |
Fluxio Series Rinser Series | Infalliable Unit |
Steel Series | Sturdy Unit |
Adell Series Ceiroth Series Finble Series | Lucky Unit |
Rivelate Series Oblisana Series Darkweave Agile Series Puras Series Shaval Series Anacates Series Genon Series Pride Series Orb Series Dusk Series Million Series Croesus Series Nova Series Legacy Weapon Series Other Weapons | Inversion Unit |
Trailblazer Xion Series | Spirit Surge Unit |
Atlas EX Series | Endurance Unit |
Ophistia Series | Wellspring Unit |
Any to Weapon | Basic Attack Unit III |
Preset Skills are like augments with specific effects. All equipment can have one Preset Skill, from a small set. Weapons and armor have different sets of possible Preset Skills.
Equipment can drop from enemies or quests with Preset Skills already present, with higher levels being more rare. The highest level of Preset Skill is 5. Preset Skills can be added, increased or transferred in the Item Lab.
Add Preset Skills
An equipment can be given a new Preset Skill at level 1. The Preset Skill is chosen randomly from the available set.
This costs 500 and a Material Item, which is consumed; for weapons this is any weapon from the same series as the Base Item. For armor this is any armor with the same name.
The default success rate is 10%, which can be raised with Success Booster items such as "Preset Skill Enhance Success Rate +10%". If the process fails, the Material Item is still lost (unless an Item Preserver such as "Preset Skill Item Protection/Lv.1" is used), but the Base Item is not.
As an alternative to the material item, the item "Add Preset Skills Lv. 1" may be used. This also sets the success rate to 100%.
Equipment already with a Preset Skill can still use this process, resetting the level to 1. The game provides a warning when attempting this.
Enhance Preset Skills
An equipment with an existing Preset Skill below level 5 can increase its level by 1 at a time.
This costs 500 and a Material Item; for weapons this is a weapon from the same series as the Base Item. For armor this is an armor with the same name. For both, the Material Item must also have any Preset Skill with a level equal to or greater than the Preset Skill on the Base Item.
The default success rate is 10%, which can be raised with Success Booster items such as "Preset Skill Enhance Success Rate +10%". If the process fails, the Material Item is still lost (unless an Item Preserver such as "Preset Skill Item Protection/Lv.1" is used), but the Base Item is not.
Transfer Preset Skills
Preset Skills can be transferred from one piece of equipment to another, provided the equipment has an identical name.
Transfer Preset Skills costs material items only; there is no cost. The material items needed depend on whether the equipment is a weapon or an armor, and the level of the Preset Skill being transferred:
Preset Skill Level | Materials Required (Weapon) | Materials Required (Armor) |
---|---|---|
Preset Skill Lv.1 | 40 Photon Chunk, 40 Monotite | 20 Photon Chunk, 20 Monotite |
Preset Skill Lv.2 | 60 Photon Chunk, 40 Dualomite | 30 Photon Chunk, 20 Dualomite |
Preset Skill Lv.3 | 80 Photon Chunk, 40 Trinite | 40 Photon Chunk, 20 Trinite |
Preset Skill Lv.4 | 2 N-EX-Cube, 80 Tetracite, 2 Photon Scale | 1 N-EX-Cube, 40 Tetracite, 1 Photon Scale |
Preset Skill Lv.5 | 10 N-EX-Cube, 120 Tetracite, 15 Photon Scale | 5 N-EX-Cube, 60 Tetracite, 7 Photon Scale |
For more detailed information, visit the dedicated page,
Main article: Portal:New_Genesis/Multi-weapon
You can combine two weapons of different types together to create a "Multi-weapon", a special weapon that allows for the use of both weapons from one weapon palette. This includes using the normal attacks, Photon Arts, Weapon Actions, and class equip requirements of both weapons.
When selecting a base weapon to combine, other weapon attributes of the base weapon, such as Potential or Color Variant will be shared to the other weapon you combine with. Unique weapons under the same weapon series with different potentials, such as the Relik Series can use another Relik Series potential by doing this.
In order to combine weapons, they must be of the same 'series'. For example, while you are able to combine a " Theseus Sword" and " Theseus Rifle" together, you cannot combine a " Theseus Sword" with a " Trois De Knuckles".
The process of creating a multi-weapon consumes the secondary weapon. The process cannot be reversed to return the weapons to their original state.
For the required costs of creating a Multi-weapon, see below.
Weapon Rarity | Required Materials | |
---|---|---|
Photon Quartz | N-Meseta | |
10 | 50,000 | |
20 | 100,000 | |
30 | 150,000 | |
40 | 200,000 | |
50 | 250,000 | |
60 | 300,000 | |
70 | 350,000 | |
80 | 400,000 | |
90 | 450,000 | |
100 | 500,000 | |
110 | 550,000 |
The Cinquem series is an exception to the material cost, needing 1 Photon Scale instead of 50 Photon Quartz.
In addition to other Item Lab functions, unique Augments and Enhancement Materials can be exchanged through the Item Lab.
Augment Capsule
See Augment Capsule Exchange Shop.
Other Enhancement Materials
See Enhancement Material Exchange Shop.
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