Card Augmentation allows a player to increase the rarity of Cards. This feature is unlocked after the completion of Chapter 1: Blank Slate.
Augmentation grants a number of bonuses including:
- increasing the Ability Card's max level
- increasing the Ability's max level
- increasing the number (and potency) of the card's skillseeds
- lowering the orb cost
Once a card has been augmented, if it is found without summoning, it will always appear in its augmented form. For example, Dust Soldier (Fire) is a 1★ Card found early in Chapter 1. Once it is augmented (using two Fiery Gems), it grows to 2★. Whenever a player obtains a new Dust Soldier (Fire) card, it will always be at 2★. Other than the materials and Gil needed, the process does not require the card to be maxed out.
Augmentation for Offensive and Support type cards differ slightly in the Materials required.
Fast Learner Cards (1+★, 2+★, 3+★) can not be augmented and are only available with the given rarity in the Ability Shop.
Cost and Effects
Offensive Abilities
Card Rarity | Gil needed
to Augment |
Materials needed
to Augment |
Skillseeds
(Base) |
Skillseeds
(Max) |
Max Ability Level | Orb Cost | Ability
Prefix |
---|---|---|---|---|---|---|---|
1★ | 3,000 Gil | Two 2★ Materials | 4 | 8 | 2 | Normal + 1 | Lesser |
2★ | 9,000 Gil | Five 2★/3★ Materials | 5 | 10 | 4 | Normal | Lesser |
3★ | 200,000 Gil | Growstar★4 (x2) | 6 | 18 | 6 | Normal | None |
4★ | N/A | Gigantuar Bulb★3 (x1) Pneumas (x3) ★3 Materials (x1) |
7 | 28 | 8 | Normal - 1 | None |
5★ | N/A | N/A | 8 | 56 | 10 | Normal -1 | None |
Support Abilities
Card Rarity | Gil needed
to Augment |
Materials needed
to Augment |
Skillseeds
(Base) |
Skillseeds
(Max) |
Max Ability Level | Orb Cost | Ability
Prefix |
---|---|---|---|---|---|---|---|
1★ | 3,000 Gil | Four 2★/3★ Materials | 4 | 8 | 2 | 3 Orbs | Lesser |
2★ | 9,000 Gil | Five 2★/3★ Materials | 5 | 10 | 3 | 3 Orbs | Lesser |
3★ | 200,000 Gil | Growstar★4 (x2) | 6 | 18 | 4 | 2 Orbs | None |
4★ | Gigantuar Bulb★3 (x2) Pneumas (x2) ★3 Material (x1) |
7 | 28 | 5 | 2 Orbs | None | |
5★ | N/A | N/A | 8 | 56 | 6 | 2 Orbs | None |
Sicarius Abilities
Card Rarity | Gil needed
to Augment |
Materials needed
to Augment |
Skillseeds
(Base) |
Skillseeds
(Max) |
Max Ability Level | Orb Cost | Ability
Prefix |
---|---|---|---|---|---|---|---|
3★ | 200,000 Gil | ★3 Jewels (x2) Prismatic Jewel★3 (x1) ★4 Jewels (x2) |
6 | 18 | 4 | 4 Orbs | None |
4★ | 1,200,000 Gil | ★4 Jewels (x2) | 7 | 28 | 5 | 3 Orbs | None |
5★ | N/A | N/A | 8 | 40 | 10 | 3 Orbs | None |
Materials
A selection of materials can be bought from Daily Deals in the Item Shop. Each day the selection of available materials changes. (Rare encounters don't spawn after every fight, but every 1-5 fights instead)
Light and Dark Materials
The Drops for the Light and Dark Materials differ a bit from the usual way, where you only have one fiend of the same element which drops the material. Here in general we will have a set of fiends that drop different types of materials based on their "name" and the element of the material is based on the element of the fiend. There will be in sum 12 types of fiend-"names" crossed with the 6 elements, but not every combination exists as a fiend, so each "name" only belongs to 3 possible elements. So Shadow Mage, Shadow Scout, Shadow Fencer, Shadow Warlock, Shadow Ranger and Shadow Fighter as "names" makes the dropped material a fragment, while Shadow Adept, Shadow Viking, Shadow Paladin, Shadow Hermit, Shadow Hunter and Shadow Knight as "names" makes the dropped material a gem. Now if the element of the fiend is Fire, Water or Light the element of the dropped material will be Light; if the element of the fiend is Wind, Earth or Dark the element of the dropped material will be Dark. That means that for example a Shadow Mage will drop a fragment, if it is a Shadow Mage (Water) it will be a Light Fragment, but if it is a Shadow Mage (Earth) it will be a Dark Fragment. This leads us to the following table with only the possible combinations which are available as possible fiends.
Notes:
- I only was able to confirm the greater half of the announced fiends. This will be the one in normal style. If the style is italic I only predicted them because of the other confirmed drops, but I will confirm them all in future days.
- The announced zones are locations the associated fiend is marked as the boss of this zone. This only will happen if the chapter/region this zone belongs too is completely cleared because only then the fiends will be set as the bosses of this zone. There will be much more places where this fiends will appear, but these will be random encounters so nobody can predict them. Also you can meet the fiends in Pleiades Lagoon when the days element matches the fiends element. I am not sure if that only fits for Light and Dark or for all elements there, because I only got Shadows on the Light and Dark Islands.
Light | Dark | |||||||||
Fire | Water | Light | Wind | Earth | Dark | |||||
Shard | 2★ | Chapter IV: Doubt and Illusion, Part 1 | Hell Claw | Ranger | True Harmony, Gate of the Blessed |
n/a | n/a | n/a | n/a | n/a |
Atomos | Mage | n/a | n/a | n/a | n/a | Eternal Dark, Gate of the Cursed |
n/a | |||
Chapter IV: Doubt and Illusion, Part 2 | Storm Dragon | Warrior | n/a | n/a | n/a | Crystal Chamber | n/a | n/a | ||
Fragment | 2★ | Chapter IV: Doubt and Illusion, Part 1 | Shadow Mage | Mage | n/a | Enlightened Triad | n/a | n/a | Veiled Triad | Sky Crystal Chamber |
Shadow Scout | Ranger | Trials of Dawn | Shinegate | Light Crystal Chamber | n/a | n/a | n/a | |||
Shadow Fencer | Warrior | n/a | n/a | n/a | Darkgate | Nighthaze Trials | Dark Crystal Chamber | |||
Chapter IV: Doubt and Illusion, Part 2 | Shadow Warlock | Mage | n/a | Fighter's Boneyard 3 | n/a | n/a | Fighter's Boneyard 1 | Dark Cloister 2 | ||
Shadow Ranger | Ranger | n/a | Mage's Indolence 1 | n/a | n/a | Mage's Indolence 3 | Deep Shadows | |||
Shadow Fighter | Warrior | n/a | Ranger's Wastes 3 | n/a | n/a | Ranger's Wastes 1 | Dark Cloister 1 | |||
Gem | 3★ | Chapter IV: Doubt and Illusion, Part 1 | Shadow Adept | Mage | Hollow Orb | n/a | Path of the Earth 1 | Ghost Orb | n/a | n/a |
Shadow Viking | Ranger | n/a | n/a | n/a | Spector Orb | Void Orb | Path of the Earth 2 | |||
Shadow Paladin | Warrior | Nullorb | Demon Orb | Path of the Earth 3 | n/a | n/a | n/a | |||
Chapter IV: Doubt and Illusion, Part 2 | Shadow Hermit | Mage | Ranger's Last Step | n/a | Dark Cloister 2 | Ranger's Wastes 2 | n/a | n/a | ||
Shadow Hunter | Ranger | Fighter's Boneyard 2 | n/a | Deep Shadows | Fighter's Last Stand | n/a | n/a | |||
Shadow Knight | Warrior | Mage's Last Breath | n/a | Dark Cloister 1 | Mage's Indolence 2 | n/a | n/a | |||
Marilith | Ranger | Although it is a fire based fiend it seems to act like a dark fiend too. So it drops a dark card and dark material: | Teleport Stone Shrine |
Events
PuPu Attacks!
Cost and Effects
Card Rarity | Gil needed
to Augment |
Materials needed
to Augment |
Skillseeds
(Base) |
Skillseeds
(Max) |
Max Ability Level | Orb Cost | Ability
Prefix |
---|---|---|---|---|---|---|---|
2★ | 9,000 Gil | Mysterious Antenna★2 (x2) | 5 | 10 | 3 | 4 Orbs | None |
3★ | 200,000 Gil | Mysterious Antenna★2 (x4) | 6 | 18 | 4 | 4 Orbs | None |
4★ | N/A | N/A | 7 | 28 | 5 | 3 Orbs | None |
Materials
Name | Element | Rarity | Monster Name | Item Shop Cost |
---|---|---|---|---|
Mysterious Antenna★2 | Prismatic | 2★ | UFO | 300 Magicite |