Augmentations

 

Name Function Trainer Name City Coords XP Cost Repeatable?
Reinforcement of the Lugians +5 Innate Strength Fiun Luunere Fiun Outpost 95.7N, 57.1W 500M 10x
Bleeargh's Fortitude +5 Innate Endurance Fiun Ruun Fiun Outpost 95.7N, 57.1W 500M 10x
Oswald's Enhancement +5 Innate Coordination Fiun Bayass Fiun Outpost 95.7N, 57.1W 500M 10x
Siraluun's Blessing +5 Innate Quickness Fiun Riish Fiun Outpost 95.7N, 57.1W 500M 10x
Enduring Calm +5 Innate Focus Fiun Vasherr Fiun Outpost 95.7N, 57.1W 500M 10x
Steadfast Will +5 Innate Self Fiun Noress Fiun Outpost 95.7N, 57.1W 500M 10x
Jibril's Essence Specializes Armor Tinkering Joshun Felden Cragstone 25.5N, 48.4E 1 B 1x
Koga's Essence Specializes Weapon Tinkering Lenor Turk Cragstone 25.5N, 48.4E 1 B 1x
Yoshi's Essence Specializes Item Tinkering Brienne Carlus Cragstone 25.5N, 48.4E 1 B 1x
Celdiseth's Essence Specializes Magic Item Tinkering Burrell Sammrum Cragstone 25.5N, 48.4E 1 B 1x
Ciandra's Essence Specializes Salvaging Robert Crow Cragstone 25.5N, 48.4E 1 B 1x
Tristra's Essence Specializes Gearcrafting Alex Brummel Cragstone   1 B 1x
Might of the Seventh Mule 20% more Burden Carrying Husoon Zaikhal 13.9N, 0.6E 1 B 5x
Critical Protection Chance to reduce crits to normal Piersanti Linante Sanamar Palace 69.9N, 62.5W 1 B 1x
Ciandra's Fortune 25% more Salvage Kris Cennis Cragstone 25.5N, 48.4E 1 B 4x
Innate Renewal 100% increase in regen when lying Alison Dulane Bandit Castle 66.4N, 49.8E 1 B 2x
Archmage's Endurance Spells last 20% longer Nawamura Ujio Tou-Tou 28.0S, 95.8E 1 B 5x
Clutch of the Miser Drop 5 less items per death Rohula bint Ludun Ayan Baqur 59.8S, 87.8W 2 B 3x
Charmed Smith 5% better imbue rate Lug Oolutanga's Refuge 2.2N, 95.2E 2 B 1x
Enhancement of the Mace Turner 10% Bludge Protection Nawamara Dia Hebian-To 39.3S, 83.2E 2 B 2x
Enhancement of the Blade Turner 10% Slash Protection Ilin Wis Hebian-To 39.3S, 83.3E 2 B 2x
Enhancement of the Arrow Turner 10% Pierce Protection Kyujo Rujen Hebian-To 39.5S, 83.3E 2 B 2x
Fiery Enhancement 10% Fire Protection Rickshen Ri Hebian-To 39.2S, 83.4E 2 B 2x
Icy Enhancement 10% Frost Protection Lu Bao Hebian-To 39.1S, 83.4E 2 B 2x
Caustic Enhancement 10% Acid Protection Shujio Milao Hebian-To 38.9S, 83.4E 2 B 2x
Storm's Enhancement 10% Lightning Protection Enli Yao Hebian-To 39.2S, 83.4E 2 B 2x
Asheron's Lesser Benediction 8% more Health Donatello Linante Silyun 87.4N, 70.5W 2 B 1x
Infused War Magic Cast War Without a Focus Raphel Detante Silyun   2 B 1x
Infused Item Magic Cast Item Without a Focus Gan Fo Hebian-To   2 B 1x
Infused Creature Magic Cast Creature Without a Focus Gustav Lansdown Cragstone   2 B 1x
Infused Life Magic Cast Life Without a Focus Akemi Fei Hebian-To   2 B 1x
Master of the Steel Circle +10 to all Melee weapon skills Carlito Gallo Silyun   2 B 1x
Master of the Focused Eye +10 to all Missile weapon skills Kilaf Zaikhal   2 B 1x
Master of the Four-Fold Path +10 to all Magic schools Rahina bint Zalanis Zaikhal   2 B 1x
Iron Skin of the Invincible +3 to damage reduction Alex Brummel Cragstone   2 B 1x
Frenzy of the Slayer +3 to damage rating Neela Nashua Bandit Castle   2 B 1x
Eye of the Remorseless +1% to critical hit rate Anfram Mellow Ayan Baqur   4 B 1x
Hand of the Remorseless +3% to critical damage Alishia bint Aldan Ayan Baqur   4 B 1x
Shadow of the 7th Mule 8th Pack Slot Dumida bint Ruminre Zaikhal 13.9N, 0.6E 4 B 1x
Enduring Enchantment Spells last after death Erik Festus Ayan Baqur 59.8S, 87.8W 4 B 1x
Quick Learner 5% more XP per kill Rickard Dumalia Silyun 87.4N, 70.6W 4 B 1x

Notes:

My Thoughts:

So far, I've taken a good number (roughly half across all my characters) of the augmentations available.  I have been happy with all of the augments I've taken to date, but you should be careful about the order in which you decide to use them.

Innate Bonuses:  These are probably the most straightforward choices, but you should be cautious about when and what you buy.  If you have an attribute that costs about 100M to raise and isn't already innately at 100, then it's a good bargain to buy one of these augments instead of raising the skill.  However, bear in mind that there are other augmentations you might like to have and you can always raise your attributes manually instead.

Tinkering Specialization:  These skills are obviously aimed at tinkering characters (with the exception of specializing Salvaging, but more on that later).  Upgrading to a specialized skill will give you a sizeable bonus to your skill, so you will want to get these augmentations much earlier than you might expect.  In fact, I would recommend you start saving XP to buy these augmentations as soon as you hit 125 and can do the quest.  Be aware that you won't ever be able to untrain the tinkering skill once you use the augmentation.

Salvaging Augmentations:  Specializing salvaging isn't a bad choice, but buying Ciandra's Fortune augmentations provide more bang for your buck.  Buy 4 of those before buying specialized salvaging.  Fortunately salvaging doesn't cost anything to train, so this augmentation won't ever affect your character development.  With all 5 of these augmentations, you should get triple the workmanship of each item you salvage.  These augmentations are nice to have, but you will soon find yourself swimming in salvage.  I bought them early on and haven't regretted it, but there are other augmentations I like better.

Might of the Seventh Mule:  If you started out with 100 strength, you won't need this augmentation.  However, if you didn't and you have to deal with burden issues from time to time, buying one or two of these augmentations could really help you out.  I am in the process of moving my mage's innate strength to endurance and replacing it with these augmentations.  Archers also benefit from these augmentations by being able to carry around more bows and arrows than they would otherwise.  Still, there are more useful augmentations out there that you should buy first.

Critical Protection:  This is probably the only augmentation that will actually save your life on a regular basis.  Yes, the rate at which you avoid critical hits isn't all that high, but if you spend a lot of time fighting melee monsters that hit hard (especially Grimy Moarsmen on Vissidal), you will find this augmentation worthwhile, especially considering its comparatively low price.  I bought this augmentation first on both of my high level characters and haven't regretted it.

Innate Renewal:  Ask yourself this - when was the last time you laid down to regenerate during or after combat?  I haven't since 2000 when I was first learning how to play and didn't have healing.  Don't waste your XP on this one unless you've bought everything else.

Archmage's Endurance:  I bought all five of these augmentations on my mage and enjoy the benefits of buffing half as often, but I haven't spend the XP to buy them for my melee yet, nor do I plan to soon.  It is certainly nice not to need to buff as often, but there are better ways to spend your XP.  If you are a person who tends to die a lot, this augmentation won't help you much either (unless you buy Enduring Enchantment...)  Having at least one of these augmentations is very important if you want to beat the Colosseum.

Clutch of the Miser:  This augmentation has to be my favorite.  Once you buy all 3 augmentations, you will only drop pyreals and anything labeled "Drop on Death" (ie, rares) when you die.  That means you can get rid of all of your death items, free up that pack, and carry around all those 50k value weapons you were afraid to lose!  It also means that you can be much more adventurous, since you won't need to go recover your corpse if you die.

Charmed Smith:  I suppose having an extra 5% chance of landing an imbue is useful, but of all the tinkering augmentations, this should be the last one you take.  Each item you tinker is going to take only one imbue and up to 9 regular tinks, so specialize your skills before taking this.

Damage Protections:  I have yet to take any of these augmentations, mostly because of the general confusion about how the damage reduction is applied.  Some say the bonus is only to your innate resistances, in which case the augmentations would be worthless.  Some say they stack with protection spells, but not cantrip wards, and some say they fully stack with all magic.  I don't know which is true and I don't want to pay 2 billion XP to find out.  Picking which two augmentations to take also depends on what you plan on fighting the most and I'm not willing to tie myself down to something at this point.

Shadow of the Seventh Mule:  I have yet to buy this augmentation either.  Taking three Clutches of the Miser effectively gives you another pack (by allowing you to get rid of your DIs) and although it costs 50% more, you get a lot more value for the XP.  This is one of those augmentations that I won't take until I have nothing better to spend my XP on.

Enduring Enchantment:  This augmentation is one that you should think about before buying.  4 billion XP is a lot to commit to this augmentation and it might not be all that helpful for you.  If you die frequently or like to PKL, then you will love this augmentation, as you won't have to rebuff yourself after each death, and you should buy it early.  If you don't PKL and you have only a few deaths to your name, then you can probably find better ways to invest your XP.  This augmentation is crucial if you want to beat the Colosseum.

Quick Learner:  Consider this:  it will take you a minimum of 80 billion XP (4 billion / 5%) to make this augmentation pay off.  That's assuming you hunt exclusively by yourself and don't earn any XP from questing (including Gold and Dark trophies).  Chances are this augmentation will never pay for itself, so I have avoided it and would recommend you do the same.

New with the 10th Anniversary patch were several new augmentations, mostly based around the combat aspect of the game.  Here are my thoughts:

Infused Magics:  It's nice to have an extra pack available, but there are definitely things to buy before this one.

Master of the <skills>:  These are probably the best bargains around for higher level characters.  An extra 10 points to your skills is probably worth buying well before your skills are maxed out - think about buying this one when your weapon/magic  skills cost 100M and you'll still save XP.  Definitely something to get early. 

The Remorseless Augmentations:  It's always nice to improve your damage capabilities, but the increases are pretty minimal.  8 billion XP total and I can't really tell the difference.  I am glad I have them, but these are augmentations that can wait.

Frenzy / Invincible:  Damage increase and reductions are always welcome, but again, it's hard to tell how effective these really are.  Fortunately they aren't as expensive as the Remorseless augmentations, so you might want to get these earlier.

Tristra's Essence:  Just like the tinkering specializations, this is something your gearcrafter should get ASAP, but has basically no application for a combat character.