Augments Guide
Augments are special items you socket into gear to add stats, resists, or effects. The system has been in the game since Lost Dungeons of Norrath and has grown into one of the primary ways to customize equipment. Most endgame gear has multiple augment slots, and filling them properly is a meaningful power increase.
This guide covers how the system works — types, slots, installation, and removal.
The Three Things That Must Match
Every augment interaction comes down to three compatibility checks:
1. Slot Type
Every augment specifies which slot types it fits (Type 1 through Type 21+). Every piece of gear with augment slots specifies which types those slots accept. The augment and the slot must share at least one matching type.
An augment labeled "fits Type 7, 8" can go into any slot that accepts Type 7 or Type 8.
2. Gear Restrictions
Some augments restrict which equipment slots they can be used in. An augment might say it works in "Head, Face, Neck" gear only — even if your breastplate has a matching slot type, the augment won't go in because "Chest" isn't on its allowed list.
3. Distiller Class
This doesn't affect installation — it determines what you need for safe removal later. Every augment lists a distiller class (Class I through XVIII). More on this below.
Installing Augments
You need an Augmentation Sealer — a container found at LDoN camp merchants and in the Guild Lobby. It looks like a rectangular stone basin.
- Open the Augmentation Sealer
- Place your gear in one slot
- Place the augment in the other slot
- If the gear has multiple compatible slots, select which one to use
- Click Insert
Once installed, the augment becomes No Drop, which also makes the gear No Drop if it wasn't already.
Removing Augments
This is where it gets expensive — or destructive. There are two methods:
Solvent (Destroys the Augment)
Augmentation Solvent costs roughly 11 platinum from merchants. Place the gear and the solvent in the Augmentation Sealer, and the augment is removed and destroyed. The gear is fine. Use this for junk augments you don't care about keeping.
Distiller (Preserves the Augment)
Augmentation Distillers remove augments without destroying them. Each augment requires a specific distiller class — you must use the exact class listed on the augment.
Distiller Pricing
Distillers are purchased from merchants. Prices scale with class:
| Class | Cost |
|---|---|
| I | 1pp |
| II | 5pp |
| III | 10pp |
| IV | 25pp |
| V | 50pp |
| VI | 75pp |
| VII | 100pp |
| VIII | 125pp |
| IX | 150pp |
| X | 250pp |
| XI | 500pp |
| XII | 750pp |
| XIII | 1,000pp |
| XIV | 1,250pp |
| XV | 1,500pp |
| XVI | 2,000pp |
| XVII | 3,000pp |
| XVIII | 4,000pp |
Augment Examples
To make this concrete, here are two augments that illustrate the system:
Cracked Pearl of Magical Warding
- Slot Type: All Types (fits any augment slot)
- Gear Restrictions: Most slots except Charm
- Effect: +2 Magic Resist
- Distiller: Class I (1pp to remove safely)
A low-end augment — cheap to remove, fits almost anywhere. Good for filling empty slots early on.
Radiant Cut Stormflow Stone
- Slot Type: 7, 8 only
- Gear Restrictions: Face, Neck, Shoulders, Back, Waist
- Effect: +12 Cold Resist, makes item magic-aligned
- Distiller: Class IV (25pp to remove safely)
A more selective augment — only goes in specific slot types on specific gear pieces. Still affordable to swap out.
Tips
- Fill every slot. Even small augments add up across a full set of gear. Don't leave empty slots.
- Check distiller class before installing. Know the removal cost upfront, especially for augments in gear you'll upgrade soon.
- Augment Sealers in the Guild Lobby are the most convenient — no need to trek to an LDoN camp.
- No Drop is permanent. Once an augment goes in, the gear is No Drop even after the augment is removed. Plan accordingly if you intended to trade the item.
- Tradeskilled augments exist. Several tradeskills produce augments — Jewelcraft and Smithing in particular. If you're a tradeskiller, check if you can make your own augments before buying them.