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Augmentation

Consume a Life Stone to add random bonuses to a weapon. Bonuses stuck to that specific weapon forever. Can’t extract them, can’t transfer them. The result: serious players needed 5+ weapons and swapped between every skill cast.

The RNG Layers

Augmentation used nested probability:

  1. Roll which option category you get (weighted)
  2. Roll which specific option within that category (weighted)
  3. Do this twice - once per augment slot

Best options had ~4.5% combined probability. Most augments were mediocre filler.

Untransferable Bonuses

ActionCost
Augmenting Stone900,000 Adena
Blessed Stone2,000,000 Adena
Cancel (destroys augment)100,000+ Adena

Bad rolls meant starting completely over. No extraction, no moving bonuses to a new weapon. Each weapon was its own gambling session.

The Multi-Weapon Meta

Augment bonuses applied instantly when you equipped a weapon. This created the optimal playstyle: multiple weapons, constant swapping.

WeaponAugment FocusUse Case
#1Attack SpeedFast skill spam
#2P.AtkDamage windows
#3Max HPWhile healthy
#4M.DefAnti-mage
#5P.DefPhysical brawls

Swap between casts. Swap during cooldowns. Swap when your HP drops (Max HP augments become useless when your current HP is lower than the bonus - you can’t heal into it).

Five weapons meant five times the investment: acquiring, enchanting, augmenting each one.

Combat Became Inventory Management

Top players had macros cycling weapons per skill. The actual fighting was secondary to hotkey choreography. PvP wasn’t about positioning or timing - it was about who had more augmented weapons on their hotbar.

A new player with one weapon couldn’t compete against a veteran’s arsenal, regardless of mechanical skill.


On L2Cruma, one weapon is enough. No swapping. No hotkey choreography. Just you, your class, and the fight.

See Ensoul for the other weapon-swapping system we removed. Both replaced by Triple SA.