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:
- Roll which option category you get (weighted)
- Roll which specific option within that category (weighted)
- Do this twice - once per augment slot
Best options had ~4.5% combined probability. Most augments were mediocre filler.
Untransferable Bonuses
| Action | Cost |
|---|---|
| Augmenting Stone | 900,000 Adena |
| Blessed Stone | 2,000,000 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.
| Weapon | Augment Focus | Use Case |
|---|---|---|
| #1 | Attack Speed | Fast skill spam |
| #2 | P.Atk | Damage windows |
| #3 | Max HP | While healthy |
| #4 | M.Def | Anti-mage |
| #5 | P.Def | Physical 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.