Thazeran Tower Augments, Tier 8 - 10
Thaz Augments
- Thaz armor has two augment slots:
- One regular one, and another specific one, the type 7 aug - or 'Thaz aug' - this is the one which will be discussed in this thread. Thaz augs usually have some stats and/or an effect of some sort. They are not the most amazing augs one can get; they exist to make the sweet, sweet Thaz armor a little bit sweeter so consider them as a nice bit of icing on the cake.
How does one obtain such augs?
- To "make" one, you will need to combine (in the same combine box used to make the armor) 3 items together:
o 1 x class specific Thaz gem
o 1 x Core of the Elements (which typically drops off Upper Thaz nameds, but also very rarely from trash)
o 1 x Thaz essence of your choice.
- The type of Thaz essence that you choose will determine the stats on your aug. Augments vary between classes as well - so to sum it up, each class has the choice between four augments tailored to its needs. Although it is usually considered that tanks have to go for earth or air augs, casters for air or water, and melee dps classes for fire, it really is up to you to decide what kind of stats/effects your character will benefit from the most. So check out the list below before rushing into a decision.
- Every mini and named in lower and upper drops an armor piece. In upper thaz, they also drop core of elements which can be upgraded into an aug for an upgraded thaz piece. The way it works is as follows:
o Armor piece + 4 essences (there are 4 "wings" in thaz, you need an essence from each dropped from trash) + class specific gem (dropped from trash everywhere in zone) combined in a pouch found on the floor near the entrance of the zone.
o For an aug, it would be the core of elements + class specific gem + 1 essence (depending on which essence you use, you get a different aug)
- Sleeves - LT: Earth Boss - UT: Earth Mini
- Bracer - LT: Earth Mini - Air mini
- Gloves - LT: Fire Mini
- Head - LT: Air Boss
- Legs - LT: Fire Boss
- Boots - LT: Water Mini
- BP - LT: Water Boss
Thaz augs: a summary
This list is the result of hours and hours of fomeloing and asking around. It is not complete yet, so if you spot an aug somewhere which isn't in it, let me know!
TANKS:
- Paladin
o Air-infused Topaz: Effect: Ferocity I (worn), STR: +6, HP: +10, MANA: +10, Stun Resist: +1%.
o Earth-infused Topaz: AC: +2, STA: +6, HP: +10, Damage Reduction: +1.
Fire-infused Topaz: ???
o Water-infused Topaz: Skill Mod: Specialize Energy/Defense +3%, STA: +4, WIS: +4, MANA: +10, Spell Ward: +1%.
- Shadow knight
o Air-infused Agate: ???
o Earth-infused Agate: AC: +2, STR: +5, STA: +3, HP: +10, Damage Reduction: +1.
o Fire-infused Agate: ??? (all I know is that it has Aggression: +1)
o Water-infused Agate: Skill Mod: Specialize Energy/Defense +3%, STA: +3, MANA: +15, Spell Ward: +1%.
- Warrior
o Air-infused Bloodstone: ???
o Earth-infused Bloodstone: AC: +2, STR: +4, STA: +4, HP: +10, Damage Reduction: +1.
o Fire-infused Bloodstone: Effect: Ferocity I (worn), STR: +6, HP: +15, Aggression: +1.
o Water-infused Bloodstone: Effect: Recovery II (worn), STA: +7, HP: +15, Stun Resist: +2%
HEALERS
- Cleric
o Air-infused Diamond: DEX: +3, CHA: +3, WIS: + 3, MANA: +20, Mind Shield: +2%, Aggression: -1.
o Earth-infused Diamond: ???
o Fire-infused Diamond: STR: +5, DEX: +5, MANA: +25, FR: +3, Stun Resist: +1%.
o Water-infused Diamond: Skill Mod: Specialize Energy/Defense +3%, CHA: +3, WIS: + 3, HP: +10.
- Druid
o Air-infused Peridot: CHA: +3, WIS: +3, AGI: +3, MANA: +15, MR: +3, Mind Shield: +1%.
o Earth-infused Peridot: STA: +3, WIS: +3, HP: +10, MANA: +10, DR: +3, PR: +3, Damage Reduction: +1.
o Fire-infused Peridot: ???
o Water-infused Peridot: Skill Mod: Specialize Energy/Defense +3%, STA: +4, CHA: +4, MANA: +15.
- Shaman
o Air-infused Amber: WIS: +3, AGI: +3, HP: +10, MR: +2, Mind Shield: +1%, Aggression: -1.
Earth-infused Amber: AC: +2, STA: +3, CHA: +3, HP: +10, MANA: +10, PR: +2, DR: +2.
Fire-infused Amber: ???
o Water-infused Amber: Skill Mod: Specialize Energy/Defense +3%, STA: +3, WIS: +3, HP: +10, CR: +2.
MELEES
- Bard
o Air-infused Quartz: DEX: +3, CHA: +3, AGI: + 3,HP: +10, Critical Strike: +1%, Aggression: -1.
o Earth-infused Quartz: AC: 2, STR: +5, DEX: +5, HP: +10, Damage Reduction: +1.
Fire-infused Quartz: Effect: Ferocity I (worn), STR: +4, HP: +10, MANA: +10, Stun Resist: +1%.
o Water-infused Quartz: Skill Mod: Specialize Energy/Defense +3%, STA: +4, CHA: +4, MANA: +10.
- Beastlord
o Air-infused Carnelian: DEX: +3, AGI: +3, HP: +10, MANA: +10, Aggression: -1, Critical strike: +1%.
o Earth-infused Carnelian: AC: +2, STR: +3, STA: +3, HP: +10, PR: +2, DR: +2, Damage reduction: +1.
o Fire-infused Carnelian: ??? ( I don't know the stats, I heard it has +1 Ferocity though).
o Water-infused Carnelian: Skill Mod: Specialize Energy/Defense +3%, STR: +3, CHA: +3, MANA: +10, CR: +2.
- Monk
o Air-infused Sapphire: DEX: +4, AGI: +4, HP: +10, Mind Shield: +1%, Critical Strike: +1%.
o Earth-infused Sapphire: AC: +2, STR: +3, STA: +3, HP: +10, Stun Resist: +2%.
o Fire-infused Sapphire: ???
o Water-infused Sapphire: ??? (has either Recovery I or II)
- Ranger
o Air-infused Emerald: DEX: +5, HP: +10, Critical Strike: +1%, Aggression: -1.
o Earth-infused Emerald: AC: + 2, STA: +3, AGI: +3, HP: +10,, Damage Reduction: +1.
o Fire-infused Emerald: Effect: Ferocity I (worn), STR: +6, HP: +15, Aggression: -1.
o Water-infused Emerald: Effect: Recovery II (worn), STA: +3, WIS: +3, HP: +10, MANA: +10, CR: +2.
- Rogue:
o Air-infused Onyx: DEX: +3, AGI: +3, HP: +10, MR: +2, Critical strike: +1%, Mind Shield: +1%.
o Earth-infused Onyx: AC: +2, STR: +3, STA: +3, HP: + 10, PR: + 2, DR: +2, Stun Resist: +1%.
o Fire-infused Onyx: Effect: Ferocity I (worn), STR: +6, HP: +10, FR: +2.
o Water-infused Onyx: Effect: Recovery II (worn), DEX: +3, STA: +3, HP: +10, CR: +3.
CASTERS
- Enchanter
o Air-infused Opal: CHA: +5, MANA: +20, MR: +2, Mind Shield: +1%, Aggression: -1.
o Earth-infused Opal: ??? (has Damage Reduction: +1 and/or Stun resist: +1%)
o Fire-infused Opal: ???
o Water-infused Opal: Skill Mod: Specialize Focus/Mind + 3%, CHA: +3, INT: +2, MANA: +10, CR: +1
- Magician
o Air-infused Pearl: CHA: +3, INT: +3, AGI: +3, MANA: +15, MR: +2, Aggression: -1.
o Earth-infused Pearl: ???
o Fire-infused Pearl: ??? (I was told it has 1% Stun resist)
o Water-infused Pearl: Skill Mod: Specialize Energy/Defense +3%, CHA: +4, INT: +3, MANA: +10.
- Necromancer
o Air-infused Ruby: CHA: +3, INT: +3, AGI: +2, MANA: +15, MR: +2, Mind Shield: +1%, Aggression: -1.
o Earth-infused Ruby: AC: +2, STA: +2, CHA: +2, INT: +2, HP: +10, MANA: + 10, DR: +4. Damage Reduction: +1.
o Fire-infused Ruby: ???
o Water-infused Ruby: Skill Mod: Specialize Energy/Defense +3%, STA: +3, INT: +3, MANA: +15
- Wizard
o Air-infused Jade: CHA: +2, INT: +2, MANA: +20, MR: +2, Mind shield: +1%, Aggression: -1
o Earth-infused Jade: ??? (has Aggression: -1%)
o Fire-infused Jade: ???
o Water-infused Jade: Skill Mod: Specialize Energy/Defense +3%, CHA: +3, INT: +3, MANA: +15, CR: +2
- Whenever you have a skill mod item that says %, it’s never actually a percentage. The staff can't make it display a simple +#.
- So any of the augments shown that have a bonus to specializations are not actually a %. So instead of +3% energy defense, it’s actually just +3 points. It's a significant difference.