Eternal Return Wiki

Augments are a combat system in Eternal Return.

Description[]

Augments are passive bonuses players can select before the start of a match to enhance their character's capabilities and statistics. These are divided into 4 categories:

  • Havoc (Skill Enhances & Offensive Firepower)
  • Chaos (Strong Additional Damage & Skill Support)
  • Fortification (Sustain & Crowd Control)
  • Support (Utility Combat Aid).

Each of these categories is further broken down into Core and Sub augments. Sub augments are also separated into two halves (left and right).

To use these augments, they must be set in Augment slots. All players begin with a premade set of default augment slots, but are also able to create their own custom ones (additional slots can be unlocked with ACoin 7.150 or NP 650). They consist of 1 Core and 2 Sub augments from a single category, paired with 2 Sub augments from a different category (one from each halve). Augment slots can then be picked during Character selection, or attached to a custom item build.

It is worth mentioning that, unless otherwise stated, augment effects activated by skill use cannot be triggered with Weapon skills.

Havoc Havoc augments[]

Core[]

Frailty Infliction

Notes:
Frailty Infliction
Your 3rd basic attack or skill against the same test subject within 5 seconds deals 30(+Level*3) true damage and reduces their defense by 7(+Level*0.5)% for 6 seconds. (Cooldown: 15s)
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Vampiric Bloodline

Notes:
Vampiric Bloodline
Damaging a test subject with a basic attack or individual skill grants you 1 Attack Power or 2 Skill Amp, and (Melee: 2%/Ranged: 1.5%) Omnisyphon for up to 8 stacks for 6 seconds. At max stacks, attack power is increased by 7(+Level*0.5) or skill amp by 14(+Level*1).
Damaging multiple targets with individual skills, grants you stacks equal to the number of targets that have been damaged.
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Adrenaline

Notes:
Adrenaline
For each Basic Attack on an enemy test subject, gain a stack of Adrenaline that lasts for 5 seconds and up to a maximum of 6 stacks.

(Melee) Gain 2(+Level*0.2)% / (Ranged) Gain 1.5(+Level*0.15)% Attack Speed per Adrenaline stack.
While at max stacks, gain an additional (Melee) 20(+Level*1.5)% / (Ranged) 15(+Level*1)% attack speed and 7% movement speed.
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Accelerator

Notes:
Accelerator
Using basic attacks against enemy test subjects makes your 3 basic attacks' speed increase by 120% and lifts the attack speed limit. The effect ends if you don't use your next basic attack within 3 seconds. Your last basic attack deals 20~170(+60% Additional Attack Power)(+40% Skill Amp) skill damage. (Cooldown: 8s)

Base damage increases as your level increases.
This augment does not lift the attack speed limit for test subjects with a limited attack speed.
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Sub (Left)[]

Dismantle Goliath

Notes:
Dismantle Goliath
Deal 2.5% ~ 10% extra damage to enemy test subjects with 10% ~ 40% more Max HP than you.
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Frenzy

Notes:
Frenzy
Omnisyphon increases by 5% every time your HP drops below 70%. Omnisyphon can gradually increase up to 10% when your HP drops below 40%.
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Contempt for the Weak

Notes:
Contempt for the Weak
Your damage dealt increases by 8% when your enemy's HP drops below 40%.
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Sub (Right)[]

Anima Reaper

Notes:
Anima Reaper
Killing a Test Subject, Bear, or Boss Monster will grant a stack of Anima Reaper.
(Gain up to 80 stacks of Anima Reaper, 8 Attack Power or 16 Skill Amp based on stacks.)

Stacks Obtained: 10 per Test Subject, 8 per Bear or Boss Monster
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Endorphin

Notes:
Endorphin
Recovers 20% SP of all damage dealt by you or your summons. In addition, your SP Regen is increased by 100% while in combat.
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Carnivore

Notes:
Carnivore
The recovery of meat or meat-containing food is adjusted to 750, and 100 of recovery is instantly restored upon use.
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Chaos Chaos augments[]

Core[]

Stellar Charge

Notes:
Stellar Charge
Activating different skills within 5 seconds causes a Stellar Charge. At 3 stacks, your next basic attack within 5 seconds deals the following effects depending on your target.

Enemy Test Subject and their Summons: You deal 32~70 additional true damage, your basic skill's cooldown is reduced by 35%. (Cooldown: {7}s)
Wild Animals: You deal 64~140 additional true damage, your basic skill's cooldown is reduced by 15%. (Cooldown: 6s)

Base damage increases as your level increases.
Skills in the same slot are considered the same skill.
Cooldown does not affect fixed skills.
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Ghost Light

Notes:
  • Healing Reduction: 60%
Ghost Light
Dealing damage equal to 33% of your enemy's Max HP within 3 seconds releases a ghost light that attacks the enemy, dealing 60~250(+70% Additional Attack Power)(+20% Skill Amp) damage over 5 seconds and applying healing reduction. Not dealing damage to your enemy for 5 seconds causes your cooldown to reduce twice as fast. (Cooldown: 35s)

Base damage increases as your level increases.
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Red Sprite

Notes:
Red Sprite
Damaging an enemy with a skill spawns a sprite that deals 15(+Level*2)(+20% Additional Attack Power) or (+25% Skill Amp) additional skill damage and can chain to multiple enemy test subjects. Damage dealt to test subjects further than 5m is increased by 20%. If at least one other test subject is within 4m of the sprite, its additional damage is reduced by 20% but chains and damages both enemies. Every time you damage an enemy test subject with an individual skill, the cooldown of Red Sprite is reduced by 0.5 seconds. (Cooldown: 10 seconds)
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Siphon Maelstrom

Notes:
Siphon Maelstrom
Hitting the same character with basic attacks or separate skills 2 times within 3 second triggers a maelstrom for 2.5 seconds.

While in the maelstrom, your movement speed increases by (Melee)15%/(Ranged)7% and when the effect ends, you deal 5~100(+80% Additional Attack Power)(+40% Skill Amp) skill damage within 2.75m. Hitting an enemy character heals you for (+70% Additional Attack Power)(+20% Skill Amp)(+12% of your Max HP)(+15% of Lost HP).
For each additional enemy character hit, the recovery amount increases by 40%. (Max: 80%).

Excess recovery amount is converted to Max HP for 5 seconds. (Cooldown: 20s)
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Sub (Left)[]

Circular System

Notes:
Circular System
Recover HP equal to 50% of the SP consumed to activate a skill for 3 seconds.
Ony applied once per second, per skill.

Recovery effects from this Augment do not trigger other Augments.
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Open Wounds

Notes:
Open Wounds
Deals 10(+Level*2)(+8% of Target's Current HP) skill damage over 2 seconds when you damage an enemy. (Cooldown: 11s)
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Stopping Power

Notes:
Stopping Power
Dealing damage to an enemy increases your Armor Penetration by 6% for 4 second. (Cooldown 12 seconds)
Armor penetration increase is also applied to initial damage.
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Sub (Right)[]

Power Crescendo

Notes:
  • Grants 0/1/2/3/4/6/8/10/12/14/16/16/16 Adaptability.
Power Crescendo
You gain 0~16 Adaptability when Day/Night changes. You can accumulate more Adabtability over time.
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Overwatch

Notes:
Overwatch
Your cooldown reduction is increased by 5%.
Reaching max cooldown reduction grants you 5 Adaptability for every 5% of excess. (Max Adaptability: 10%)
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R_echarger

Notes:
R echarger
Using an ultimate skill reduces 15% of the cooldown of that skill.

Cooldown does not affect fixed skills.
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Fortification Fortification augments[]

Core[]

Diamond Shard

Notes:
Diamond Shard
Immobilizing an enemy player increases your Defense by 20(+Level*5) for 3 seconds.
After your Defense increase effect is over, deal (Level*10) Skill Damage in a 3m radius around you.
Enemies hit are slowed by 40% for 1.5 seconds. (Cooldown: 20s)
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Ironclad

Notes:
Ironclad
Using a Weapon Skill makes you Ironclad, reducing your damage taken by (Melee) 10(Level*1)% / (Ranged) 5(Level*1)% and granting you (Melee) 25%(+15% Defense) / (Ranged) 18%(+15% Defense) Tenacity for (Melee) 3 seconds / (Ranged) 2.5 seconds. (Cooldown: 20s)
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Heavy Kneepads

Notes:
  • Out of Combat Shield's Time until Max Recovery: 5s
Heavy Kneepads
Gain a shield with HP equal to 18% of your max HP. When the shield is broken, immediately cleanse all crowd control and debuffs and gain (Melee) 50% / (Ranged) 50% additional movement speed for (Melee) 0.5s / (Ranged) 0.5s. (Cooldown 25s)

Cannot cleanse Airborne, Knocked back, or Grabbed.
If the shield is broken by damage from a wild animal, this Augment's cooldown is reduced by 70%.
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Bitter Retribution

Notes:
Bitter Retribution
Gain 1 stack per 1% HP lost in damage taken from enemy test subjects. (Max 30 stacks)

Damage taken is reduced by 0.2% per stack held.

At max stacks, your next Basic Attack consumes this Augment's stacks to slow the enemy by (Melee) 50% for 1.5 seconds and deal (Melee) (Level*15) / (Ranged) (Level*15) additional skill damage. (Cooldown: 2 seconds)

If stacks expire, you return to a Calm state and recover 0.5% of your max HP for each stack that expired.
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Sub (Left)[]

Embolden

Notes:
Embolden
Increase your Defense by 7(+Level*1) for 4 seconds after gaining a shield from a skill/augment, or being healed by a skill/augment. (Cooldown: 8s)
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Painkiller

Notes:
Painkiller
Your defense increases based on your lost HP. It can increase gradually up to 12% when your HP drops below 40%.
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Unwavering Mentality

Notes:
Unwavering Mentality
When using your ultimate, you gain (Level*15)Shield for 3 seconds. (Cooldown: 20s)
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Sub (Right)[]

Steadfast

Notes:
Steadfast
Your Tenacity is increased by 12%.
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Dine n' Dash

Notes:
Dine n' Dash
The time required to consume food and beverages is reduced by 3 seconds. (Recovery increases per second)

If you take damage when your HP is below 75% or when your SP drops below 50%, you will automatically consume a food/beverage item with 400 or more HP recovery, starting at the front of your inventory.
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Cavalcade

Notes:
Cavalcade
Damage taken is reduced by 4% if there are no allies within 3.5m.
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Support Support augments[]

Core[]

Healing Factor

Notes:
Healing Factor
Your skills or augments' heals and shields are 12% more effective. Whenever you heal or shield a target, their Attack Power is increased by 5(Level*0.5) or Skill Amp is increased by 10(Level*1) for 5 seconds.
Does not include HP recovery from consumables, Life Steal, HP Regeneration, or Resting.
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Amplification Drone

Notes:
Amplification Drone
Using your ultimate summons an Amplification Drone that follows you around for 4.5 seconds.
The drone increases Movement Speed by 10(+Level*0.6)% and Skill Damage by 8(+Level*0.5)% to all allies within a 4m radius. (Cooldown: 30s)


Multiple Amplification Drones do not stack.
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Healing Drone

Notes:
Healing Drone
If you and any ally test subject within 4m around you take damage when your HP is below 40%, a Healing Drone will follow you for 3 seconds.
The drone heals you and your allies in a 4m radius for 4(+Level*0.5)% missing health every second. (Cooldown: 30s)
When receiving healing from multiple Healing Drones, each Drone heals you for 50% of its original amount instead.
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Sentinel

Notes:
  • Ally Shield Projectile Speed: 10m/s
Sentinel
Damaging an enemy test subject with a skill grants you and your allies within 8m a shield that lasts up to 6 second(s). (Cooldown: 6s)
When you fall below 30% HP, the shield is increased by 1.5 times. This shield's HP cannot exceed 35% of your max HP.

Squad: Shield 60(+Level*5)
Cobalt: Shield 85(+Level*2)
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Sub (Left)[]

Thrill of the Hunt

Notes:
Thrill of the Hunt
Increases the damage you or your summons deal to wild animals by 18%. Assisting with wild animal hunts heals you for [40(+5% Attack Power)(+3% Skill Amp)]-[120(+15% Attack Power)(+9% Skill Amp] of HP lost, and your movement speed increases by 12% and gradually decreases over 2 seconds. (Cooldown: 3s)
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Thorn Shackles

Notes:
Thorn Shackles
Immobilizing a target causes them to take 6% increased damage from all sources for 6 seconds. (Cooldown: 10s)
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Coin Toss

Notes:
Coin Toss
Kill assists grant you additional 10 or 5 credits at a 50% probability each.
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Camping Guide

Notes:
Camping Guide
At the end of each night, you get a Gadget - Hunter's Pot.
Hunter's Pots drop to the ground if you run out of space in your inventory.

Crafting food/beverages increases out of combat movement speed for a period of time.

Also, the chance of collecting good food ingredients is greatly increased.
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Sub (Right)[]

Logistics

Notes:
Logistics
Gain 3 Telephoto Cameras every night.
Telephoto Cameras are dropped on the ground if you have insufficient inventory space.
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Urban Warfare

Notes:
  • For more information on the special item, see Claymore.
Urban Warfare
You get 2 Claymore every night. It will drop to the ground if you run out of space.
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Penny Pincher

Notes:
  • For more information, see Kiosk
Penny Pincher
Kiosk is discounted by 15 Credits.
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