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View Full Version : Added augment; made my level requirement to use go up?



RudedawCDN
06-09-2013, 07:07 PM
Hi all,

Well I finally was able to get my Stave of the Seer - which will take 2 auments. A red and an orange.

I added the 2 augments; one prevented me from getting blindness cast on me and the other gave me a plus 54 spellpower to fire spells.

But unfortunately, after augmenting the item's minimum level went up to 20!

1) Are there specific augments that I can use that will not change the level requirement of my staff?

2) How do I know which augments are ok to use with my lvl 8 staff?

Thanks all!

BigSlugger
06-09-2013, 07:27 PM
First, each augment has a minimum level (1, 4, 8, 12, 16, 20, 24). You can check the ML in the mouseover for each augment.

Second, both augments you described have a ML of 8 which means that your staff should not have changed ML at all. Double check that those are indeed the augments you slotted then bug report it.

EllisDee37
06-10-2013, 05:49 AM
Items with multiple augments are bugged in a temporary way. Slotting a second augment raises their ML (often dramatically) when it shouldn't. Relogging fixes this problem.

Next time you log in your staff will have the ML you were expecting.

Ravand
06-13-2013, 07:39 PM
Items with multiple augments are bugged in a temporary way. Slotting a second augment raises their ML (often dramatically) when it shouldn't. Relogging fixes this problem.

Next time you log in your staff will have the ML you were expecting.

Even if you relog, the item still may show up red-boxed with an "X." Even so, you should be able to equip it if the ML for the item and each augment is at or below your level. I did this with a Hellfire Cloak recently, and once the cloak was equipped the redbox disappeared.