INTRODUCTION

Augments are the new form of Modding where Mods aren't on the Gear but on the body. They level up with the player similar to Artifacts. Augments were announced on June 1st, 2018 and you can read the post here. Augments will be released on July 18th alongside Episode 32 Teen Titans - The Judas Contract. Augments is unlocked on the character at Level 25 and are given 20 Origin Augments (4 Augments per stat for 5 Stats). Below you will information ranging from the Mentor specific types of Origin Augments to the different types of Exobytes.

DCUO has release their own Guide to Augments which you can find here: Guide: Augments.

Augment UI

Each Mentor type has a special UI with their Augments. Below are the different UIs for both Male and Female characters. In the UI, you can wear 2 Adaptive Augments and 4 Origin Augments. The Adaptive Augments are placed in the top 2 slots and the Origin Augments are placed in the bottom 4 slots. The Description of each of these will detailed in the sections below.

Meta Mentor - Metagenes

Magic Mentor - Runes

Tech Mentors - Implants

The whole UI can be found below. The Augment Tab can be reached in the Inventory Menu in its own Tab.

Fullmenu.jpg

FEATS

With Augments replacing the R&D Modding system, there will be quite a few Feats that will be granted to us automatically upon login on Launch Day and whenever you make a new character afterwards. We'll be given 1020 Feat Points which equates to 10.20 Skill Points. These Feats include the following:

Feat

Research Assistant
Journeyman Technician
The Man With The Plans
Hot Mod of the Gods
Amazon Mod
A Dozen Dynamos
Monster Farmer

Monster Hunter

Make Mine Monster!

Cuirass and Cuirass...er
Power Suit, Power Tie, Power Steering
Amazon Hoplite Armor
Minute Mod
Age of Alternators
A Mod a Month
Time Twister

Warped

Savage Salvage

Timepiece
Chrono Chic
Ten Tickers
Joke Generator
Mystery Machine
Enigma Engine
Reused Riddles

Justified Jokes

Mean Glean

Syndicate Socket
Malicious Mods
Ultra-Upgrades
Surge Protector
Stack Overflow
Event Cascade

Coral Confiscator

Reef Recycling

Starro Scrapper

Point Value

10
25
50
10
25
50
10

25

50

10
25

50
10
25
50
10

25

50

10
25
50
10
25
50
10

25

50

10
25
50
10
25
50

10

25

50

Episode...

R&D Feats (No Episode)
R&D Feats (No Episode)
R&D Feats (No Episode)
Ep 27 - Amazon Fury Part 3
Ep 27 - Amazon Fury Part 3
Ep 27 - Amazon Fury Part 3
Ep 27 - Amazon Fury Part 3

Ep 27 - Amazon Fury Part 3

Ep 27 - Amazon Fury Part 3

Ep 27 - Amazon Fury Part 3
Ep 27 - Amazon Fury Part 3

Ep 27 - Amazon Fury Part 3
Ep 28 - Age of Justice
Ep 28 - Age of Justice
Ep 28 - Age of Justice
Ep 28 - Age of Justice

Ep 28 - Age of Justice

Ep 28 - Age of Justice

Ep 28 - Age of Justice
Ep 28 - Age of Justice
Ep 28 - Age of Justice
Ep 29 - Riddled With Crime
Ep 29 - Riddled With Crime
Ep 29 - Riddled With Crime
Ep 29 - Riddled With Crime and Ep 30 - Earth 3
Ep 29 - Riddled With Crime and Ep 30 - Earth 3
Ep 29 - Riddled With Crime and Ep 30 - Earth 3
Ep 30 - Earth 3
Ep 30 - Earth 3
Ep 30 - Earth 3
Ep 31 - Deluge
Ep 31 - Deluge
Ep 31 - Deluge

Ep 31 - Deluge

Ep 31 - Deluge

Ep 31 - Deluge

Description

Research 50 Different plans
Research 100 Different plans
Research 5010 Different plans
Create 1 Generator Mod from Ep AF3
Create 6 Generator Mod from Ep AF3
Create 12 Generator Mod from Ep AF3
Collect 10 Monstrous Essence from Salvaging
Collect 100 Monstrous Essence from Salvaging
Collect 300 Monstrous Essence from Salvaging
Create 1 Equipment Mod from Ep AF3
Create 6 Equipment Mod from Ep AF3

Create 12 Equipment Mod from Ep AF3
Create 1 Generator Mod from Ep AoJ
Create 6 Generator Mod from Ep AoJ
Create 12 Generator Mod from Ep AoJ
Collect 10 Time-Warped Essence from Salvaging
Collect 100 Time-Warped Essence from Salvaging
Collect 300 Time-Warped Essence from Salvaging
Create 1 Equipment Mod from Ep AoJ
Create 6 Equipment Mod from Ep AoJ
Create 12 Equipment Mod from Ep AoJ
Create 1 Generator Mod from Ep RwC
Create 6 Generator Mod from Ep RwC
Create 12 Generator Mod from Ep RwC
Collect 10 Vindictive Essence from Salvaging in Ep RwC and Ep E3
Collect 100 Vindictive Essence from Salvaging in Ep RwC and Ep E3
Collect 300 Vindictive Essence from Salvaging in Ep RwC and Ep E3
Create 1 Equipment Mod from Ep E3
Create 6 Equipment Mod from Ep E3
Create 12 Equipment Mod from Ep E3
Create 1 Generator Mod from Ep Deluge
Create 6 Generator Mod from Ep Deluge
Create 12 Generator Mod from Ep Deluge
Collect 10 Oceanic Essence from Salvaging
Collect 100 Oceanic Essence from Salvaging
Collect 300 Oceanic Essence from Salvaging


Research and Development

Added on July 11th, 2018 during Testing, there are now Exobyte R&D Plans added to the R&D Station in the new Exobyte Section. All players will have these added to their R&D Stations automatically on Launch Day. Crafting isn't completely gone. You'll still need to make your Enhanced Styles from the various Time Capsules and Seasonals as well as crafting Soder Cola variations. The Soder Cola Feats are not given to players since we can still craft those.

EXO-MATERIALS

The Gotham and Metropolis Open Worlds and where ever Exo Nodes spawn will still be useful. They will drop a new item called Exo-Materials. These will now be the default items used in Crafting on the R&D Vendor. Power Interaction Consumables and Soder Consumables will use Exo-Materials in their crafting. The Developers have hinted at other Crafting to be using this item. So far the Nodes give 2-4 Exo-Materials and do count towards the Gathering Feats.

Exobyte Plans

These plans are used to increase the Quality of the Exobytes to make higher Quality versions. These will increase a Flawed to a Solid and a Solid to a Pristine. These plans require Exo-Materials found in Exo Nodes in the Open World.

Plan

Solid MK 1 Exobyte
Pristine MK 1 Exobyte
Solid MK 2 Exobyte
Pristine MK 2 Exobyte
Solid MK 3 Exobyte
Pristine MK 3 Exobyte
Solid MK 4 Exobyte
Pristine MK 4 Exobyte
Solid MK 5 Exobyte
Pristine MK 5 Exobyte
Solid MK 6 Exobyte
Pristine MK 6 Exobyte
Solid MK 7 Exobyte
Pristine MK 7 Exobyte
Solid MK 8 Exobyte
ristine MK 8 Exobyte
Solid MK 9 Exobyte
Pristine MK 9 Exobyte
Solid MK 10 Exobyte
Pristine MK 10 Exobyte
Solid MK 11 Exobyte
Pristine MK 11 Exobyte

Materials Needed

1x Exo-Material / 1x Flawed Mk 1 Exobyte
1x Exo-Material / 1x Solid Mk 1 Exobyte
2x Exo-Material / 1x Flawed Mk 2 Exobyte
2x Exo-Material / 1x Solid Mk 2 Exobyte
2x Exo-Material / 1x Flawed Mk 3 Exobyte
2x Exo-Material / 1x Solid Mk 3 Exobyte
3x Exo-Material / 1x Flawed Mk 4 Exobyte
3x Exo-Material / 1x Solid Mk 4 Exobyte
3x Exo-Material / 1x Flawed Mk 5 Exobyte
3x Exo-Material / 1x Solid Mk 5 Exobyte
4x Exo-Material / 1x Flawed Mk 6 Exobyte
4x Exo-Material / 1x Solid Mk 6 Exobyte
4x Exo-Material / 1x Flawed Mk 7 Exobyte
4x Exo-Material / 1x Solid Mk 7 Exobyte
5x Exo-Material / 1x Flawed Mk 8 Exobyte
5x Exo-Material / 1x Solid Mk 8 Exobyte
5x Exo-Material / 1x Flawed Mk 9 Exobyte
5x Exo-Material / 1x Solid Mk 9 Exobyte
5x Exo-Material / 1x Flawed Mk 10 Exobyte
5x Exo-Material / 1x Solid Mk 10 Exobyte
5x Exo-Material / 1x Flawed Mk 11 Exobyte
5x Exo-Material / 1x Solid Mk 11 Exobyte

Obsolete R&D Items

The old R&D of Modding is a thing of the past. Exobits and Exobytes are no longer needed for crafting. The other items that are considered Obsolete R&D items include:

- Exobits
- Exobytes
- Simple/Complex Materials
- Exceptional Recovery Kits
- Essence Purifiers
- Essences (from Ep27 - Amazon Fury Part 3 to Ep31 - Deluge)
- Core/Focus Elements (from Ep27 - Amazon Fury Part 3 to Ep31 - Deluge)
- Exchange Equipment Mod Kits (From Replacement Mod Box Gift)
- Exchange Generator Mod Kits (From Replacement Mod Box Gift)
- Equipment Mod Surplus Box (From Replacement Mod Box Gift)

These items are now used as XP items to rank up your Augments. They give 20 XP per item so if you have a stack of 99 you're looking at 1980 XP for your Augments.


EXOBYTES

These aren't the Exobytes you may have seen prior to 2018! These have been retooled and are the main XP item to level your Augments. Below you'll find the various ways to get Exobytes including Missions from the Episodes starting with the launch of Episode 32: Teen Titans - The Judas Contract.

Salvaging

You'll find Exobytes from Salvaging Gear so using the R&D Station will still be needed. Depending on the Item Level of the Gear, you'll get different Mark (MK) type of Exobytes. The higher the MK Exobyte the more XP it'll give. Salvaging Gear will still go towards the Salvaging Feats.

Mark (MK) Type

MK 1
MK 2
MK 3
MK 4
MK 5
MK 6
MK 7
MK 8
MK 9
MK 10
MK 11
MK 12

Item Levels

Level 10-30 (IL 10 - 24)
Level 30-Tier 1 (IL 25 - 40)
Tier 1 (IL 42 - 60)
Tier 2 (IL 62 - 80)
Tier 3 (IL 81 - 100)
Tier 4 (IL 101  - 112) 
Tier 5 (IL 123 - 136)
Tier 6 (IL 142 - 180)
Tier 7 (IL 162 - 179)
Tier 8 (IL 189 - 200)
Tier 9 (IL 201 - 219)
Tier 9 (IL 212-227)

Salvaged from Gear in Content

Leveling Gear
Tier 1 Content
Tier 2 Content, T3 Solos
Tier 3 Duos Alerts, Raids
Tier 4 Content, Sons of Trigon, Tier 6 Solo
Ancient Amazon Noble (AF2), Furious (HoP2)
Energy Armor, Herald of the Black
 Tier 8 Solo, Gotham Outlaw, Rip in Time
Amazon Fury Part 3, Age of Justice, Anti-Monitor, Riddled with Crime
Earth 3
Earth 3, Deluge, Teen Titans: The Judas Contract
Atlantis

Within the different MK Exobytes they have different types to correspond to their Rarity and Specialization. Flawed Exobytes are Whites/Grays and give the least XP, Solid Exobytes are Green give a Moderate amount of XP and Pristine are the Blues and give the highest XP. In between are the Specialized Exobytes pertaining to the 5 Stat Type Augments.

Quality Type

Flawed
Solid
Pristine

Exobyte Type

Dominating
Vital
Restoring
Mighty
Precise

Experience (XP)

Lowest
Moderate
Highest

Stat

Dominance
Vitalization
Restoration
Might
Precision

 

When using a MK Type Stat Exobyte on its corresponding Origin Augment, it will yield a +50% increase in XP. When using a Stat Type "Adaptive Augment" Exobyte on its corresponding Adaptive Augment, it will yield a +100% increase in XP. Each Episode will introduce its own Adaptive Augment and will have Exobytes to go with them. As an example, Episode 32 introduces the Cybernetic Adaptive Augments and use Cybernetic Exobytes. Episode 33 when it releases will have its own specific Adaptive Augments and Exobytes and so on and so forth. 

Its not recommended using the Adaptive Augment Exobytes on the Origin Augments due to them giving a -35% decrease in XP. Be sure use the Exobytes with the correct Augments.

Mark (MK) Exobyte Types

Breakdown of the Quality Mark (MK) Type Exobytes.

Mark (MK) 1

Exobyte Type

Flawed
Solid
Pristine

Experience (XP)

60
74
89

Mark (MK) 2

Experience (XP)

81
100
120

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 3

Exobyte Type

Flawed
Solid
Pristine

Experience (XP)

105
130
155

Mark (MK) 4

Experience (XP)

147
182
218

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 5

Exobyte Type

Flawed
Solid
Pristine

Experience (XP)

213
264
315

Mark (MK) 6

Experience (XP)

317
393
469

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 7

Experience (XP)

483
599
715

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 8

Experience (XP)

747
926
1106

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 9

Experience (XP)

1255
1556
1857

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 10

Experience (XP)

2183
2707
3231

Exobyte Type

Flawed
Solid
Pristine

Mark (MK) 11

Mark (MK) 12

Exobyte Type

Flawed
Solid
Pristine

Experience (XP)

3800
4712
5624

Exobyte Type

Flawed
Solid
Pristine

Experience (XP)

6614
8201
9789

Exobyte Types for Adaptive Augments

Episode 32 Cybernetic/Episode 33 Enchanted

Experience (XP)

3288
4077
4866

Exobyte Type

Flawed
Solid
Pristine

Episode 33 Dark

 

Exobyte Type

Flawed
Solid
Pristine

Experience (XP)

4338
5379
6420

 

Golden Exobytes

To help with the Transition to Augments, the Developers are giving 8 Golden Exobytes in order to help players get their stats close to where they were with wearing Mods. You must complete the Mission Building a Power Base to receive your Golden Exobytes. You'll receive 4 "Damaging" Golden Exobytes to use in Might and Precise Exobytes and 4 "Support" Golden Exobytes to use in Dominating, Vital, and Restoring Exobytes. Golden Exobytes are not affected by the Exobyte Boosters.

Golden Exobytes are will have different amounts of XP depending on your Overall Combat Rating. 

Combat Rating (CR)

40
51 - 100
102 - 116
126 - 137
154
166 - 178
186 - 190
200
224 - 235

Experience (XP)

2563
16370
29197
48851
82683
134520
217553
360500
370727

Origin Augment Rank

44
87
105
0
0
151
174
0
193

Origin Augment Rank (w/ Crits)

51
93 - 99
112 - 118
0
0
171 - 172
181
0
199

As of August 30th, 2018 the Exobyte Crates from the Mission will no longer automatically provide Golden Exobytes. Instead you'll get a random assortment of Exobytes in order to level up your Augments, unless if you wait to open it at CR 230.

 

Exobyte Booster

The Exobyte Boosters increase the XP gained by Exobytes by +35%. The Exobyte Boosters are gained by having Total Recovery Kits. When this system launches on July 18th, the TRKs will be changed over to these new Boosters. The Boosters do not stack in the Inventory. You can use the Boosters as many times in the fortify menu as space allows. You could place one Exobyte and 3 Boosters if you wanted to and the +35% will stack. The Booster DOES NOT stack with the Golden Exobytes.


ORIGIN AND ADAPTIVE AUGMENTS

Finally to the nitty gritty. There are 2 different types of Augments, Origin and Adaptive. These are found in the Augments Tab in your Inventory Menu and only found here. They will not show up in your Inventory Tab like Artifacts.

Origin Augments (OA)

As the UI at the beginning of the guide broke it down, each Mentor class gets their own UI design and naming convention for the Origin Augments. They all share the same Stats and all start at Rank 24 since Augments is unlocked at Level 25. The OAs max their Rank according to the highest Item Level for the episode. When first launch alongside Episode 32: Teen Titans - The Judas Contract, the Max Rank was 217. Below you'll find the Icons for each of the OAs pertaining to their Type. 

Metagenes Icons

Runes Icons

Implants Icons

 

The Origin Augments all share the same stats no matter your Mentor. Below are the Implants Origin Augments to highlight the Stats at Ranks 24 and 217. The Max Rank is determined by the Item Level of Elite gear in an Episode. The Max Rank currently increases by 10 per each future Episodes release.

Episode
32
33
34
35

Max Rank
217
227
237
247

Dominating (Dominance)

Vital (Vitalization)

Restoring (Restoration)

Precise (Precision)

Mighty (Might)

 

Adaptive Augments (AA)

Adaptive Augments are Episode Specific and you can only wear 2 at a time. They can be 2 of the same name at maximum and the stats will stack but the specific Buffs they give will not. The Buffs are also specific to the Episodes as their descriptions state. The Adaptive Augments can be used as Augment XP for the next Episode. Example of that would be the Cybernetic Adaptive Augments can be used on Episode 33 Augments to level them up faster. You can find Cybernetic Core Augments on the Vendor for 10 Titan Creds (Episode 32's Currency) and Enchanted Coral Augments on the Vendor for 10 Rath Crowns (Episode 33’s Currency).

Breakthroughs

The Adaptive Augments have a Breakthrough Success Rate similar to Artifacts. These Require Catalysts that will drop from the Episode's Content. These Catalysts are not a guaranteed drop in Episodes, but may change in the future. Also as of the conversion of Episode 32 into Source Marks, they are also now can be purchased on the Episode Vendor.

Rank

15
18
21
23

Success Rate

100%
85%
60%
40%

Ep 32 Catalysts:
Life-Force

4x Changeling, 3x Azarathian
8x Changeling, 4x Azarathian
16x Changeling, 6x Azarathian, 4x Tamaranean
2x Amazonian, 6x Tamaranean, 8x Azarathian

Episode 33 Catalysts:
Enchanted Seawater

3x Silent School, 1x Widowhood

 
CyberAugMightyIcon.png

Mighty Cybernetic Core

This Augment is used by DPS Players who specialize in using Superpowers deal Damage. Focuses on the Might stat to increase damage from Superpowered Abilities from the Loadout Tray and would be most beneficial for Hybrid and Superpowered Focus DPS Role Players, while it can be used by other Roles.

CyberAugDomIcon.png

Dominating Cybernetic Core

This Augment is used by Controllers and Tanks. Focuses on increasing Dominance to better Personal and Group Shields and Crowd Control. Healers can use this too since their Shields rely on the Dominance stat too.

CyberAugRestoIcon.png

Restoring Cybernetic Core

This Augment is used by Healers, Focuses on the Restoration stat to better Heals and Shields. There are some Tank Powers that could utilize this too to increase their Self Heals.

CyberAugVitIcon.png

Vital Cybernetic Core

This Augment is used by Controllers. Focuses on the Vitalization stat to better the Power Back mechanic performed by Controllers via the Passive Power Over Time (PoT) while in Controller Role and the Instant Power Back Abilities.

CyberAugPrecIcon.png

Precise Cybernetic Core

This Augment is used by DPS Players who specialize in using Weapons to deal Damage. Focuses on the Precision stat to better Weapon damage and would be beneficial for Hybrid and Weapons Expert Focus DPS Role Players, while it can be used by other Roles.