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Reference

Augment

What /augments and /augments/{slug} give for each augment.

slugstring
Its id: "execution". Its page on the wiki is /augments/{slug}.
namestring
Its name, without a tier: "Execution".
urlstring
Its page on the wiki.
iconstring | null
Its icon (PNG), when the resource pack has one.
goesIn"weapon" | "armor" | null
The slots it goes in: a weapon's, or armour's (helmet, chestplate, leggings and boots); null when we don't have data on that yet.
group"damage" | "defence" | "utility" | null
What it does, as the wiki groups augments.
raritystring | null
"Common" to "Mythical"; null when we don't have data on it yet (never guessed from where it drops).
notestring | null
A note from the wiki: what patch notes said about it, for one.
tiersobject[]
The tiers we have data on, lowest first; a tier we don't have data on yet is left out. Two of a tier make the next, so tier n takes 2^(n-1) of tier I.
tiers[].tierinteger
The tier, from 1 (the game writes I to X).
tiers[].numeralstring
The tier as the game writes it: "III".
tiers[].effectstring | null
What it does at this tier, as its tooltip says it; null when we only have its cost.
tiers[].valuestring | null
The number that grows from tier to tier: "+36%"; null when there is none.
tiers[].lorestring[]
The tier's in-game tooltip after its name, as plain text; empty when we don't have it.
tiers[].gameIdstring | null
The item's id in the game (its MythicCrucible type): "augment_execution_3"; null when we don't have it.
tiers[].costobject | null
What making it out of two of the tier below cost; null when we don't have data on that.
tiers[].cost.levelinteger
The Augmenting level it needs.
tiers[].cost.coinsnumber
The coins it costs.
tiers[].cost.expnumber
The Augmenting experience it gives.
dropsobject[]
Where tier I drops: rift grades, with their chances. Higher tiers are made, not dropped.
drops[].sourcestring | null
The rift grade's key (see /sources), when the wiki has that grade.
drops[].riftstring
The rift: "Goblin Grotto Rift".
drops[].gradestring
The grade: "S", "A".
drops[].chancestring
The chance as the rift glossary gives it: "10%".
drops[].percentnumber | null
The chance in percent.