JSE Capes are a category of level 99 back armor that are obtained from Colonization Reives and Lair Reives in Marjami Ravine, Yorcia Weald, Kamihr Drifts and Ra'Kaznar, the various Gates that connect them, and any Wildskeeper Reive.
Augmented versions of the capes found in Reives may be obtained from coffers dropped in Incursion.
With the April 2016 update[1], a second line of augmentable capes were introduced, being obtained in Ambuscade.
Ambuscade capes can be obtained by redeeming a Ambuscade Voucher: Back by the Tarutaru Gorpa-Masorpa in Mhaura (G-9). They can also be obtained by redeeming a Mog Pell (Silver). These capes can be strengthened further via augments which are explained below.
Augmenting Process
- Trade the cape to Gorpa-Masorpa along with either an Abdhaljs Thread, Abdhaljs Dust, Abdhaljs Sap, Abdhaljs Dye, or an Abdhaljs Resin.
- Select the desired attribute.
- Augments may be changed by repeating the above steps.
- Changing the augment path will not return any items used up to that point.
- However, when using an Abdhaljs Needle to change the augment, the current potency is maintained.
- Further trading an augmented cape with items corresponding to the attribute initially selected will increase the strength of the augmentation.
- For maximum strength augments the total needed of each item:
- Abdhaljs Thread x20 (100 Hallmarks/Gallantry each, 2000 to max.)
- Abdhaljs Dust: x20 (100 Hallmarks/Gallantry each, 2000 to max.)
- Abdhaljs Dye: x10 (800 Hallmarks/Gallantry each, 8000 to max.)
- Abdhaljs Sap x10 (200 Hallmarks/Gallantry each, 2000 to max.)
- Abdhaljs Resin: x5 (1,500 Hallmarks/Gallantry each, 7500 to max.)
- Grand Totals: A total of 21,500 Hallmarks and/or Gallantry per fully augmented cape.
- Each application will increase an augment by 1 parameter stage. After the initial trade, you can max out a category if you trade the remaining required amount of material on your subsequent trade.
- Trading the corresponding item after the category cap has been reached will result in resetting the category back to the first level augment.
- E.g. 20 accuracy would become 1 and you will have to start all over again.
- Only 60 Abdhaljs Thread or Abdhaljs Dust, 20 Abdhaljs Dye, 30 Abdhaljs Sap, and 15 Abdhaljs Resin may be purchased each month.
- Making only three capes capable of being fully augmented via Threads, Dust, Sap, and Resin each month.
- (Enough for two capes with those augment items bought with Hallmarks and one more with those bought via Gallantry.)
- With only two capes capable of being fully augmented completely via the additional Dyes.
Capes and Augments
Abdhaljs Thread
|
Aug/Item
|
Max Aug
|
HP
|
+3
|
+60
|
MP
|
+3
|
+60
|
STR
|
+1
|
+20
|
DEX
|
+1
|
+20
|
VIT
|
+1
|
+20
|
AGI
|
+1
|
+20
|
INT
|
+1
|
+20
|
MND
|
+1
|
+20
|
CHR
|
+1
|
+20
|
Pet: Accuracy Pet: Ranged Accuracy Pet: Attack Pet: Ranged Attack
|
+1
|
+20
|
Pet: Magic Accuracy Pet: Magic Damage
|
+1
|
+20
|
|
Abdhaljs Sap
|
Aug/Item
|
Max Aug
|
Weaponskill Damage
|
+1%
|
+10%
|
Critical Hit Rate
|
+1%
|
+10%
|
“Store TP”
|
+1
|
+10
|
“Double Attack”
|
+1%
|
+10%
|
Haste
|
+1%
|
+10%
|
“Dual Wield”
|
+1
|
+10
|
Enmity
|
+1
|
+10
|
Enmity
|
-1
|
-10
|
“Snapshot”
|
+1%
|
+10%
|
“Magic Atk. Bonus”
|
+1
|
+10
|
“Fast Cast”
|
+1%
|
+10%
|
“Cure” potency
|
+1%
|
+10%
|
“Waltz” potency
|
+1%
|
+10%
|
Pet: Regen
|
+1
|
+10
|
Pet: Haste
|
+1%
|
+10%
|
|
Abdhaljs Dye
|
Aug/Item
|
Max Aug
|
HP
|
+2
|
+20
|
MP
|
+2
|
+20
|
STR
|
+1
|
+10
|
DEX
|
+1
|
+10
|
VIT
|
+1
|
+10
|
AGI
|
+1
|
+10
|
INT
|
+1
|
+10
|
MND
|
+1
|
+10
|
CHR
|
+1
|
+10
|
Accuracy
|
+1
|
+10
|
Attack
|
+1
|
+10
|
Ranged Accuracy
|
+1
|
+10
|
Ranged Attack
|
+1
|
+10
|
Magic Accuracy
|
+1
|
+10
|
Magic Damage
|
+1
|
+10
|
Evasion
|
+1
|
+10
|
Magic Evasion
|
+1
|
+10
|
Pet: Accuracy Pet: Ranged Accuracy
|
+1
|
+10
|
Pet: Attack Pet: Ranged Attack
|
+1
|
+10
|
Pet: Magic Accuracy
|
+1
|
+10
|
Pet: Magic Damage
|
+1
|
+10
|
|
Abdhaljs Dust
|
Aug/Item
|
Max Aug
|
Accuracy Attack
|
+1
|
+20
|
Ranged Accuracy Ranged Attack
|
+1
|
+20
|
Magic Accuracy Magic Damage
|
+1
|
+20
|
Evasion Magic Evasion
|
+1
|
+20
|
|
Abdhaljs Resin
|
Aug/Item
|
Max Aug
|
DEF
|
+10
|
+50
|
Evasion
|
+3
|
+15
|
Magic Evasion
|
+3
|
+15
|
Physical damage taken
|
-2%
|
-10%
|
Magic damage taken
|
-2%
|
-10%
|
Damage taken
|
-1%
|
-5%‡
|
Regen
|
+1
|
+5
|
Counter
|
+2%
|
+10%
|
Blocking rate
|
+1%
|
+5%
|
Parrying rate
|
+1%
|
+5%
|
Status ailment resistance
|
+2
|
+10
|
Casting interruption rate
|
-2%
|
-10%
|
Pet: Physical damage taken
|
-2%
|
-10%
|
Pet: Magic damage taken
|
-2%
|
-10%
|
Pet: damage taken
|
-1%
|
-5%‡
|
Pet: Regen
|
+1
|
+5
|
- ‡ Specific DT value is 12/256.
|
You may augment these capes with a Refractive Crystal via Detrovio at the Inventors' Coalition in Western Adoulin (J-10).
Unaugmented capes can be traded at a 3:1 ratio via the NPC Makel-Pakel in the Celennia Memorial Library, who may also remove augments from capes so that they may be exchanged.
To remove an augment from a cape, simply trade it to him and he will remove it for no cost.
Pages in category "JSE Capes"
The following 51 pages are in this category, out of 51 total.