Augments At The Right Weapons
Another thing that is very important for the olympiad are the augments, but for them to be useful, you must have it in the right weapons, especially if you're playing a server where all augments are stuck in the weapons, including the active ones. The nad thing is that in the official configuration and most servers, you can't transfer the augment to another weapon or character, so you have to try your luck using Life Stones at the Blacksmith exactly in the character that you need the augment.
However, many servers are now creating ways to exchange and transfer augments, so check about it on the server that you're playing. About the chance of catching item skills, in the main configuration it used to be very high (about 40%), but on every private server they change this chance to something between 5 and 15%, being higher or low according to the Life Stone grade, so with these chances, you can easily spend a thousand stones and don't get what you need.
Finding The Right Weapon
To know on which weapon you need to catch determinated augment, you must think about their Special Abilities and in what situations you will need it. Let's take tankers for example, they start many fights with a Health SA sword, and then change to a Focus SA sword after the HP from Health SA is gone, so the idea here is to have the same augment at the same weapon, but with different Special Abilities, like two Forgotten Blades with Passive Shield augment, but one on Health SA and another on Focus SA.
The same thing with healers, they usually need to start the fights with the biggest MP possible, so we use the Special Abilities Conversion, Mana Up and Acumen, usually in this order. But in this case there's no weapon with all these three, so we get a Cabrio's Hand for Conversion, and Arcana Mace for Mana UP and Acumen, and the ideal is to have the same augment on all three of them.
For example, a Eva's Saint against a Dominator usually starts with the Conversion weapon to make sure he will have enough MP to win, and let's say he uses Empower Passive, then in this case it's better to have Empower Passive on a Cabrio's Hand Conversion, Arcana Mace Mana Up and a Arcana Mace Acumen, this way he will have the maximum magical damage during all the fight.
Unfortunately it would be a huge list for me to put here all the useful Special Abilities combined with the augments used by all the 31 classes, and it also changes according to the situation and class that you're fighting against, but I will tell you about some of the most important augments, and this way you will understand better the logic behind of these combinations.
Celestial Shield Augment
This is almost the most important augment at the olympiad, 10 seconds invincible inside the olympiad is a lot, especially for strong classes like Duelists, Grand Khavataris, Dominators and Healers, so it's very important to have it in the right weapon according to your class. To know which weapon it should be, you must think how I teached you right above.
Let's take for example a Duelist, S Grade Duals has a very good Special Ability that increases the maximum CP, HP and MP when it's enchanted for +4, so if he has the Celestial Shield augment on a Arcana Mace Acumen, he would lose the Duals SA to use Celestial Shield at the beginning of the fight. Now if he has Celstial Shield on another S Grade Duals enchanted +4, use it, and change right away to a S Grade Dual with Duel Might Passive, he won't lose the Duals SA bonuses.
Be aware that for this to work both weapons must have the same Special Ability, and you need to just switch them, so you must be careful with double clicks on weapons for cases like this, because if you remove the weapon you will lose all the SA bonuses. For servers that allows to use only one augment (Active or Passive), it's useful to have it on more than one weapon, so you can choose the right SA for specific situations.
Battle Roar Augment
This one is a relative augment, there are servers where it's useless and some where it completely changes the olympiad dynamics, and the reason is because in some servers it recovers a fixed value of HP (usually +300), and others it recovers HP by percentage (usually +30%).
So when it recovers +30% of HP, the ideal is to have this augment on any weapon with a Health Special Ability, because since it recovers your HP by a percentage, if you have a bigger HP, then it will recover more. It's good to try using it also with clothing sets that gives you a HP boost, like Imperial Crusador or Doom Heavy set.
If you don't get it on a Health SA weapon, another good option is on weapons with faster attack speed, like daggers, swords and blunts, this way, the Battle Roar augment casting time will also be faster, because increasing attack speed decreases the using time for physical skills.
Heal and Ritual Augments
These augments are very useful for high defenses classes, like Tankers, Doomcryers and Dominators, because it regenerates 600-800 HP with a low MP cost, but lately most servers are changing their reuse delay for 30 seconds fixed, which makes them a less overpowered, but it's still helpful in some cases.
Since they are magical abilities, the best option is to have them on Acumen Special Ability weapons, this way they will cast a little faster, and if the reuse delay is not fixed, it will also come back faster.
Magical Damage Augments (Nukers)
Magical damage augments, or most known as "nukers" by the players, are augments skills taken from magicians to de available for all the other classes. They have a very good damage on olympiad (it changes according to your M. Atk.) and are used by almost all magicians at the olympiad for extra or main damage.
Since they are magician skills, the best Special Ability option for them is usually Acumen, but they are also useful on Mana Up and Conversion when you need to use it before reaches de Acumen MP point. When using it on Mana Up or Conversion, you need to be very careful for not using it twice in a row or make a double click, otherwise you will lose all the extra MP from the Mana Up or Conversion SA.
Passive Buff Augments