Augment (Final Fantasy XII)
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Augments, known more commonly as Support Abilities, are a part of the License Board in Final Fantasy XII. Augments provide several benefits for a character, including boosted HP, decreased Charge Times, or just boosting a character's attack power.
They are located on the lower-left segment of the upper License Board. Many of the stat-enhancing augments can also be achieved by equipping the appropriate accessory, and because the effects do not stack, there is no benefit in having both simultaneously.
Augment List
Edit
| Name | Number on board | LP cost(s) | Description |
|---|---|---|---|
| Swiftness | 3 | 30/50/80 | Action time is reduced by -12% each license (despite it saying 10% in the game). |
| Adrenaline | 1 | 65 | Physical attack damage doubles when HP critical. Same as Steel Gorget. |
| Last Stand | 1 | 70 | Unit takes half damage from physical attacks when HP critical. Same as Armguard. |
| Spellbreaker | 1 | 65 | Magick Power increases when HP critical: magickal damage and chance of inflicting status effects is doubled, recovery spells are 1.5 times more effective. Same as Leather Gorget. |
| Focus | 1 | 70 | Attack is 20% stronger while at Full HP. Same as Blazer Gloves. |
| Serenity | 1 | 70 | Magick is stronger while at Full HP. Offensive magick +20%, healing magick +50%, status spells' hit chance is doubled. Same effect as Magick Gloves. |
| Gambit Slot | 10 | 15/20/25/30/35/40/45/50/70/100 | Adds an additional Gambit slot to the character |
| +X HP | 5 | 30/50/70/100/155 | Increases HP by numbered amount |
| Ether Lore 1-3 | 3 | 20/35/70 | Increases Ether and Hi-Ether potency. First augment +10%, second +15% and third +25%. |
| Potion Lore 1-3 | 3 | 20/35/70 | Increases Potion, Hi-Potion and X-Potion potency. First augment +10%, second +15% and third +25%. |
| Remedy Lore 1-3 | 3 | 20/30/70 | Allows Remedies to remove more negative status effects. Remedy Lore 1: Disable, Immobilize, Sap, Sleep Remedy Lore 2: Confuse, Petrify, X-Zone Remedy Lore 3: Disease, Doom, Stop |
| Warmage | 1 | 30 | Gain MP after dealing magick damage (see below) |
| Magick Lore | 5 | 25/40/55/80/120 | Each augment increases Magick Power +1 |
| Channeling | 3 | 30/50/80 | Reduces Magick MP cost by 10% of default cost |
| Phoenix Lore | 3 | 30/50/90 | Allows Phoenix Down to restore more HP when reviving one KO'd ally. Remaining HP increases +10% each augment purchased. |
| Battle Lore | 5 | 25/40/55/80/120 | Each augment gives Strength +1 |
| Spellbound | 1 | 30 | Positive buffs last +50% longer |
| Martyr | 1 | 30 | Recover MP after taking damage (see below) |
| Shield Block | 3 | 25/45/75 | Increases chance to block using shield by +5% each license. Affects both physical and magickal evasion, as long as a shield provides both. |
| Headsman | 1 | 30 | Recover MP (enemy's level / 4) when the player kills an enemy. Only works when enemy is killed with damage (Instant Death etc don't work). |
| Brawler | 1 | 90 | Increases attack power when fighting empty-handed by changing the ATK modifier from 11 to the average of user's Lv and STR. Same as Amber Armlet. |
| Inquisitor | 1 | 30 | Recover MP after dealing damage (see below) |
Martyr, Inquisitor and Warmage
Edit
| Damage received/dealt | MP Recovery |
|---|---|
| 1 - 499 | 1 |
| 500 - 1499 | 2 |
| 1500 - 2599 | 3 |
| 3000 - 4999 | 4 |
| 5000 - 5999 | 5 |
| 6000 - 6999 | 7 |
| 7000 - 7999 | 10 |
| 8000 - 8999 | 15 |
| 9000 - 9998 | 20 |
| > 9998 | 30 |