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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 ListEdit

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 WarmageEdit

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
[1]

ReferencesEdit

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