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XII Augments differ slightly in the original release of Final Fantasy XII. They are part of a License Board and provide several benefits for a character, including boosted stats.

List of AugmentsEdit

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.
30 LP: +50 HP
50 LP: +100 HP
70 LP: +150 HP
100 LP: +200 HP
155 LP: +500 HP
Ether Lore 1-3 3 20/35/70 Increases Ether and Hi-Ether potency (see below).
Potion Lore 1-3 3 20/35/70 Increases Potion, Hi-Potion and X-Potion potency (see below).
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, Oil
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 by 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 magick 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

Ether Lore, Potion LoreEdit

Augment Effect
Potion Lore 1 +10%
Potion Lore 2 +15%
Potion Lore 3 +25%
Ether Lore 1 +10%
Ether Lore 2 +15%
Ether Lore 3 +25%
Augment Potion Hi-Potion X-Potion Ether Hi-Ether
1 2 3
- - - 100 400 1,600 50 200
Y - - 110 440 1,760 55 220
- Y - 115 460 1,840 57 230
- - Y 125 500 2,000 62 250
Y Y - 125 500 2,000 62 250
Y - Y 135 540 2,160 67 270
- Y Y 140 560 2,240 70 280
Y Y Y 150 600 2,400 75 300

ReferencesEdit