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 Augments[]
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 Warmage[]
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 and Potion Lore[]
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 |
- | - | 110 | 440 | 1,760 | 55 | 220 | |
- | - | 115 | 460 | 1,840 | 57 | 230 | |
- | - | 125 | 500 | 2,000 | 62 | 250 | |
- | 125 | 500 | 2,000 | 62 | 250 | ||
- | 135 | 540 | 2,160 | 67 | 270 | ||
- | 140 | 560 | 2,240 | 70 | 280 | ||
150 | 600 | 2,400 | 75 | 300 |