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Week of Updates: Day 2
- WCouillard
- 08/20/2013 07:50 PM
- 3520 views
WEEK OF UPDATES: DAY 2
Today's update will be covering the biggest changes recently made to the game, the Augments system. In addition to that, all Augment effects are listed!
AUGMENTS
Augments have completely replaced equippable armor, Relics, and Materia. Augments are divided into two types, weapons and armor, and each party member can equip three of each types, for a total of six Augments at a time. Augments are never sold or found in treasure chests, and must be crafted using the Synthesis menu. Almost every consumable item (i.e. Potion, Electro Marble, etc.) is part of a Synthesis recipe that can create new Augments to equip.
WEAPON AUGMENTS
Characters still have a tangible weapon, but it cannot be changed or removed. Some weapons have inherent Augment effects, to avoid having to waste a slot on obvious effects (like Long Range for Bows).
CHARACTER WEAPONS
EXAMPLES OF WEAPON AUGMENT COMBINATIONS
1. Poisonous Touch
2. Touch of Infection
3. Venomous Touch
Attacks have a chance to apply Poison, Disease, and Venom. With all three status conditions applied, target will rapidly degenerate HP/MP and cannot restore HP. Pretty cruel.
1. MP Critical
2. Counterattack
3. MP Siphon
Maximizes the chances of dealing killing blows with attacks, which will restore MP and counteract MP Critical's effect of degenerating MP. Smart.
1. MP Turbo
2. Spellspring
3. Mag. Power +10%
Greatly increases the effectiveness of magical abilities, without the drawback of raising MP costs.
ARMOR AUGMENTS
TOMORROW'S UPDATE
Tomorrow's update will be covering the newly added Paradigms!
Today's update will be covering the biggest changes recently made to the game, the Augments system. In addition to that, all Augment effects are listed!
AUGMENTS
Augments have completely replaced equippable armor, Relics, and Materia. Augments are divided into two types, weapons and armor, and each party member can equip three of each types, for a total of six Augments at a time. Augments are never sold or found in treasure chests, and must be crafted using the Synthesis menu. Almost every consumable item (i.e. Potion, Electro Marble, etc.) is part of a Synthesis recipe that can create new Augments to equip.
WEAPON AUGMENTS
- Att. Power +3%
Raises Att. Power by 3%. Stackable. - Att. Power +5%
Raises Att. Power by 5%. Stackable. - Att. Power +10%
Raises Att. Power by 10%. Stackable. - Strength +3%
Raises Strength by 3%. Stackable. - Strength +5%
Raises Strength by 5%. Stackable. - Strength +10%
Raises Strength by 10%. Stackable. - Mag. Power +3%
Raises Mag. Power by 3%. Stackable. - Mag. Power +5%
Raises Mag. Power by 5%. Stackable. - Mag. Power +10%
Raises Mag. Power by 10%. Stackable. - Flamestrike
Adds the Fire element to attacks. - Froststrike
Adds the Ice element to attacks. - Electrostrike
Adds the Lightning element to attacks. - Aquastrike
Adds the Water element to attacks. - Geostrike
Adds the Earth element to attacks. - Aerostrike
Adds the Wind element to attacks. - Holystrike
Adds the Holy element to attacks. - Darkstrike
Adds the Darkness element to attacks. - Biostrike
Adds the Poison element to attacks. - Healstrike
Attacks restore HP instead of dealing damage. - Bloodthirsty
Attacks deal extra damage against human targets. - Machina Menace
Attacks deal extra damage against mechanical targets. - Sky Pirate
Attacks deal extra damage against flying targets. - Dragonslayer
Attacks deal extra damage against dragons. - Vampire Killer
Attacks deal extra damage against undead targets. - Shellcracker
Attacks deal extra damage against armored targets. - Defuser
Attacks deal extra damage against Bombs. - Flan Flayer
Attacks deal extra damage against Flans. - Mage Masher
Attacks deal extra damage against magical targets. - Reaper's Touch
Chance to apply Instant Death with attacks. - Poisonous Touch
Chance to apply Poison with attacks. - Touch of Blindness
Chance to apply Blind with attacks. - Touch of Silence
Chance to apply Silence with attacks. - Touch of Madness
Chance to apply Confuse with attacks. - Touch of Drowsiness
Chance to apply Sleep with attacks. - Venomous Touch
Chance to apply Venom with attacks. - Cursed Touch
Chance to apply Curse with attacks. - Medusa's Touch
Chance to apply Petrify with attacks. - Touch of the Undead
Chance to apply Zombie with attacks. - Imp's Touch
Chance to apply Imp with attacks. - Freezing Touch
Chance to apply Freeze with attacks. - Sluggish Touch
Chance to apply Slow with attacks. - Touch of Stasis
Chance to apply Stop with attacks. - Shrinking Touch
Chance to apply Mini with attacks. - Touch of Depression
Chance to apply Sadness with attacks. - Touch of Anger
Chance to apply Berserk with attacks. - Touch of Infection
Chance to apply Disease with attacks. - Tiring Touch
Chance to apply Fatigue with attacks. - Concussive Touch
Chance to apply Shellshock with attacks. - Touch of Pain
Chance to apply Migraine with attacks. - Touch of Weakness
Chance to apply Weakness with attacks. - Touch of Dizziness
Chance to apply Dizzy with attacks. - HP Siphon
Restores HP when dealing a killing blow. - MP Siphon
Restores MP when dealing a killing blow. - MP Critical
Steadily lose MP while receiving a drastic increase in critical hit rate. - MP Turbo
Increases MP costs for abilities, but raises their effectiveness. - Counterattack
Counters physical attacks. - Counter Magic
Counters magical attacks. - Counter Heal
Counters attacks by casting Cure on the party. - Deathblow
Critical hit rate increased by 10%. Stackable. - True Strike
Hit rate increased by 100%. Stackable. - Disrupt
Attacks have a chance to delay the target's ATB gauge. - Long Range
Attacks deal normal damage from the back row. - Adept
MP costs for abilities reduced by 50%. - Spellspring
MP costs for abilities reduced to 0. - Overdrive
Limit Breaks charge faster.
Characters still have a tangible weapon, but it cannot be changed or removed. Some weapons have inherent Augment effects, to avoid having to waste a slot on obvious effects (like Long Range for Bows).
CHARACTER WEAPONS
- Cid: Orichalcum (Dagger)
Inherent Augment(s): None - Reeve: Dragoon Lance (Lance)
Inherent Augment(s): Deathblow
- Vicks: Laevatein (Staff)
Inherent Augment(s): None
- Wedge: Wizard Rod (Rod)
Inherent Augment(s): None
- Lyra: Treaty-Blade (Sword)
Inherent Augment(s): None
- Beclem: Tiger Fangs (Claw)
Inherent Augment(s): Touch of Dizziness
- Ellie: Scorpion's Tail (Whip)
Inherent Augment(s): Long Range
- Dajh: Gigant Axe (Axe)
Inherent Augment(s): None
- Leon: Mythgraven Blade (Knight Sword)
Inherent Augment(s): None
- Parker: Cactuar Darts (Darts)
Inherent Augment(s): Long Range
- Priscilla: Yoichi's Bow (Bow)
Inherent Augment(s): Long Range
- Kelger: Fomalhaut (Gun)
Inherent Augment(s): Long Range
- Cecil: Masamune (Katana)
Inherent Augment(s): HP Siphon
- Stiltzkin: Wing Edge (Boomerang)
Inherent Augment(s): Long Range
- Cloud: Buster Sword (Knight Sword)
Inherent Augment(s): None
- Squall: Lionheart (Katana)
Inherent Augment(s): None
- Locke: Valiant Knife (Dagger)
Inherent Augment(s): None
EXAMPLES OF WEAPON AUGMENT COMBINATIONS
1. Poisonous Touch
2. Touch of Infection
3. Venomous Touch
Attacks have a chance to apply Poison, Disease, and Venom. With all three status conditions applied, target will rapidly degenerate HP/MP and cannot restore HP. Pretty cruel.
1. MP Critical
2. Counterattack
3. MP Siphon
Maximizes the chances of dealing killing blows with attacks, which will restore MP and counteract MP Critical's effect of degenerating MP. Smart.
1. MP Turbo
2. Spellspring
3. Mag. Power +10%
Greatly increases the effectiveness of magical abilities, without the drawback of raising MP costs.
ARMOR AUGMENTS
- HP +5%
Raises maximum HP by 5%. Stackable. - HP +10%
Raises maximum HP by 10%. Stackable. - HP +15%
Raises maximum HP by 15%. Stackable. - HP +20%
Raises maximum HP by 20%. Stackable. - MP +5%
Raises maximum MP by 5%. Stackable. - MP +10%
Raises maximum MP by 10%. Stackable. - MP +15%
Raises maximum MP by 15%. Stackable. - MP +20%
Raises maximum MP by 20%. Stackable. - Defense +3%
Raises Defense by 3%. Stackable. - Defense +5%
Raises Defense by 5%. Stackable. - Defense +10%
Raises Defense by 10%. Stackable. - M. Defense +3%
Raises M. Defense by 3%. Stackable. - M. Defense +5%
Raises M. Defense by 5%. Stackable. - M. Defense +10%
Raises M. Defense by 10%. Stackable. - Speed +3%
Raises Speed by 3%. Stackable. - Speed +5%
Raises Speed by 5%. Stackable. - Speed +10%
Raises Speed by 10%. Stackable. - Null Death
Grants immunity to Instant Death. - Null Berserk
Grants immunity to Berserk. - Null Blind
Grants immunity to Blind. - Null Confuse
Grants immunity to Confuse. - Null Curse
Grants immunity to Curse. - Null Disease
Grants immunity to Disease. - Null Freeze
Grants immunity to Freeze. - Null Imp
Grants immunity to Imp. - Null Mini
Grants immunity to Mini. - Null Petrify
Grants immunity to Petrify. - Null Poison
Grants immunity to Poison. - Null Sadness
Grants immunity to Sadness. - Null Silence
Grants immunity to Silence. - Null Sleep
Grants immunity to Sleep. - Null Stop
Grants immunity to Stop. - Null Trouble
Grants immunity to Trouble. - Null Venom
Grants immunity to Venom. - Null Zombie
Grants immunity to Zombie. - Fire Ward
Reduces damage received from Fire-elemental attacks by 50%. Cannot stack. - Ice Ward
Reduces damage received from Ice-elemental attacks by 50%. Cannot stack. - Lightning Ward
Reduces damage received from Lightning-elemental attacks by 50%. Cannot stack. - Water Ward
Reduces damage received from Water-elemental attacks by 50%. Cannot stack. - Earth Ward
Reduces damage received from Earth-elemental attacks by 50%. Cannot stack. - Wind Ward
Reduces damage received from Wind-elemental attacks by 50%. Cannot stack. - Holy Ward
Reduces damage received from Holy-elemental attacks by 50%. Cannot stack. - Darkness Ward
Reduces damage received from Darkness-elemental attacks by 50%. Cannot stack. - Bio Ward
Reduces damage received from Poison-elemental attacks by 50%. Cannot stack. - Fire Proof
Grants immunity to Fire-elemental attacks. - Ice Proof
Grants immunity to Ice-elemental attacks. - Lightning Proof
Grants immunity to Lightning-elemental attacks. - Water Proof
Grants immunity to Water-elemental attacks. - Earth Proof
Grants immunity to Earth-elemental attacks. - Wind Proof
Grants immunity to Wind-elemental attacks. - Holy Proof
Grants immunity to Holy-elemental attacks. - Darkness Proof
Grants immunity to Darkness-elemental attacks. - Bio Proof
Grants immunity to Poison-elemental attacks. - Gravity Proof
Grants immunity to Gravity-elemental attacks. - Fire Eater
Absorbs damage from Fire-elemental attacks. - Ice Eater
Absorbs damage from Ice-elemental attacks. - Lightning Eater
Absorbs damage from Lightning-elemental attacks. - Water Eater
Absorbs damage from Water-elemental attacks. - Earth Eater
Absorbs damage from Earth-elemental attacks. - Wind Eater
Absorbs damage from Wind-elemental attacks. - Holy Eater
Absorbs damage from Holy-elemental attacks. - Darkness Eater
Absorbs damage from Darkness-elemental attacks. - Bio Eater
Absorbs damage from Poison-elemental attacks. - SOS-Bravery
Applies Bravery when HP is at 25% of maximum or below. - SOS-Faith
Applies Faith when HP is at 25% of maximum or below. - SOS-Haste
Applies Haste when HP is at 25% of maximum or below. - SOS-Protect
Applies Protect when HP is at 25% of maximum or below. - SOS-Reflect
Applies Reflect when HP is at 25% of maximum or below. - SOS-Regen
Applies Regen when HP is at 25% of maximum or below. - SOS-Shell
Applies Shell when HP is at 25% of maximum or below. - SOS-Shield
Applies Shield when HP is at 25% of maximum or below. - SOS-Vanish
Applies Vanish when HP is at 25% of maximum or below. - SOS-Wall
Applies Wall when HP is at 25% of maximum or below. - Auto-Berserk
Automatically applies Berserk at the start of battle. - Auto-Bravery
Automatically applies Bravery at the start of battle. - Auto-Faith
Automatically applies Faith at the start of battle. - Auto-Float
Automatically applies Float at the start of battle. - Auto-Fury
Automatically applies Fury at the start of battle. - Auto-Haste
Automatically applies Haste at the start of battle. - Auto-Life
Automatically applies Reraise at the start of battle. - Auto-NulBlaze
Automatically applies NulBlaze at the start of battle. - Auto-NulFrost
Automatically applies NulFrost at the start of battle. - Auto-NulShock
Automatically applies NulShock at the start of battle. - Auto-NulTide
Automatically applies NulTide at the start of battle. - Auto-Protect
Automatically applies Protect at the start of battle. - Auto-Reflect
Automatically applies Reflect at the start of battle. - Auto-Regen
Automatically applies Regen at the start of battle. - Auto-Shell
Automatically applies Shell at the start of battle. - Auto-Shield
Automatically applies Shield at the start of battle. - Auto-Vanish
Automatically applies Vanish at the start of battle. - Auto-Wall
Automatically applies Wall at the start of battle. - Auto-Zombie
Automatically applies Zombie at the start of battle. - Evade
Increases Evasion by 10%. Stackable. - Double EXP
Increases EXP earned in battle by 100%. Cannot stack. - Intimidate
Decreases the random encounter rate. Cannot stack.
TOMORROW'S UPDATE
Tomorrow's update will be covering the newly added Paradigms!
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Assuming you're making difficulty levels, you could create a Zero EXP Augment that you can activate on later difficulties. (CSCA made a good script for it.)
I like the nice long list...not gonna read it...I'd rather discover them as I go but glad to see theres alot of em.
That's quite a lot of Augments, although you could rename Aerostrike to Galestrike as FFXIII-2 introduced wind-attribute physical ability called Galestrike.
Still, I'll miss the equipment in its traditional sense... *hopes for ultimate weapons at least*
Still, I'll miss the equipment in its traditional sense... *hopes for ultimate weapons at least*
Awesome. I love that whips are in.
I also love the idea of a character sticking with 1 tried and true weapon (like in Suikoden).
I also love the idea of a character sticking with 1 tried and true weapon (like in Suikoden).
author=WCouillard
Aerostrike is fine.
Denied!
Looks great. I bet it would look awesome in a spreadsheet. One quick question, though. If augments are replacing weapons, and by extension armors, are they going to be found in chests and dropped by enemies or will they strictly be available via synthesis?
Also, another idea which is probably a pain in the ass to implement: If you'll recall in a system similar to your own, FF X had a system where depending on which augments you bestowed onto a weapon the name(and graphic, but I don't care) would change. Think that would be a little bit fun? Oh wait, these things are freely interchangeable, aren't they.
author=WCouillard
Augments are synthesis-only. Paradigms, however...
Well shi~ You could totally pull off the FFX thing then. Good call, anyways.
author=WCouillardOh really?author=ArandomgamemakerNot every Augment is listed here. :D
...was my comment ignored? :/
In addition to that, all Augment effects are listed!Or does some Augments have more than one effect? You're quite a confusor, you know?
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