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Week of Updates: Day 2

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
  • 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!

Posts

Pages: 1
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*
janussenpre
愛・おぼえていますか
1274
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).
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.
Augments are synthesis-only. Paradigms, however...
author=WCouillard
Augments are synthesis-only. Paradigms, however...


Well shi~ You could totally pull off the FFX thing then. Good call, anyways.
author=Arandomgamemaker
...was my comment ignored? :/


Not every Augment is listed here. :D
author=WCouillard
author=Arandomgamemaker
...was my comment ignored? :/
Not every Augment is listed here. :D
Oh really?
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?
There is still room in the database for about 10-15 new Augments in both Weapon and Armor Augments. All current Augments are listed here. Future additions obviously aren't. There's room for more, is what I'm saying.
Pages: 1