Augments Guide

#1Valor_PhoenixPosted 5/17/2012 2:37:39 PM(edited)
Augments

Augments can be used by any class once purchased. Each character has 6 augment slots.

Name - Vocation Level to unlock - DCP cost - Description

Fighter
Fitness - 2 - 700 - Halves stamina use for carrying/grappling
Vigilance - 2 - 700 - Max HP +100
Egression - 5 - 2,800 - Escapes twice as easy
Sinew - 5 - 2,800 - Carry weight +10 kg
Exhilaration - 7 - 4,500 - When health is critical, attack increases +50%
Prescience - 7 - 4,500 - Performing perfect blocks are easier, +5 frames
Vehemence - 8 - 6,000 - Strength increased by +10%

Strider
Dexterity - 2 - 700 - Climb faster
Endurance - 2 - 700 - Max Stamina +100
Damping - 3 - 1,300 - Reduces Bow recoil
Eminence - 5 - 2,200 - Jump attack damage +30%
Grit - 5 - 2,200 - Halves recovery time from empty stamina
Arm-Strength - 7 - 4,500 - Halves stamina used while climbing
Leg-Strength - 9 - 7,000 - Renders you one rank lighter for movement speed

Mage
Equanimity - 2 - 700 - When health is critical, Magick increased by 50%
Intervention - 2 - 700 - Damage reduced by 15% from magick debuffs
Apotropaism - 4 - 1,800 - Magick Defense +30
Beatitude - 4 - 1,800 - Healing magic duration increased 50%
Perpetuation - 7 - 3,500 - Enchantment duration increased 30%
Attunement - 9 - 7,000 - Magick Attack increased +10%
INflection - 9 - 7,000 - Halves damage taken while casting spells

Warrior
Bastion - 1 - 900 - Defense +50
Ferocity - 3 - 1,300 - Core skill damage +10%
Audacity - 7 - 4,500 - Stagger/Knockback accumulation -15% (while charging an attack?)
Temerity - 7 - 4,500 - Halves damage taken while charging an attack
Impact - 8 - 8,000 - Improves knockdown power
Clout - 9 - 10,000 - Strength +20%
Proficiency - 9 - 10,000 - Stamina consumed by physical-weapon skill reduced 25%

Ranger
Longevity - 2 - 700 - Max HP +100
Radiance - 2 - 700 - Lantern light radius +20%
Efficacy - 6 - 3,500 - Health/Stamina item restoration effects +20%
Morbidity - 6 - 3,500 - Damage to foes from non-magick debuffs +30%
Trajectory - 6 - 3,500 - Arrow range +30%
Precision - 8 - 7,000 - Keeps arrows on target when fired while moving
Stability - 8 - 7,000 - Prevents winds from hampering mobility

Sorcerer
Awareness - 1 - 1,200 - Magick Defense +50
Emphasis - 2 - 1,200 - Spell Knockdown increased
Suasion - 2 - 1,200 - +15% Item sell price
Conservation - 7 - 6,000 - Magick-weapon skill stamina usage reduced by 15%
Gravitas - 7 - 6,000 - Increased stability while casting
Acuity - 9 - 9,000 - Magick Attack +10%
Articulacy - 9 - 9,000 - Spell casting 15% faster
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~ PSN ID: ValorPhoenix ~ Raven [ / . \ ] Hubris ~ Bone Ravens
"There are more defective users than defective systems."
#2Valor_Phoenix(Topic Creator)Posted 5/17/2012 2:24:36 PM
Assassin (Night is 9PM to 3AM)
Watchfulness - 1 - 1,200 - Halves damage received while weapons are sheathed
Entrancement - 2 - 1,200 - Max Stamina +100 at Night
Sanguinity - 3 - 1,800 - Max HP +100 as Night
Bloodlust - 4 - 2,400 - Strength/Magick +70% and Defenses +30 at Night
Prremption - 6 - 4,000 - Doubles damage to unaware targets
Toxicity - 8 - 7,000 - Triple poison damage
Autonomy - 9 - 8,000 - Strength/Magick +70% and Defenses +30 when alone

Mystic Knight
Fortitude - 1 - 1,200 - Defense +30
Adamance - 3 - 1,800 - Shield blocks consume 50% less stamina
Periphery - 3 - 1,800 - Stagger Resistance +50 (while blocking?)
Reinforcement - 6 - 4,000 - Buffed pawns get +20% buff to Defenses
Retribution - 6 - 4,000 - Buffed pawns get +20% buff to Strength/Magick
Restoration - 8 - 7,000 - Increase health restoration when rescuing pawns, up to 50%
Sanctuary - 8 - 7,000 - When health critical, Defenses increased +50%

Magick Archer
Detection - 2 - 1,000 - Expands map vision coverage
Potential - 2 - 1,000 - Stamina +100
Resilience - 6 - 4,000 - Halves falling damage
Allure - 8 - 7,000 - Doubles affinity bonus for gifts to non-pawns
Regeneration - 8 - 7,000 - Health regen, 1 HP per 3 seconds
Magnitude - 9 - 7,500 - Magick debuffs 50% more effective
Resistance - 9 - 7,500 - Reduces damage from non-magick debuffs by 15%
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~ PSN ID: ValorPhoenix ~ Raven [ / . \ ] Hubris ~ Bone Ravens
"There are more defective users than defective systems."
#3ry_mannPosted 5/17/2012 2:24:55 PM
Mind if I link your post in mine? Mine lists the base stats and stat growth per level.
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www.clanbotc.com
#4Dart_Feld7Posted 5/17/2012 2:30:10 PM
Thanks for compiling it, TC.
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#5Valor_Phoenix(Topic Creator)Posted 5/17/2012 2:38:11 PM(edited)
I have the Core and Active skills half done, but I'm missing the data on Fighters and Mages.

If someone with the guide can post fighter and mage active skills here and fighter core skills I should be able to finish it all up quickly.

(Edit): To make it quicker, simply posting names will do, if I need detailed info on any, I can ask. With the names though I can determine which ones are copies of skills shared with other classes. For instance half of all Strider dagger skills are shared with all dagger classes and the core dagger skills are identical.

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~ PSN ID: ValorPhoenix ~ Raven [ / . \ ] Hubris ~ Bone Ravens
"There are more defective users than defective systems."
#6KaminKamouPosted 5/17/2012 2:35:20 PM
I'm wondering if I should get some mage augs for my MK...man so many choices and the ability to customize your char so well with stats is amazing. I know I am going MK for sure, but I am still up in the air on what augs I want.
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#7ry_mannPosted 5/17/2012 2:37:07 PM
[This message was deleted at the request of the original poster]
#8Vaz126Posted 5/17/2012 2:47:37 PM
Do only certain augments carry between classes or do they all carry over?
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#9Valor_Phoenix(Topic Creator)Posted 5/17/2012 3:01:24 PM
First post, second line

Augments can be used by any class once purchased. Each character has 6 augment slots.

They are not class restricted.
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~ PSN ID: ValorPhoenix ~ Raven [ / . \ ] Hubris ~ Bone Ravens
"There are more defective users than defective systems."
#10ry_mannPosted 5/17/2012 7:05:49 PM
I have PM'd you the stuff you needed. Send a PM back if you find it lacking.
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PSN: Ry_mann88 xFire: ithinkipooped
www.clanbotc.com