Augments are upgrades that enhance stats, aid performance in battle, or improve movement or other actions.
Overview[]
In Dragon's Dogma Augments are learned as part of the growth of individual vocations together with new Skills - each Augment becomes unlocked at a specific Discipline Level (aka Rank), and requires Discipline Points to learn.
Unlike most skills, once learned, any augment may be used by that person under any vocation. This encourages players to gain experience across various classes.
There are seven Augments for each vocation giving a total of sixty three Augments, with a maximum of six Augments to equip at once.
Dragon's Dogma Augments[]
Fighter[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Fitness Halves the Stamina consumed when you lift objects or grapple-hold opponents |
Does not work when Climbing | 2 | 700 |
Vigilance Extends the limit of your Health |
Increases Health by 100 | 2 | 700 |
Egression Facilitates easier escapes from battle |
Halves the L-stick wiggles needed to free yourself from grabs | 5 | 2,800 |
Sinew Grants you the energy to carry additional weight |
Increases the maximum weight and encumbrance thresholds by 20kg. | 5 | 2,800 |
Exhilaration Provides a surge in strength when you stand at death's door |
At Critical Health strength is increased by 50%. (35% in Dark Arisen) | 7 | 4,500 |
Prescience Allows you to more easily perform perfect blocks, just as foes strike |
Perfect Blocking is easier. Five more frames (1/6th second) in which you can guard | 7 | 4,500 |
Vehemence Augments your Strength |
Strength is increased by 10%. | 8 | 6,000 |
Strider[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Dexterity Enables you to clamber up cliffs and other terrain more quickly |
No effect when climbing ladders or creatures | 2 | 700 |
Endurance Extends the limit of your Stamina |
Increases stamina by 100. | 2 | 700 |
Damping Decreases recoil after firing your bow |
No recoil after bow or longbow shots. | 3 | 1,300 |
Eminence Renders your jumping attacks more powerful |
Boosts Strength by 30% when jumping. | 5 | 2,200 |
Grit Helps you maintain your mobility when you run out of stamina |
Halves the recovery time when you run out of stamina. | 5 | 2,200 |
Arm-Strength Halves the Stamina consumed when you cling to objects or climb terrain |
Halves the stamina drain when climbing. Doesn't affect climbing skill stamina use | 7 | 4,500 |
Leg-Strength Renders your rank lighter for purpose of mobility |
Decreases the effective encumbrance rank by one. | 9 | 7,000 |
Mage[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Equanimity Amplifies your Magick when you stand at death's door |
At Critical Health, Magick is increased by 50%. (20% in Dark Arisen) | 2 | 700 |
Intervention "Reduces cumulative damage when you are debilitated by the Five Archmagicks |
Description is misleading; prevents debilitation from various sources, not only of Archmagick origin | 2 | 700 |
Apotropaism Reduces damage sustained from Magick attacks |
Magick based damage is reduced by 30 Health. (more so in Hard Mode) | 4 | 1,800 |
Beatitude Increases the duration of curative magick's effects |
The sigils of healing magick such as Halidom or Anodyne lasts 50% longer. | 4 | 1,800 |
Perpetuation Causes enchantments to persist for a longer period of time |
Weapon enchantments last 30% longer. No effect on other magickal enchantments. | 7 | 3,500 |
Attunement Augments your Magick |
Magick is increased by 10%. | 9 | 7,000 |
Inflection Halves the severity of wounds you sustain whilst intoning spells |
Halves the damage taken while preparing spells. (Bugged on , versions of Dark Arisen. Other versions are not affected.) | 9 | 7,000 |
Warrior[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Bastion Greatly reduces damage sustained in physical attacks. |
Mitigates incoming physical damage by 50 health points. (More so Hard Mode) | 1 | 900 |
Ferocity Increases the lethality of your Core Skills |
Increases the power of all Core Skills by 10%. | 3 | 1,300 |
Audacity Makes you harder to knock off your feet while charging an attack |
Increases knockdown and stagger resistance when charging attacks. | 7 | 4,500 |
Temerity Halves the damage taken while charging an attack |
Works only for charged physical attacks not spells. | 7 | 4,500 |
Impact Improves your ability to knock down opponents |
Increases knockdown. Physical attacks as well as some spells benefit. | 8 | 8,000 |
Clout Greatly augments your Strength |
Increases Strength by 20%. | 9 | 10,000 |
Proficiency Reduces the Stamina consumed when you perform a physical weapon skill |
Reduces stamina used for physical melee attacks by 25%. (Does not benefit bows) | 9 | 10,000 |
Ranger[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Longevity Extends the limit of your Health |
Increases your Health by 100. | 2 | 700 |
Radiance Radiance causes your lantern to illuminate a wider area |
Causes your lantern to illuminate an area that is 20% wider. | 2 | 700 |
Efficacy Increases the potency of curatives you use |
Health and Stamina gain from curatives is increased by 20%. (Doesn't directly benefit Group Curatives) | 6 | 3,500 |
Morbidity Increases cumulative damage to foes you debilitate with non-Archmagick attacks |
Description is misleading; actually increases the chance to inflict a non-elemental debilitation (Doesn't work with throwing items). | 6 | 3,500 |
Trajectory Causes your arrows to fly further |
Affects bows, longbows, and magick bows. Doesn't improve damage at long range. | 6 | 3,500 |
Precision Keeps your arrows from flying off mark when you loose them whilst in motion |
Reduces arrow spread when shooting whilst moving or strafing. | 8 | 7,000 |
Stability Prevents mighty winds from hampering your mobility |
Prevents stagger and knockdown from most wind buffets from creatures. (Doesn't improve movement in the Windworn Valley). | 8 | 7,000 |
Sorcerer[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Awareness Greatly reduces damage sustained in Magick attacks |
Reduces incoming magick damage by 50 health. (More so in Hard Mode) | 1 | 1,200 |
Emphasis Augments the power of magick attacks designed to knock foes down |
Increases knockdown power of most but not all spells. | 2 | 1,200 |
Suasion Enables you to negotiate higher prices for items and equipment you sell |
Items sell for 15% more. (Stacks with the same augment on other party members). | 2 | 1,200 |
Conservation Reduces the Stamina consumed when you perform a magick weapon skill |
Reduces the stamina used for both casting and holding most spells. Spells that require Magick Bows, Magick Shields, Daggers, or Swords generally do not benefit. | 7 | 6,000 |
Gravitas Makes it difficult for foes to knock you off your feet whilst you intone spells |
Increases knockdown resistances during spell incantation. | 7 | 6,000 |
Acuity Greatly augments your Magick |
Increases Magick by 20% | 9 | 9,000 |
Articulacy Diminishes the time required to intone any spell |
Shortens all spell incantation time by 10%. (Stacks with Wyrmking's Ring) | 9 | 9,000 |
Mystic Knight[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Fortitude Reduces damage sustained from physical attacks |
Physical damage is reduced by 30 health. (More so in Hard Mode) | 1 | 1,200 |
Adamance Halves the Stamina consumed when you block attacks with your shield |
Halves the stamina drain from blocking attacks with a shield. | 3 | 1,800 |
Periphery Helps keep your footing when you block attacks with your shield |
Increases 'Blocking ability' of all shields. | 3 | 1,800 |
Reinforcement Pawns you aid temporarily take less damage from physical and Magick attacks |
(verify) | 6 | 4,000 |
Retribution Grants Pawns you aid a temporary gain in their Strength and Magick |
Pawns you aid from Unconsciousness gain 20% greater Strength and Magick for 1 minute. | 6 | 4,000 |
Sanctuary Improves your Defense and Magick Defense when you stand at death's door. |
Description is erroneous - reduces physical damage to one health per strike at Critical Health. (no protection from magickal attacks) | 8 | 7,000 |
Restoration Increases the amount of Health restored when rescuing Pawns |
Pawns aided from Unconsciousness are revived with 25% more health. (Stacks with the Wanderlust Ring). | 9 | 7,000 |
Assassin[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Watchfulness Halves the severity of wounds you sustain whilst your blade is sheathed |
Halves damage taken when your blade is sheathed. | 1 | 1,200 |
Entrancement Increases your Stamina, but only at nightime |
Increases stamina by 100 at night. | 2 | 1,200 |
Sanguinity Increases your Health, but only at nightime |
Increases health by 100 at night. | 3 | 1,800 |
Bloodlust Augments your Strength and mitigates damage taken, but only at nighttime |
At night gain 70% Strength and Magick. (In Dark Arisen reduced to 20%). Also reduce Physical and Magick damage (More damage reduction in Hard Mode) | 4 | 2,400 |
Preemption Multiplies the harm done by your attacks when targets are not in the battle stance. |
(Probably bugged - sneak attacks gain a damage boost with or without this augment) | 6 | 4,000 |
Toxicity Sharply increases the cumulative damage wrought by your poison attacks |
Description is misleading; actually greatly increases the ability to inflict poison, but poison damage is not increased. | 8 | 7,000 |
Autonomy Grants you additional Strength and Defenses when you venture forth alone |
When solo gain 70% Strength and Magick (reduced to 20% in Dark Arisen). Also reduce Physical and Magick damage. (More so in Hard Mode). | 9 | 8,000 |
Magick Archer[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Detection Expands one's field of vision, more easily revealing unknown areas of the map |
Removes more of the fog from the map when exploring an area the first time. | 2 | 1,000 |
Potential Extends the limit of your stamina |
Stamina is increased by 100. | 2 | 1,000 |
Resilience Halves the severity of injuries you sustain from falling |
Halves Fall Damage. | 6 | 4,000 |
Allure Doubles the increase in your affinity when you give items to non-pawns |
(Probably bugged and has no significant increase in affinity gain from gifts) | 8 | 7,000 |
Regeneration Causes your Health to slowly return with the passage of time |
Heal one health every three seconds. | 8 | 7,000 |
Magnitude Increases the effect when you debilitate adversaries with the Five Archmagicks |
Description is misleading; only affects spells with debilitation as their primary effect. (Also bugged for some spells including Perdition.) | 9 | 7,500 |
Resistance Reduces cumulative damage when you are debilitated by non-Archmagick attacks |
Description is misleading; actually greatly increases resistance to many sources debilitations including some from spells - in many cases practical immunity. | 9 | 7,500 |
Dark Arisen 'Secret Augments'[]
In Dragon's Dogma: Dark Arisen fourteen Secret Augments were added, obtainable by Purification of cursed Bitterblack Novelties.
Once the scroll is purified it can be read - there are no Rank restrictions on using a scroll, though it still costs Discipline Points to learn the augment.
Augment | Notes | Scroll | Discipline Points |
---|---|---|---|
Acquisition Hastens the speed with which you gather and mine items |
Reduces the time to mine and gather items. (Doesn't speed up filling Empty Flasks) | Scroll of Acquisition | 2,000 |
Adhesion Makes it harder for an enemy to throw you off whilst you're clinging to it |
Prevents most interuption (and resultant stamina loss) whilst climbing monsters. | Scroll of Adhesion | 10,000 |
Athleticism Reduces Stamina consumed whilst running |
Reduces stamina use whilst running. | Scroll of Athleticism | 13,000 |
Conveyance Hastens your movement speed whilst carrying a person or object |
Increases walking and jogging speed whilst carrying things. | Scroll of Conveyance | 1,700 |
Facility Hastens the reloading process for ballistae, allowing you to loose bolts more quickly |
Greatly increases Ballista reloading speed. | Scroll of Facility | 3,000 |
Flow Keeps you from being slowed while fording water or marshland |
Increases movement speed through water. | Scroll of Flow | 4,000 |
Fortune Increases the likelihood enemies will drop Rift Crystals |
Increases Rift Crystal drops from foes. (Doesn't work in Hard Mode except on Bitterblack Isle). | Scroll of Fortune | 12,000 |
Grace Raises the threshold for taking damage from falls, allowing you to safely alight from greater heights |
Allows one to fall from half as high again before taking Fall Damage. | Scroll of Grace | 10,000 |
Mettle Increases the ratio of white, recoverable Health when you take damage |
Increases the ratio of White Health when taking damage. | Scroll of Mettle | 8,000 |
Opportunism Augments your strength whilst you cling to a foe |
Increases Strength whilst climbing on foes. | Scroll of Opportunism | 11,000 |
Predation Slightly restores Health when you deliver the killing blow to a foe |
Restores 100 Health when a non-human foe is killed. | Scroll of Predation | 8,000 |
Prolongation Makes your lantern oil last longer, greatly extending its duration of use |
Greatly reduces oil consumption of Lanterns. | Scroll of Prolongation | 7,000 |
Recuperation Hastens the speed with which you recover lost Health from curative magic and healing springs |
Increases health recovery. | Scroll of Recuperation | 7,000 |
Tenacity Grants a chance that any attack which would reduce your Health to 0 leaves you with 1 Health instead |
May prevent being killed outright by attacks, with some exceptions. | Scroll of Tenacity | 11,000 |
Notes[]
- Some Dark Arisen Bonus Enhancements give positive effects similar to augments - these are only active when wearing the armor or wielding the weapon with the enhancement.
- Stat increase from augments are multiplicative. Thus the increase to strength from Vehemence (+10%) and Clout (+20%) is 1.1x1.2 = 1.32 or +32%).
- However the effects of Damage Reducing Augments are additive.
- In Dark Arisen the total increase in Strength or Magick from augments are each limited to +80% (i.e., 1.8 times).