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Augments Skill Icon

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 360 x256px, Ps3 x256px 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%).
  • In Dark Arisen the total increase in Strength or Magick from augments are each limited to +80% (i.e., 1.8 times).
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