Gilgamesh: Enough expository banter!
This talk page is used for discussing improvements to the page "Augment (Final Fantasy XII)". It is not the place for general discussion or sharing stories about the topic of this article.

Is it Ok if I move this page to "Augments" and delete the Equipment list at the bottom? I was going to do a more detailed page for Equipment licenses anyway. --Diablocon 10:18, 23 January 2007 (UTC)

Go ahead.koku 10:23, 23 January 2007 (UTC)

Question about Spellbound[edit source]

Is it only positive buffs? --Crazyswordsman 15:27, 23 January 2007 (UTC)

Yup, all positive buffs last 50% longer. BTW, should I move this page to Augments, or keep it here? --Diablocon 16:13, 23 January 2007 (UTC)
Keep it here for consistency. --Hecko X 16:58, 23 January 2007 (UTC)
I'd say move it. Augments really aren't support abilities. They're more like boosters. --Crazyswordsman 18:33, 23 January 2007 (UTC)
"Support abilities are abilities that enhance a character" (Quote from support abilities). Augmentations are also called "enhancements", hence if the quote is true, it should stay where it is. --Hecko X 19:28, 23 January 2007 (UTC)
Ok, looks like it's staying here. I added a few words to the opening paragraph to clear things up earlier, so it should be ok. I think the reason I wanted to move it is because when you say "Support Abilites" I think abilities you cast to boost your character, like Green Magick. These Augments remind me more of "Passive Abilities", but that's just me being very pedantic. --Diablocon 20:13, 23 January 2007 (UTC)
Same quote as before, only with the next sentence added: "Support abilities are abilities that enhance a character. They are also called passive abilities or job traits." --Hecko X 20:36, 23 January 2007 (UTC)
Alright, that's good enough for me. --Diablocon 12:11, 24 January 2007 (UTC)

They work as long as they're equipped. "Passive" sounds like a misnomer; at least compared to innate, trait or support. Also, I put the equipment there because the equipment abilities were supports in V, VI (if you count the Merit Award), Tactics and TA.koku 12:48, 27 January 2007 (UTC)

Not really. "Equip" implies that you can also "Unequip" them again, which isn't the case. Once learned, they become passive abilities. --Hecko X 13:56, 27 January 2007 (UTC)

You have the ability to change jobs in III. You have the ability to change jobs and set abilities in V, Tactics and TA. You can change relics in VI. You can change materia in VII. You can junction differently in VIII. You can change Magic Stones around in IX. The only qualm with X is that you can't remove something once it's customized. In XI, you can change jobs and subjobs. In XII you are kind of stuck, yes. So I'd say through the majority of the series, you can indeed change them. koku 14:11, 28 January 2007 (UTC)

You can change Magic Stones around in IX? I never knew that X_X --Auron Kaizer 15:50, 5 April 2007 (UTC)

Augments FFXII[edit source]


Percentage-based Augments[edit source]

With percentage-based augments such as Channeling or the restorative Lores, is the bonus ten percent of the base, or ten percent of the current amount?

For example, a hi-potion restores 400 HP without the augment, and with the first, 440. With the next one, does it restore 484 HP, or 480 HP? Also, does this same scenario apply with channeling?-- 07:31, 7 August 2009 (UTC)

Red Battlemage gets HP+435 through a Quickening, not a Summon. The Red Battlemage site says so. One of them is wrong. Thought I'd just mention that.

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