Augment (Final Fantasy XII)/Original

Augments differ slightly in the original release of Final Fantasy XII. They are part of a License Board and provide several benefits for a character, including boosted stats.
==List of Augments==
Name	Number on Board	LP Cost(s) 	Description
 	3 	30/50/80 	Action time is reduced by -12% each license (despite it saying 10% in the game).
 	1 	65 	Physical attack damage doubles when HP critical. Same as Steel Gorget.
 	1 	70 	Unit takes half damage from physical attacks when HP critical. Same as Armguard.
 	1 	65 	Magick Power increases when HP critical: magickal damage and chance of inflicting status effects is doubled, recovery spells are 1.5 times more effective. Same as Leather Gorget.
 	1 	70 	Attack is 20% stronger while at Full HP. Same as Blazer Gloves.
 	1 	70 	Magick is stronger while at Full HP. Offensive magick +20%, healing magick +50%, status spells' hit chance is doubled. Same effect as Magick Gloves.
 	10 	15/20/25/30/35//40/45/50/70/100	Adds an additional Gambit slot to the character.
 	5 	30/50/70/100/155 	Increases HP by numbered amount.30 LP: +50 HP50 LP: +100 HP70 LP: +150 HP100 LP: +200 HP155 LP: +500 HP
1-3 	3 	20/35/70 	Increases Ether and Hi-Ether potency (see below).
1-3 	3 	20/35/70 	Increases Potion, Hi-Potion and X-Potion potency (see below).
1-3 	3 	20/30/70 	Allows Remedies to remove more negative status effects.Remedy Lore 1: Disable, Immobilize, Sap, SleepRemedy Lore 2: Confuse, Petrify, OilRemedy Lore 3: Disease, Doom, Stop
 	1 	30 	Gain MP after dealing magick damage (see below).
 	5 	25/40/55/80/120 	Each augment increases Magick Power +1.
 	3 	30/50/80 	Reduces Magick MP cost by 10% of default cost.
 	3 	30/50/90 	Allows Phoenix Down to restore more HP when reviving one KO'd ally. Remaining HP increases by 10% each augment purchased.
 	5 	25/40/55/80/120 	Each augment gives Strength +1.
 	1 	30 	Positive buffs last +50% longer.
 	1 	30 	Recover MP after taking damage (see below).
 	3 	25/45/75 	Increases chance to block using shield by +5% each license. Affects both physical and magick evasion, as long as a shield provides both.
 	1 	30 	Recover MP (enemy's level / 4) when the player kills an enemy. Only works when enemy is killed with damage (Instant Death etc don't work).
 	1 	90 	Increases attack power when fighting empty-handed by changing the ATK modifier from 11 to the average of user's Lv and STR. Same as Amber Armlet.
 	1 	30 	Recover MP after dealing damage (see below).
==Martyr, Inquisitor, and Warmage==
Damage received/dealt	MP Recovery
1 - 499 	1
500 - 1499 	2
1500 - 2599 	3
3000 - 4999 	4
5000 - 5999 	5
6000 - 6999 	7
7000 - 7999 	10
8000 - 8999 	15
9000 - 9998 	20
> 9998 	30
==Ether Lore and Potion Lore==
Augment 	Effect
Potion Lore 1	+10%
Potion Lore 2	+15%
Potion Lore 3	+25%
Ether Lore 1 	+10%
Ether Lore 2 	+15%
Ether Lore 3 	+25%
Augment	Augment	Augment	Potion	Hi-Potion	X-Potion	Ether	Hi-Ether
1 	2 	3 	Potion	Hi-Potion	X-Potion	Ether	Hi-Ether
- 	- 	- 	100 	400 	1,600 	50 	200
 	- 	- 	110 	440 	1,760 	55 	220
- 	 	- 	115 	460 	1,840 	57 	230
- 	- 	 	125 	500 	2,000 	62 	250
 	 	- 	125 	500 	2,000 	62 	250
 	- 	 	135 	540 	2,160 	67 	270
- 	 	 	140 	560 	2,240 	70 	280
 	 	 	150 	600 	2,400 	75 	300
==References==
Category:Augments in Final Fantasy XII
Category:Abilities in Final Fantasy XII