Augments

Augments are a large array of special training, magical abilities and support powers that characters of Dissidia: Final Fantasy MUSH can learn, ranging from enabling the character to movie faster in combat, equip weapons differently, to automatically counterattacking when taking damage. From an out-of-game perspective, Augments are purchased with Ability Points (AP) gained when a character Levels or gains them as an award for participation in or running plots, much the same as EX Abilities are purchased for EX Modes. Augments themselves are divided up into three categories:

  • Standard Augments, which represents most of the support abilities such as SOS-Haste or Adrenaline
  • Equipment Augments, which alter the Job-based equipment limitations that a character has, such as Equip Axes or Equip Mail
  • Ability Augments, which represents a type of cross-training in a specific set of abilities, such as Ability: Fire which would give a character access to the Black Magic spells Fire, Fira and Firaga. Ability Augments, when purchased, give access to all those abilities in the 'suite', which are gained as the character levels appropriately (so using Ability: Fire, a character would gain Fire at Level 1, Fira at Level 17; and Firaga at Level 41.

Augments are considered 'always on,' and don't require any coded functions to activate (unless it is tied to another coded command, such as +equip or +cast). In order to promote balance, Prerequisites are used to determine whether a character can purchase an Augment at any given time; most of the Augments that mimic another Job Ability, such as Dual Wield, will scale as the Job Ability of the same name. As a character increases in Level, they gain a new Augment Slot every 3 levels (1, 4, 7, 10, 13, and so on). At these levels, the Advancement will record how many open slots you have, which can be spent in the Advancement Room, off of the OOC Nexus on the MUSH, to buy Augments that you meet the pre-requisites for.

Augments are described as below:

Augment Name Prerequisites (Particular Levels or other Augments required for the Augment to be purchased) Description and mechanics of Augment, such as any alterations to +commands, character capabilities or other notations.
Standard Augments
Adrenaline Prerequisite: Level 9 When the character is in the Negative Status Critical, the character adds one-third their Level (rounded down) to their Strength (IE: A Level 30 character adds 10).
Alchemy Prerequisite: Level 9 The the character is the target of a Healing effect, the Healing Power of the effect has half of it's based added (IE: Healing Power of 20 becomes 30.)
Antibody Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Poison and Venom.
Antiphibian Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Toad.
Body Temp Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Heat and Freeze.
Bright Eyes Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Blind.
Clear Head Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Confuse and Charm.
Doublehand Prerequisite: N/A Allows a character to hold a one-handed weapon in two hands via +equip, treating the weapon as if it were Two-Handed. Codewise, if a character has this Augment and does not equip anything in the Shield slot, the weapon will receive the 2H bonus. See +help +equip and 'News Equipment' for information.
Dual Wield Prerequisite: Level 9 Hold a one-handed weapon in each hand; allows the character to make two separate attack actions, one for each weapon. Refer to 'News Job Ninja' for the effect of Dual Wield and +help +equip for information.
Economy Size Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Mini.
Eye for Eye Prerequisite: Counter Augment, Level 25 When checking for Counter, the character will gain a bonus to the chance to Counterattack.
Flyer Prerequisite: Fiend or Half-Fiend The character has working wings, which allow them to take an action (using a special +cast-based command) and give themselves the Flying Status.
Insomniac Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Sleep.
Jelly Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Petrify and Gradual Petrify.
Last Stand Prerequisite: Level 9 When the character is in the Negative Status Critical, the character adds one-third their Level (rounded down) to their Defense (IE: A Level 30 character adds 10).
Locomotion Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Paralyze, Slow and Stop.
Loudmouth Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Seal.
Maintenance Prerequisite: N/A This Augment grants a bonus to Status Resistance against the Negative Status Defense Break, Magic Break, Speed Break and Power Break.
Monkeygrip Prerequisite: Level 9 The character is capable of holding a two-handed weapon, such as a Knightsword or Axe, in one hand. The weapon loses the 2H benefits, but the character is able to use a Shield. Codewise, when a character equips a 2H weapon and has this Augment, the character will be able to +equip a Shield or Bracer. Please see +help +equip and 'News Equipment' for information.
NulReflect Prerequisite: Level 33 The character's magical attacks will have a chance of bypassing the Reflect Status that a target may have in place.
SOS-Haste Prerequisite: Level 17 When in the Negative Status Critical, the character will gain the effects of the Positive Status Haste.
SOS-Protect Prerequisite: N/A When in the Negative Status Critical, the character will gain the effects of the Positive Status Protect.
SOS-Reflect Prerequisite: Level 33 When in the Negative Status Critical, the character will gain the effects of the Positive Status Reflect.
SOS-Regain Prerequisite: Level 9 When in the Negative Status Critical, the character will gain the effects of the Positive Status Regain.
SOS-Regen Prerequisite: Level 9 When in the Negative Status Critical, the character will gain the effects of the Positive Status Regen.
SOS-Shell Prerequisite: N/A When in the Negative Status Critical, the character will gain the effects of the Positive Status Reflect.
Spellbreaker Prerequisite: Level 9 When the character is in the Negative Status Critical, the character adds one-third their Level (rounded down) to their Magic (IE: A Level 30 character adds 10).
Use Equipment Prerequisite: Fiend This Augment allows a Fiend character to use normal equipment, rather than their normal Family-based Damage and Armor progression. This represents such things as Goblins or Ogres using caches of weapons, Birds using vestigal claws to hold weapons, or even Flan's consuming and holding weapons and armor in their gelatinous forms. With Use Equipment, the Fiend also loses the ability to use Baubles. For more information, see +help +equip and 'News Equipment'.
Willpower Prerequisite: Foo
Archer's Bane Prerequisite: Foo
Counter Prerequisite: Foo
Evade-Counter Prerequisite: Foo
Magic Counter Prerequisite: Foo
Equipment Augments
Equip Armlet Prerequisite: Foo
Equip Axe Prerequisite: FOo
Equip Book Prerequisite: FOo
Equip Bow Prerequisite: FOo
Equip Bracer Prerequisite: FOo
Equip Claw Prerequisite: FOo
Equip Dagger Prerequisite: FOo
Equip Glove Prerequisite: FOo
Equip Gun Prerequisite: FOo
Equip Hammer Prerequisite: FOo
Equip Hat Prerequisite: FOo
Equip Helm Prerequisite: FOo
Equip Instrument Prerequisite: FOo
Equip Katana Prerequisite: FOo
Equip Knightsword Prerequisite: FOo
Equip Mail Prerequisite: FOo
Equip Polearm Prerequisite: FOo
Equip Rapier Prerequisite: FOo
Equip Ring Prerequisite: FOo
Equip Robe Prerequisite: FOo
Equip Rod Prerequisite: FOo
Equip Scythe Prerequisite: FOo
Equip Shield Prerequisite: FOo
Equip Staff Prerequisite: FOo
Equip Suit Prerequisite: FOo
Equip Sword Prerequisite: FOo
Equip Thrown Prerequisite: FOo
Equip Whip Prerequisite: FOo
Ability Augments
Ability: Archery Prerequisite: FOo
Ability: Barehand Prerequisite: FOo
Ability: Bushido Prerequisite: FOo
Ability: Commune Prerequisite: FOo
Ability: Cover Prerequisite: FOo
Ability: D-Skill Prerequisite: FOo
Ability: Darkness Prerequisite: FOo
Ability: Jutsu Prerequisite: FOo
Ability: Lady Luck Prerequisite: FOo
Ability: Machinist Prerequisite: FOo
Ability: Rend Prerequisite: FOo
Ability: Stash Prerequisite: FOo
Ability: Swordplay Prerequisite: FOo
Ability: Thievery Prerequisite: FOo
Ability: Vocalist Prerequisite: FOo
Magic: Age Prerequisite: FOo
Magic: Blizzard Prerequisite: FOo
Magic: Cure Prerequisite: FOo
Magic: Dark Prerequisite: FOo
Magic: Defense Prerequisite: FOo
Magic: Fire Prerequisite: FOo
Magic: Gravity Prerequisite: FOo
Magic: Holy Prerequisite: FOo
Magic: Life Prerequisite: FOo
Magic: Meteor Prerequisite: FOo
Magic: Poison Prerequisite: FOo
Magic: Restore Prerequisite: FOo
Magic: Speed Prerequisite: FOo
Magic: Thunder Prerequisite: FOo
Magic: Timed Prerequisite: FOo
Magic: Transform Prerequisite: FOo
Magic: Wind Prerequisite: FOo

For more information and clarification on any of the Augments listed above, please see a member of staff.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License