Augments
Description
Augments are the trickiest part of Final Fantasy IV gameplay mechanics. They serve multiple purposes, are of limited availability and their usage is irrevocable, which makes it difficult to experiment.
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An augment is an item that, when used, permanently teaches a character a new ability, which can then be equipped from the ability list in the main menu.
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Only 5 abilities can be equipped at a time, including the auto-battle slot.
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Most augments can only be acquired once per playthrough, some can only be acquired once ever. Some can only be acquired or kept in the second playthrough.
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A lot of augments are acquired by "trading" with temporary characters (all except Cecil, Rosa, Rydia, Kain and Edge) by giving them abilities while they are in your party. Each temporary character will provide one guaranteed augment when they leave, plus an additional one for each augment you used on that character, up to a maximum of 2 (3 total).
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The secondary purpose of augments is to determine a character's stat growth at the highest levels. Stat growth is predetermined for each character up to level 70, but after that, each time you level up, the stats increase in accordance with what abilities the character has equipped (not just learned!). Combined with the fact that a lot of augments can only be acquired on the second playthrough, this makes fully maximizing characters' stats on the first playthrough impossible.
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Only 4 of abilities can be equipped for stat growth, since auto-battle slot does not count.
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Stat maximizing
Have these augments equipped at the appropriate levels on NG+ to achieve the closest thing to maximised stats possible in the game, without sacrificing combat augments on less efficient characters (such as Limit Break on Rydia instead of Kain or ?????'s Love on Rosa instead of Cecil). You can also use this guide for the first playthrough, although it won't be complete since you won't have access to all the augments.
Cecil: 99/99/99/94/99
Level 70: ?????'s Love, Gil Farmer, Twincast, and Cry.
Edge: 99/99/99/99/99
Level 70: Whirlwind, Tsunami, Ninjutsu, Last Stand.
Level 79: Swap Last Stand with Brace.
Kain: 99/99/99/82/99
Rosa: 99/90/99/99/99
Rydia: 94/91/92/99/99
Level 70: Inferno, Dualcast, Curse, Gil Farmer.
Recommendations
Augments in italics can only be acquired once, as opposed to regular augments that can be re-acquired on subsequent playthroughs.
New Game
Augment |
Give to |
Reason |
As the main character that is always in your party, and occasionally the only character, Cecil can get the most use out of instantly retaliating against physical attacks. | ||
Tellah's second extra augment is Fast Talker, which halves the casting time of spells, making another exceedingly useful augment for magic users. | ||
Both mages benefit from double casting, but being able to recover and buff/debuff in a single turn is more useful than just doing damage twice. | ||
While not useful in most encounters, can be strategically used for boss fights, as Edge's damage output is rarely notable, while Hastemarch stacks with regular Haste and Life's Anthem constantly regenerates HP for the whole party without using any MP. | ||
While both mages will benefit from halved casting time, Rosa handles more diverse types of spells. | ||
Same as Tsunami. | ||
None |
You'll probably acquire this quite late in the game, when it will be neither useful in combat nor good for trading. Save it to have an extra to trade in NG+. | |
Edge has the lowest physical defence of the main melee characters, so he can get the most use out of dealing full damage from the back row. | ||
The same function can be achieved by using Libra spell and Bestiary item. Give to Fusoya in exchange for Omnicasting. | ||
Doubling damage at the cost of 10% HP per attack goes well with Jump since it doubles damage again, making the total HP-to-damage "conversion" twice as efficient as attacking once per turn. | ||
Edge spends a lot of the playthrough lagging behind other melee characters in levels (and thus damage), doubling the attack damage up to 3 times can help with that in some boss battles where it's important to deal as much damage as possible in a single attack. | ||
Using Brace as the auto-battle command together with Counter, Draw Attacks (and, optionally, Kick) can make a lot of random battles easier. | ||
Cecil is the highest damage dealing melee character with regular attacks, increasing it further (+1 for each battle where Cecil covered someone, max. +99) can end up with him doing 9999 damage with every attack. Combined with things Counter and Draw Attacks, most random encounters can get wiped in a single turn, even when the party is surprised or attacked from behind. | ||
None |
Unless you're really struggling with a boss and aren't willing to grind at all, I recommend saving this augment for NG+. | |
When a character with Phoenix equipped is KO'd, he automatically revives all other KO'd characters by spending his remaining MP. The amount of HP the revived characters get depends on how much of the character's MP he has left (percentage), so give it to whoever uses the magic the least. I recommend Kain because he doesn't use MP at all, and has decent HP and defense, making him less likely to die first. | ||
Being able to disable random encounters is most useful on the one character who is always in the party. | ||
Doubling item drop rate is most useful on the one character who is in the party for all battles. | ||