Dragon's Dogma 2

Dragon's Dogma 2

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Augments Reference Guide
By ̧҉ ҉Minorou ꧁💀꧂
A list of augments, which vocations unlock them, and recommended choices.
   
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Introduction to Augments
What are Augments?
Augments are ways to customize your Arisen and your main pawn to your liking. Some have direct effects in combat, while others offer changes for your day-to-day convenience.

How to earn Augments
Augments are unlocked by reaching higher ranks in vocations. You earn a currency called Dcp (Discipline) every time you do anything that grants you normal experience points. Dcp is also used to unlock weapon skills, core skills, and vocations other than the one you start with. Once you've purchased something with Dcp, you no longer need to pay to for it again. You can switch between earned vocations, skills, and augments for free at any vocational service provider.

To buy or change augments, go to a vocation guild and speak to the representative.

Once you earn an augment, you can equip it regardless of your current vocation. People often "dip" into a vocation just to obtain a desirable augment or two, then return to their actual preferred vocations.

The maximum number of augments you can have equipped is 6.

Equipped augments are saved per vocation, so you'll need to reassign augments if you switch to a newly-unlocked vocation. However, once that's done, you'll keep your augment loadout in the future when switching between vocations.

As pawns cannot be warfarer or hybrids, they cannot obtain or equip augments from those vocations.

You earn Dcp by killing enemies and completing quests. The amount of Dcp you get depends on the XP value of the enemies you defeat. If it's similar to Dragon's Dogma 1, the calculation from XP to Dcp is a base logarithmic function.[docs.google.com]

This means you get more relative Dcp for smaller increments of XP, so you can farm Dcp in an efficient manner by killing many weak enemies rather than a few difficult ones.

See the example calculations on the right. Defeating 4 harpies gives you nearly as much discipline as a single griffin.
Fighter Augments
Augment
Description
Rank
Dcp Cost
Mettle
Augments your physical defense by 30%.
2
300
Provocation
Doubles likelihood of being targeted by foes.
4
900
Thew
Allows you to carry 10 kg additional weight.
6
1800
Dominion
Allows you to pick up and pin down foes for an extended duration.
8
3,000
Diligence
Hastens recovery when downed or crawling by 30%.
9
5,000
Thief Augments
Augment
Description
Rank
Dcp Cost
Subtlety
Decreases likelihood of being targeted by foes by 15%.
2
300
Gratification
Restores 4% health when you deliver a killing blow.
4
900
Poise
Reduces stamina consumed by 20% when struggling in a foe’s grip.
6
1800
Vigor
Reduces stamina consumed by 15% when clinging to or pinning down foes.
8
3,000
Verve
Augments your strength by 30.
9
5,000
Archer Augments
Augment
Description
Rank
Dcp Cost
Ambuscade
10% increased damage dealt by your attacks on targets that are not in battle stance.
2
300
Endurance
Increases your maximum stamina by 150.
4
900
Radiance
Causes your lantern to consume 33% less oil and illuminate twice as much space.
6
1800
Lethality
Increases damage dealt by 5% when striking a target’s weak point.
8
3,000
Avidity
Enables you to climb cliffs and scale foes 10% faster.
9
5,000
Mage Augments
Augment
Description
Rank
Dcp Cost
Apotropaism
Augments your magick defense by 30%.
2
300
Beatitude
Increases the amount of health recovered by curatives and curative magicks by 10%.
4
900
Intervention
Reduce duration of debuffs by 30%.
6
1800
Perpetuation
Extends the duration of enchantments and invigorations by 20%.
8
3,000
Exaltation
Augments your Stamina recovery speed by 10%.
9
5,000
Warrior Augments
Augment
Description
Rank
Dcp Cost
Vitality
Increases maximum health by 200.
2
300
Impact
Improves ability to push and pull targets when grabbing hold by 50%.
4
900
Pertinacity
Increases ability to break through an opponent’s guard.
6
1800
Dominance
Augments your Knockdown Power by 15%.
8
3,000
Intrepidity
Reduces accumulation of the loss gauge when damaged by 5%.
9
5,000
Sorcerer Augments
Augment
Description
Rank
Dcp Cost
Asperity
Increases the likelihood of inflicting debilitations with your attacks by 20%.
2
300
Statis
Reduces the rate at which items deteriorate.
4
900
Constancy
Augments your knockdown resistance by 30%.
6
1800
Catalysis
Increases damage dealt by 5% when attacking a target’s elemental weakness.
8
3,000
Sagacity
Augments your magick by 30.
9
5,000
The Below Vocations are Arisen Only
Pawns cannot obtain or equip augments below this point.
Magick Archer Augments
Augment
Description
Rank
Dcp Cost
Sustainment
Augments the physical defense and magick defense of pawns in your party by 30.
2
300
Voracity
Recover 10% stamina when delivering a killing blow.
4
900
Prolificity
Small enemies drop items 20% more often.
6
1800
Ascendancy
Augments the strength and magick of pawns in your party by 30.
8
3,000
Amelioration
Reduces the amount of time taken to revive fallen pawns by 1 second.
9
5,000
Mystic Spearhand Augments
Augment
Description
Rank
Dcp Cost
Conveyance
Increases movement speed by 10% while carrying or lifting.
2
300
Opulence
Increases gold obtained by 5% when looting gold pouches.
4
900
Polarity
Augments your strength by 5% during the day and magick by 5% at night. Only affects base stats; does not apply to equipment.
6
1800
Refulgence
Increases rift crystals gained by 5% when obtaining rift crystals.
8
3,000
Athleticism
Reduces Stamina consumed when running by 10%.
9
5,000
Trickster Augments
Augment
Description
Rank
Dcp Cost
Detection
Alerts you to the presence of any Seeker’s Tokens or Wakestone Shards with sound and blinking light.
2
300
Enlightenment
15% chance of creating one more of product when combining materials.
4
900
Fugacity
Reduces the chances of being attacked when camping or riding an ox cart by 65%.
6
1800
Obfuscation
Decreases the likelihood that hostile targets will detect you by 15% when your weapon is not drawn.
8
3,000
Allure
Increases affinity/friendship gained with NPCs by 10%.
9
5,000
Warfarer Augments
Augment
Description
Rank
Dcp Cost
Zeal
Reduces stamina cost of weapon skills by 5%.
6
1800
Dynamism
Reduces stamina consumption as if your weight carried was one level lighter.
9
5,000
Augment Suggestions
For the most part, augments provided by a vocation synergize well with that vocation. There's a few that are less than helpful, so feel free to skip over anything that doesn't interest you.

Recommended Augments

The most useful are usually the first and last augments for vocations, unlocked at level 2 and 9 respectively. Because of this, you can get a lot of bang for your buck by dipping into the start of many vocations to start with, then focusing on a particular vocation later.

For example:
Mettle (Fighter 2) gives you increased physical defense and Apotropaism (Mage 2) gives you increased magick defense. Both are quick to unlock to increase your resilience early on, and scale with you as your defenses get stronger. Vitality (Warrior 2) increases health for additional survivability, but only early on. Replace Vitality once you reach the higher levels.

If you like, Endurance (Archer 4) is a safe bet, as more stamina is always useful. If you still feel like stamina is a problem, you can't go wrong with Exaltation (Mage 9) for extra stamina recovery speed.

If you care about finding Seeker's Tokens, Detection (Trickster 2) is a must. The sound pings are binaural, so you can figure out the direction of a nearby token (or wakestone shard) by which side is louder. Much more effective with headphones. It will also cause the item to flash brightly if it's in direct line of sight.

You'll be running a lot in this game, so the reduced stamina consumption with Athleticism (Mystic Spearhand 9) and Dynamism (Warfarer 9) can save you a decent chunk of time. Likewise, you'll be spending a lot of time in the dark, so Radiance (Archer 6) will help with visibility for a good portion of playtime.

From there, you can unlock whatever else you'd like! Of course, it's unreasonable to expect you to follow this to the letter. These are just quick recommendations. Pick and choose to match your playstyle.

Augments to Avoid
Pretty much all augments that increase your damage stats offer such a small benefit that they are not worth taking. While Verve (Thief 9) and Sagacity (Sorcerer 9) increase your attack stats, 30 is a fraction of what you'll end up with by the time you unlock them. Likewise, Polarity (Mystic Spearhand 6) only boosts base stats and ignores equipment. Of course, they're better than nothing if you have empty slots - but once you unlock something better, replace it.

Ambuscade (Archer 2), Lethality (Archer 8), Catalysis (Sorcerer 8), and such offer such a small situational damage bonus that they're not worth the slot.

With Gratification (Thief 4) and Voracity (Magick Archer 4), you can't count on getting killing blows, and the health/stamina returned is too small to be noticeable.

Other augments, such as Dominion (Fighter 8) or Conveyance (Mystic Spearhand 2) are too situational or the mechanic is not important enough to need an augment slot to boost.

Naturally, any other augment that doesn't interest you can be skipped over. Pick the augments you like; just be aware of the numbers so you know what you're exactly getting.
Credit Where Credit is Due
I cannot claim all of this information as my own; I've used several sources to speed up research, confirm data or discrepancies, or add to what I already knew. There's some conflicting information regarding augments; I've done my best to consolidate the truth. I've noticed some incorrect information from my sources, so I'm updating the guide as I unlock each augment myself. If you have any corrections to submit, please leave a comment.

Dragons Dogma 2 Wiki[dragonsdogma2.wiki.fextralife.com]
Science etc[docs.google.com]
u/BlastYoBoots's ALL Augments in Usefulness Order and Known Stats
u/frobones's Augments and their numerical affects

You can also check out my other Dragon's Dogma guide which covers general gameplay tips!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3195212552
If you have further questions, leave a comment below. If you have further tips to add for fellow arisen, feel free to share!
6 Comments
Tumblyweeds 30 Mar @ 4:43pm 
DD2 ~appears~ to be like DD1 in discipline-to-experience ratios. Looks like, again, a higher percentage of discipline points are earned from defeating several lesser foes than from fighting a few greater foes.

Based on that suspicion, Instead of using faster travel options to get from point A to point B, I've been making myself walk everywhere. This means fighting lots of goblins, wolves, saurians, etc. My levels are not increasing as rapidly as others, but I am maxing out vocations.

At level 51 or 52, my pawn had maxed all vocations. My Arisen still needs the Arisen-only vocations maxed, though I'm making good progress. Soon, I won't need to walk for discipline anymore. :)
Revan 30 Mar @ 6:36am 
also. we need a numbers breakdown on rings too!
Revan 30 Mar @ 6:29am 
lethal isnt as good as i thought. dang
̧҉ ҉Minorou ꧁💀꧂  [author] 29 Mar @ 3:02am 
Good thoughts, and I now agree, now that we have the numbers. I'll make adjustments shortly.
Krustytoe 29 Mar @ 2:47am 
Sagacity - Augments your magick by 30
LeonserGT 29 Mar @ 2:34am 
Great guide, finally some numbers.

I'd note that verve and sagacity increase stats by flat 30 rather than % like mettle, and past level 15 its barely notable and its NOT WORTH IT playing the class you don't like to max out and get those augments, don't repeat my mistakes... Instead take a look on QoL augments like "detection", "radiance" (its very noticeable at night) and "athleticism" (you sprint all the time)