Augments and Stat Growth Reference Guide – Steam Solo (2024)

Overview

A simple reference document regarding stat growth and augments for Dragon’s Dogma.

Stat Growth

When you level up, you get permanent stat gains according to your current vocation. This information is useful for those who like to optimize their character builds.

Stat gains are different depending on the level gained. They change as you reach level 10, and again at 100, separating it into three tiers of Under 10, Levels 10 to 100, and 100+. As you can only be a basic Vocation until level 10, all other classes do not have an Under 10 stat block.

There are several Stat Calculators available to facilitate character planning; I’ve found a rather useful one here[stackoverflow.github.io].

Consolidated Stat Growth Table

Augments and Stat Growth Reference Guide – Steam Solo (1)

I did not create this table, but it is the most useful and concise way to display the information. Credit to the original creator.

Should I min/max my stats?

Not really, no. While you can, it does not matter too much since end-game gear is so powerful it pretty much overcomes any stat deficiencies you’d have by just playing normally.

View post on imgur.com

[i.imgur.com]

As someone from the comments added:

Originally posted by AnUnculturedLittlePotato:

Never start as mage. Magick builds should start as a Strider because Mages 1-10 stat growths are pitiful particularlly stamina.

While end-game gear can make up for weaker attack stats, it is much harder to compensate for low stamina, so it is definitely a good idea to start as a Strider to boost stamina growth as opposed to Mage, which has abysmal stats to start with.

If you really want to min/max your character, these sources below can help you get started.

Stat Growth Analysis[pastebin.com]

Stat Growth to Level 100 Guide

Augments and Stat Growth Reference Guide – Steam Solo (2)

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 DP (Discipline Points) every time you do anything that grants you normal experience points. DP is also used to unlock vocations other than the one you start with (1000 for basic and advanced vocations, 1500 for hybrids). Once you’ve unlocked a class, you no longer need to pay to change to it again. Thus, you can switch between earned vocations for free at the Gran Soren inn or with Olra on Bitterblack Isle.

To buy or change augments, speak to Ecbal in the main tent of the Encampment, Asalam at the inn at the Fountain Square in Gran Soren, or Olra at the entrance to Bitterblack Isle.

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.

Earning DP to unlock Vocations, Skills, and Augments

You earn DP by killing enemies and completing quests. The amount of DP you get depends on the XP value of the enemy you kill or quest you complete. The calculation from XP to DP is a base logarithmic function.[docs.google.com]

This means you get more relative DP for smaller increments of XP, so you can farm DP in an efficient manner by killing many weak enemies rather than a few difficult ones. The goblins outside the Shadow Fort and around the Healing Spring nearby are great for this. They’re plentiful and respawn quickly.
Two pieces of equipment can help speed up the rate at which you gain Discipline Points, though they are only available end-game.

  • The Asura armor increases DP gain by 50%. It is obtained by completing the post-game quest Keepers of the Ancient Flame, to kill 7 Geo Saurians.
  • The Ring of Perseverance also increases DP gain by 50%. It can be randomly obtained by purifying Bitterblack Gear Lv.3, or picked up in Duskmoon Tower (east side of the first floor, behind the southernmost door).

Equipping both the Asura armor and the Ring of Perseverance stack, but a bug causes it to only work if you equip the armor first.

Augments and Stat Growth Reference Guide – Steam Solo (3)The Weal buff doubles XP, Discipline Points, and Rift Crystals you earn for as long as it is active. The following items give you Weal:

Item

Duration

Obtained By

Blessed Flower

1 day

Quest Reward from “Talent in Bloom”

Veteran’s Periapt

5 minutes

Bought from Fournival in post-game (high affinity)

Pilgrim’s Charm

5 minutes

Bought from Fournival, Madeleine in post-game (Gold Idol), Aestella in post-game

Martyr’s Talisman

5 minutes

Bought from Barroch

Mage’s Talisman

5 minutes

Stolen from Harpies using Master Thief (Strider skill)

You can also find some of these items randomly in chests throughout the game, but I’ve listed the most reliable way of obtaining them. As the Mage’s Talisman is hard to obtain and also inflicts Curse, it is not recommended.

Farming Gran Soren Guards

If you’re willing to do so, you can use the infamous method of killing post-game Gran Soren guards. Simply approach Gran Soren guards so that they give chase to attack you, then stand on a high section of wall or roof of a building so they can’t reach you. Since they pose no threat and spawn infinitely, you’ll gain DP with impunity. You can even go AFK and let your pawns do the dirty work.

Fighter Augments

Augment

Description

Rank

DP Cost

Fitness

Halves stamina consumed when lifting objects or grapple-holding foes. Does not affect stamina when holding onto or climbing a large creature.

2

700

Vigilance

Increases your max HP by 100. Stacks with other effects that increase HP.

2

700

Egression

Doubles the rate at which you escape enemy grapples.

5

2,800

Sinew

Increases the weight you can carry by 20kg. This is added to the Very Light threshold, effectively giving you a “size up” in carry capacity. Recommended for small characters.

5

2,800

Exhilaration

Strength increases by 35% when health is critical (below 30%). Stacks with similar effects up to a maximum of 80%.

7

4.500

Prescience

Adds five frames to the timing window of executing a perfect block. Equipping this on pawns seems to have no effect.

7

4.500

Vehemence

Increases Strength by 10%. Stacks with similar effects up to a maximum of 80%.

8

6,000

Strider Augments

Augment

Description

Rank

DP Cost

Dexterity

Increases the speed at which you climb up cliffs. It’s unknown if this increaess climbing speed on large enemies as well; many have tested and disagree whether it works or not.

2

700

Endurance

Increases max stamina by 100. Stacks with other effects that increase stamina.

2

700

Damping

Reduces recoil from firing arrows, allowing for greater rapid-fire accuracy. Does not affect Magick Archers.

3

1,300

Eminence

+30% strength applied to attacks made while jumping or otherwise in the air.

5

2,200

Grit

Halves the time you spend catching your breath when stamina is depleted. Without Grit, you stop for 4 to 5 breaths.

5

2,200

Leg-Strength

Your mobility is treated as if you were one encumbrance level lower. For example, Heavy encumbrance moves as if you are at Average encumbrance. Stamina consumption is still at the normal level, however. Recommended for large characters.

9

7,000

Mage Augments

Augment

Description

Rank

DP Cost

Equanimity

Magick increases by 20% when health is critical (below 30%). Stacks with similar effects up to a maximum of 80%.

2

700

Intervention

Increases resistance against elemental debilitations by 85%.

2

700

Apotropaism

Reduces magick damage taken. Prevents 30 damage per hit on normal difficulty, 135 damage on hard, and 67 damage while on Bitterblack Isle. Stacks with Awareness (Sorcerer 1). For physical version, see Fortitude (Mystic Knight 1).

4

1,800

Beatitude

Increases the duration of curative spells and effects by 50% (Anodyne, Halidom, Jewel of Health). Does not increase the duration of the healing from leaving the sigil.

4

1,800

Perpetuation

Enchantments you cast last 30% longer. See the Miscellaneous Notes section for more details.

7

3,500

Attunement

Increases Magick Attack by 10%. Stacks with similar effects up to a maximum of 80%.

9

7,000

Inflection

Reduces damage taken while casting a spell by half. This used to be bugged and doubled damage taken instead, but was fixed in a patch.

9

7,000

Warrior Augments

Augment

Description

Rank

DP Cost

Bastion

Reduces physical damage taken. Prevents 50 damage per hit on normal difficulty, 225 damage on hard, and 112 damage while on Bitterblack Isle. Stacks with Fortitude (Mystic Knight 1). For magick version, see Awareness (Sorcerer 1).

1

900

Ferocity

Increases the damage you deal with light attacks, heavy attacks, and core skills by 10%. Affects both physical and magick attacks.

3

1,300

Audacity

15% resistance to knockback when charging a physical skill. Does not increase resistance to stagger, and does not work for Warrior skills.

7

4,500

Temerity

Take 50% less damage when charging a physical skill. Unlike Audacity, this also affects Warrior skills.

7

4,500

Impact

Improves your ability to knock down opponents with physical attacks. This may be bugged to have little or no effect.

8

8,000

Clout

Increases Strength by 20%. Stacks with similar effects up to a maximum of 80%.

9

10,000

Proficiency

Reduces the Stamina consumed when performing physical weapon skills by 25%. Does not affect bows or staves.

9

10,000

Ranger Augments

Ranger

Augment

Description

Rank

DP Cost

Longevity

Increases max HP by 100. Stacks with similar effects that increase HP.

2

700

Radiance

Increases lantern illumination area by 20%. Does not have an appreciable effect on pawns.

2

700

Efficacy

Health and stamina items recover 20% more on the user.

6

3,500

Morbidity

15% increased chance of afflicting foes with non-elemental status effects such as poison, silence, and blind. Also applies to weapons and arrows with status effects.

6

3,500

Trajectory

Your arrows fly 30% farther. Does not affect Magick Archer.

6

3,500

Precision

Arrows fly directly on-target with no spread. Very effective for multi-hit arrow shots at long range. Does not affect Magick Archer.

8

7,000

Stability

Protects you from enemy roars and wind buffets from winged monsters, as well as the shockwave from explosive barrels. Despite the in-game description, it does not protect you from the winds of Windworn Valley.

8

7,000

Sorcerer Augments

Augment

Description

Rank

DP Cost

Awareness

Reduces magick damage taken. Prevents 50 damage per hit on normal difficulty, 225 damage on hard, and 112 damage while on Bitterblack Isle. Stacks with Apotropaism (Mage 4). For physical version, see Bastion (Warrior 1).

1

1,200

Emphasis

Improves your ability to knock down opponents with spells. Tests prove it to be very effective unlike the physical variant Impact (Warrior 8).

2

1,200

Suasion

You sell items at a higher price. This stacks with other pawns with Suasion. 1 person nets 15% increase; 2 people nets 32.3%; 3 people nets 52.1%; all four nets 74.9% increase in sale price.

2

1,200

Conservation

Reduces the Stamina consumed when you perform a magick weapon skill by 15%. Has little to no effect on Magick Bows and Magick Shield skills.

7

6,000

Gravitas

Increases your knockback resistance when casting spells.

7

6,000

Acuity

Increases Magick Attack by 20%. Stacks with similar effects up to a maximum of 80%.

9

9,000

Articulacy

Shortens all spell casting time by 15%. Also applies to Magick Archer and Magick Knight skills. Special: This stacks with the Wyrmking’s Ring for a combined 32.3% reduction in cast time.

9

9,000

Mystic Knight Augments

Augment

Description

Rank

DP Cost

Fortitude

Reduces physical damage taken. Prevents 30 damage per hit on normal difficulty, 135 damage on hard, and 67 damage while on Bitterblack Isle. Stacks with Bastion (Warrior 1). For magick version, see Apotropaism (Mage 4).

1

1,200

Adamance

Halves stamina consumed when you block attacks with your shield.

3

1,800

Periphery

Increases stagger resistance by 50 while blocking with your shield.

3

1,800

Reinforcement

Pawns you revive from KO gain 20% Physical and Magick Defense for 1 minute.

6

4,000

Retribution

Pawns you revive from KO gain 20% Strength and Magick for 1 minute.

6

4,000

Restoration

Pawns you revive from KO get 75% HP instead of 50%. Stacks with the Wanderlust Ring for 90% HP. Two Wanderlust rings and Restoration results in 100% HP.

9

7,000

Sanctuary

Increases Physical and Magick defenses by 50% when health is critical.

8

7,000

Assassin Augments

Assassin augments were notable for being overpowered in the original pre-Dark Arisen release. As a result, they were nerfed, which is the reason why some Assassin augments are flat-out inferior to comparable augments from other vocations.

Augment

Description

Rank

DP Cost

Watchfulness

Halves bonus damage taken when your weapons are sheathed. Normally, you take 20% extra damage with weapons sheathed. With Watchfulness, you take only 10% extra damage. Sprinting auto-sheathes weapons; keep this in mind during combat.

1

1,200

Entrancement

Increases max stamina by 100 at night (9 PM to 3 AM). See Endurance (Strider 2) and Potential (Magick Archer 2) for permanent versions of this.

2

1,200

Sanguinity

Increases max health by 100 at night (9 PM to 3 AM). See Vigilance (Fighter 2) and Longevity (Ranger 2) for permanent versions of this.

3

1,800

Bloodlust

At night, Strength and Magick increased by 20%, Physical Defense and Magick Defense increased by 30%. If rested at an inn to nightfall, it will last 14 minutes until dawn. Strength and Magick boosts stack with similar effects up to a maximum of 80%.

4

2,400

Preemption

Supposedly doubles the damage dealt when enemies are not aware of your presence. This may be bugged to have little or no effect.

6

4,000

Toxicity

Triples chance of inflicting poison on foes. The in-game description is misleading: this does not increase poison damage; only the rate of affliction.

8

7,000

Autonomy

When you fight alone, Strength and Magick increased by 20%, Physical Defense and Magick Defense increased by 30%. Also takes effect if all pawns with you are KO’d. Strength and Magick boosts stack with similar effects up to a maximum of 80%.

9

8,000

Magick Archer Augments

Augment

Description

Rank

DP Cost

Detection

You reveal a larger area of the map when exploring new areas.

2

1,000

Potential

Increases max stamina by 100. Stacks with other effects that increase stamina.

2

1,000

Resilience

Take 50% less damage from falling. Fatal drop distances will still kill you.

6

4,000

Allure

Doubles affinity gain when you gift items to NPCs.

8

7,000

Regeneration

Regenerate 1 HP every 3 seconds. Can cure “dark gray” health to bring you back to max HP. Stacks with other effects that regenerate HP.

8

7,000

Magnitude

(Supposedly) Increases effect of elemental status effects such as frozen or burning. May be bugged and have little to no effect.

9

7,500

Resistance

Greatly increases resistance to poison, curse, silence, blindness, petrification, possession, sleep, torpor, and many other debilitations. Does not protect against burning, tarring, drenched, frozen, or thundershock.

9

7,500

Secret Augments

With the exception of one quest reward, Secret Augments are obtained by purifying Bitterblack Novelties Levels 1, 2, and 3.

Augment

Description

Obtained From

DP Cost

Acquisition

Doubles the speed of mining and gathering.

Bitterblack Novelty 1 and 2

2,000

Adhesion

Greatly reduces the chance of being knocked off when clinging to a big creature.

Bitterblack Novelty 2 and 3

10,000

Athleticism

Reduces stamina consumption when running.

Bitterblack Novelty 3

13,000

Conveyance

Move faster when carrying a person or object.

Bitterblack Novelty 1 and 2

1,700

Facility

Reduces ballista reload time to fire more rapidly.

Bitterblack Novelty 1 and 2

3,000

Flow

Maintain regular movement speed in water.

Bitterblack Novelty 3

4,000

Fortune

Getting killing blow on enemies drops Rift Fragments (100 RC). Being in hard mode changes the drop to Large Coin Pouches (3500 gold).

“Visions of the End III” quest reward (Collect 30 Macabre Sculptures)

12,000

Grace

Slightly increases fall distance required before taking falling damage.

Bitterblack Novelty 3

10,000

Mettle

Retain 25% more recoverable (white) health when taking damage.

Bitterblack Novelty 3

8,000

Opportunism

Increases strength by 20% while clinging to an enemy. Stacks with similar effects up to a maximum of 80%.

Bitterblack Novelty 3

11,000

Predation

Restores 100 health on killing blows, even on critters. Does not work on humanoids (pawns, bandits, etc.).

Bitterblack Novelty 2 and 3

8,000

Prolongation

Makes lantern oil last longer. May be beneficially bugged to last hours of real-time.

Bitterblack Novelty 3

7,000

Recuperation

Heal faster from curative magic and healing springs.

Bitterblack Novelty 1 and 2

7,000

Tenacity

Grants a chance that any attack that would kill you will leave you at 1 HP instead. Has no cooldown. Does not protect pawns from a dragon’s roar or Death’s scythe. Rare bug makes Pawn AI inactive as the game thinks you’re dead. Reloading from an earlier save is the only known solution.

Bitterblack Novelty 2 and 3

11,000

Miscellaneous Notes

Recommended Augments

You’ll get the most bang for your buck with the augments that increase your strength and magick stats for damage. You can’t go wrong with those, especially with Bitterblack Isle weapons, which get a ridiculous boost in power.

Any vocation that requires casting spells benefits from augments that help you cast faster (Articulacy) or resist getting staggered or knocked down while casting (Gravitas).

The warrior augment Ferocity increases the damage you deal with light attacks, heavy attacks, and core skills. This affects both physical and magick attacks, so even mages and sorcerers can benefit by using Focused Bolt against enemies resistant to spells or while waiting for stamina to recharge. Don’t underestimate basic attacks, they do more than you’d think!

Other than that, your augments are up to your preference and playstyle. A Magick Archer that specializes in immolating themselves and climbing on enemies stabbing them with daggers will have a different augment setup than a Magick Archer that prefers to stay at a distance with a bow and staff. Use what fits your style, and feel free to experiment with different setups. Changing augments you’ve unlocked is always free.

Don’t forget to set up augments for your main pawn, too!

Should I get Sinew or Leg Strength?

In general, get Sinew for light characters, and Leg Strength for heavy characters. The two effects will work in conjunction with each other, but that will be a relatively small benefit for taking up two augment slots.

While for a long time it was thought that the Leg Strength augment granted a hidden “Ultra Light” weight class if equipped on a Very Light character, it has since been tested and disproved.

What’s with Perpetuation?

The Perpetuation augment has several stipulations. This increases the duration of enchantments by 25% from the person who casts it; equipping Perpetuation on the recipient has no effect. On the other hand, equipment that states that it “extends the duration of attribute boosts applied to you” affect the equipped recipient, not the caster.

Perpetuation affects:

  • All elemental Boon and Affinity spells
  • Mystic Knight weapon enchantments and trances

Perpetuation does not affect:

  • Mage’s Spellscreen
  • Mystic Knight’s Abyssal Anguish, Abyssal Trance, shield enchantments
  • Magick Archer’s Ward Arrow and Magick Rebalancer

Augment Synergies

If you want to specialize in climbing on monsters, these augments work well together:
Dexterity (climb quicker, Strider 2) + Arm-Strength (Halves stamina consumption when climbing, Strider 7) + Adhesion (Harder to be shaken off, Bitterblack Novelty Lvl 2 & 3) + Opportunism (+20% strength while climbing, Bitterblack Novelty Lvl 3). Equip Gloves of Might (increased climbing speed) for extra effect.
You’ll earn the Gloves of Might from a quest reward. After completing the storyline quest Come to Court (wherin you meet the Duke), a quest will appear in the Cassardis Inn notice board called Winged Reaver. The quest objective is to kill a Griffin.

Prescience works well when using the core skills Deflect (Fighter/Assassin) or Reflect (Mystic Knight), especially when using shields that do an elemental burst on perfect blocks.

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 is a lot of conflicting information regarding augments; I’ve done my best to separate the truth from the rumors, bugs, mistranslations, and misinterpretations.

Dragon’s Dogma Wikia[dragonsdogma.wikia.com]
/vg/ Dragon’s Dogma General FAQ[docs.google.com]
Science etc[docs.google.com]
wbacon (Capcom representative who, through words and actions, shows he really cares about the community)

You can also check out my other Dragon’s Dogma guide which covers general gameplay tips and features a list of all missable sidequests.

[link]
If you have further questions, leave a comment below. If you have further tips to add for fellow arisen, feel free to share!

Augments and Stat Growth Reference Guide – Steam Solo (2024)
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