Augments are general upgrades that all characters can access into and obtain. Augments provides benefit to the character itself by improving either stats, capability and various other aspects. Obtaining Augments are completely optional, but each and everyone of them are very useful, especially in the aspects of battle.


Augments, by term refers to an 'addition' or 'enhancing' something for the better. The term is equivalent to the word 'supplement', 'magnify' 'amplify', 'boost'. Farce Courshic, the instructor for the Augmentation tutorial quoted, "Think for them as 'upgrades'... as we are tools too".


Augments are to be obtained and upgraded in the Metamemory Axis. Each Primary Augments can be level up to 5 levels, while the Secondary Augments can only be level up to 3 levels. Since there are a total of 8 segments in the Metamemory Axis, there are only 16 Primary Augments, while the adjacent nodes, are 5 in number, thus there are 80 Secondary Augments.

Unlike common 'upgrading system' in most RPG games, in School Fare series features a types of machine that can be used to stimulate the talent of students by enhancing their brain activity, which unlocks or even improves their abilities. The machine is referred to as the 'Automatic Brain Cognition Developing and Enhancing'(ABCDE) machine. Previously, it was called the Cerebral Cognition Developing and Enhancing(CCDE) machine when it was still manual. Zahasuki claims that with this kind of 'details', at least there are 'some' logic to it, at least 'para-scientifically'.

Primary AugmentsEdit

Primary Augments are basic and rather compulsory upgrades if compared with Secondary Augments. Unlocking each Primary Augments in a segment will completely unlock the segment below Metamemory Axis, the Metamemory Belt.

Name Coordinate Cost (CP) Description
Lifeline 1 30, 50, 80, 120, 150 Increases Max Health Points by 300, 650, 1400, 1900 and 2500.
Manafont 2 30, 40, 50, 60, 70 Increases Max Magick Points by 25, 40, 50, 60 and 75.
Cardio 3 40, 55, 70, 85, 100 Increases Max Stamina Points by 20, 35, 50, 65 and 80.
Intrinsicity 4 60, 80, 100, 120, 140 Increases Max Ultima Points by 30, 35, 40, 45 and 50.
Virility 5 40, 60, 80, 100, 120 Increases Attack by another 2, 2, 3, 4 and 5.
Protection 6 40, 60, 80, 100, 120 Increases Defense by another 2, 2, 3, 4 and 5.
Temperance 7 35, 55, 75, 95, 115 Increases base Strength growth by another 0.1, 0.22, 0.35, 0.48 and 0.52.
Wisdom 8 35, 55, 75, 95, 115 Increases base Magick growth by another 0.1, 0.21, 0.34, 0.47 and 0.52.
Fortitude 9 35, 55, 75, 95, 115 Increases base Vitality growth by another 0.15, 0.25, 0.35, 0.48 and 0.65.
Clairvoyance 10 40, 60, 80, 100, 120 Increases base Resistance growth by another 0.15, 0.25, 0.35, 0.48 and 0.65.
Rapidity 11 40, 60, 80, 100, 120 Increases base Speed growth by another 0.1, 0.23, 0.36, 0.49 and 0.55.
Precision 12 45, 60, 75, 90, 105 Increases base Dexterity growth by another 0.1, 0.23, 0.36, 0.49 and 0.65.
Tenacity 13 Increases base Resilience growth by another 0.1, 0.23, 0.36, 0.49 and 0.65.
Collector 14 50, 75, 100, 125, 150 Increases the odds of finding and obtaining (usable)items from monsters and natural resources by 5%, 8%, 10%, 12% and 15%.
Chemist 15 50, 75, 100, 125, 150 Increases the percentage potency of Healing Items by 5%, 10%, 15%, 20% and 25% from the ordinary healing.
Confluence 16 50, 75, 100, 125, 150 Initial Synch with all allies increased 5%, 10%, 15%, 20% and 25%.

Secondary AugmentsEdit

Secondary Augments are optional nodes. They offer additional upgrades in conjunction of their Primary adjacent nodes.

Name Primary Node Requirements Description
Amnesiac Fortitude 20, 10% chance every 5 seconds to dispel one debuff when inflicted with more than 5 debuffs.
Assault Temperance 20, Attacking higher level and/or foes increases self Focus by 15%.
Assurance Confluence 30, 10% chance to have the 'Assurance' buff whenever Scanning. The next action is guaranteed to critical hit, if it hits.
Avenger Tenacity When an ally is defeated, the next ability deals triple damage and has increased 10% critical hit ratio for the next 15 normal attacks.
Cache Collector Increases money earned by 10% when completing a mission. Can be stacked with other allies.
Damage Limit Breaker Virility 30, Abilities' damage dealt can exceeds 999 damage.
Defender Protection Increases whole party's Defense stat by 10% when initiating Defensive Stance.
Endurance Fortitude Decreases damage received when guarding by another 15% to 25%.
Erudition Targeting an already-Scanned enemy immediately shows information.

Permanently increases all stats by 3 points.

Espionage Approximity 25, Decrease Conspicuosness by 40%.
Fielder Rapidity 25, Moving across an dropped item or drop will automatically pick them up. Takes 5 seconds to really confirms that it has been inserted in the backpack.
Frisk Approximity 25, Increases Scanning Speed by 50%.
Gestalt Lifeline 30, Ignore advantageous damage from enemies of differing Size.
Hi-Five Confluence Increase Synch for another 25% with a perfect party member.
Immunity Chemist Increases Resilience by 30% after consuming a Restorative Item.
Mentality Wisdom 35, Increases Magick by 20% after casting magick for 3 seconds.
Moxie Cardio Gains 50 SP each time an enemy is defeated.
Negation Confluence 40, 1-10% chance to completely negates a single debuff received.
Paradigm Virility 50, Increases Synch permanent amongst allies by 40%.

Increases squad's Morale by 25%.

Paragon Wisdom Grants
Perspective Precision 50, Mis-firing allies does not makes them Flinched.

Dimensional attacks deals 30% more damage.

Persistence Tenacity

Retain 1 HP when struck by a hit that would otherwise kill the user. If the user has 1 HP, they will be KO'd.

Also decreases Latency between basic attacks and special skills by 10%.

Reconnaissance Precision Inspecting various parts of the area yields more and detailed information.
Remise Cardio After two basic attacks, the third strike will cost half SP.
Riposte Rapidity Performing a parry will automatically followed-up with a quick counterattack.
Strider Rapidity Increases the character's Stride by 25%.
Swiftness Rapidity Increases Movement Speed permanently by 15%.

Allows Parry without expending SP.

Allows Jumping without expending SP.

Vigilance Confluence 120 Prevents the party from being ambushed by sensing any movement or sound made by sneaking enemies/objects.

Attacks from behind is received the same as from the sides.

Zeal Temperance Increases Base Focus by 0.25% multiplied by the user's level.

Etymology Edit

The term 'augment' branches from the latin 'augere' which means 'to increase'(or improve in its context). Later, in Late Latin, it evolves into 'augmentare' and is combined with the adapting Old French 'augmenter'(although during that times, the word 'augment' has already existed amongst them. Not until the late Middle English did they incorporate the term 'augment'.

Etymology Quiz Edit

There is a question during an Etymology quiz in School Fare. The question is:

"What is the origin of the word 'Augment' that the students have been referring to as their intrinsic 'upgrade'?" The answer:

D. It originates from the Latin 'augere'

Trivia Edit

  • If the player choose Marryl to attend the tutorial, Farce Courshic will be the instructor. However, if the player chooses other characters, Aliza Norish will take over. Moreover, if the player choose either Farce or Aliza, the instructor will be Marian.

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