Accessories

ContentsAdamantite GauntletsAssailment BitBadge of MettleBadge of MightBahamut's MercyBerserker RingBlood Hawk JessBombardment BitBull's Horn BraidCait Sith CharmCavall's FangChanneler's WhispersCleric's MedallionCobalt TasselsCrimson TasselsDire Wolf JessDisengagement BitEscapement BitGenji GlovesGriffin's Head BraidHigh Cleric's MedallionKestrel's Beak BraidNourishment BitOn Fortune and the HeavensRevivement BitRing of Timely AssistanceRing of Timely EvasionRing of Timely FocusRing of Timely HealingRing of Timely StrikesRing of the DemolitionistRing of the MarksmanRing of the SwiftshotShiva's KissStoneskin CuffsTalisman of PrimingThe Breath of Darkness (Dancing Steel)The Breath of Darkness (Gungnir)The Breath of Darkness (Heaven's Cloud)The Breath of Darkness (Rift Slip)The Breath of Earth (Earthen Fury)The Breath of Earth (Raging Fists)The Breath of Earth (Upheaval)The Breath of Earth (Windup)The Breath of Fire (Flames of Rebirth)The Breath of Fire (Heatwave)The Breath of Fire (Rising Flames)The Breath of Fire (Scarlet Cyclone)The Breath of Ice (Ice Age)The Breath of Ice (Mesmerize)The Breath of Ice (Rime)The Breath of Light (Flare Breath)The Breath of Light (Impulse)The Breath of Light (Satellite)The Breath of Lightning (Judgment Bolt)The Breath of Lightning (Lightning Rod)The Breath of Lightning (Pile Drive)The Breath of Lightning (Thunderstorm)The Breath of Wind (Aerial Blast)The Breath of Wind (Gouge)The Breath of Wind (Rook's Gambit)The Breath of Wind (Wicked Wheel)The Breath of the Inferno (Ignition)The Eye of the WarriorThe Favor of Darkness (Heaven's Cloud)The Favor of Earth (Earthen Fury)The Favor of Earth (Raging Fists)The Favor of Earth (Upheaval)The Favor of Earth (Windup)The Favor of Fire (Flames of Rebirth)The Favor of Fire (Heatwave)The Favor of Fire (Scarlet Cyclone)The Favor of Ice (Ice Age)The Favor of Light (Flare Breath)The Favor of Light (Gigaflare)The Favor of Lightning (Judgment Bolt)The Favor of Lightning (Lightning Rod)The Favor of Lightning (Thunderstorm)The Favor of Wind (Gouge)The Favor of Wind (Wicked Wheel)The Favor of the Inferno (Ignition)The Golden TestamentThe Grace of the Inferno (Will-o'-the-Wykes)The Pull of Darkness (Dancing Steel)The Wages of WarcraftThe Will of Darkness (Dancing Steel)The Will of Darkness (Gungnir)The Will of Fire (Rising Flames)The Will of Ice (Diamond Dust)The Will of Ice (Mesmerize)The Will of Ice (Rime)The Will of Light (Impulse)The Will of Light (Satellite)The Will of Lightning (Pile Drive)The Will of Wind (Aerial Blast)The Will of Wind (Rook's Gambit)

Adamantite Gauntlets

Unlike most wristwear which, admittedly, only protects one's wrists, gauntlets cover both lower arm and hand. Any drop in mobility is made up for by an increased threshold to pain.

Increases maximum HP by 500.

Assailment Bit

Once willed from slumber, this spherical construct of Fallen provenance will flit and flutter about its new master like a dutiful (yet unseen) hummingbird, sweeping in to provide aid should the need arise.

Increases rate at which damage multiplier rises while enemies are staggered, as well as increases multiplier maximum to 200%. The battle technique "Double Impact" is earned upon attaining the multiplier maximum.

Badge of Mettle

The strength of a city is defined by the guard that mans its walls. The strength of a city guard is defined by the pride in their hearts and the laurels on their breasts. This badge provides its wearer with one of the two.

Increases Defense by 30.

Badge of Might

Awarded to soldiers for unparalleled displays of courage on the field of battle. The feeling of accomplishment it enkindles in the recipient's heart is thought to enhance future performance.

Increases Attack by 12.

Bahamut's Mercy

A gift from the very first emperor of Sanbreque to his infant son, this ring has graced the hand of every Dominant of Bahamut since—the aether it absorbed from the Eikon over the years aiding the next imperial scion in drawing out the full potential of their bloodline. But now the empire lies in ruin, and that bloodline is broken—so let it be with Bahamut, as was always intended.

Reduces Gigaflare cooldown time by 6.0 seconds.

Berserker Ring

The berserkers of southern Ash, known for their fearlessness on the field of battle, were known to wear these rings not only on their fingers, but pierced all over their bodies from head to toe. Scholars now believe the unnatural courage they displayed was a result of extended exposure to the concentrated aether imbued in the jewelry, that poisoned the blood of its non-Bearer wearers and induced madness that ultimately became associated with battle frenzy.

Temporarily increases attack proficiency with each precision dodge.

Blood Hawk Jess

Blood hawks prey on other birds, swooping in on them from above, and using both beak and talon to administer multiple deep lacerations that result in heavy blood loss and eventually send the target plummeting to the ground where the hawk can collect the corpse for its brood.

Increases aerial combo damage by 8%.

Bombardment Bit

Once willed from slumber, this spherical construct of Fallen provenance will flit and flutter about its new master like a dutiful (yet unseen) hummingbird, sweeping in to provide aid should the need arise.

Increases will damage during most aerial attacks by 20%. Also increases maximum number of stomps from 2 to 3 (or 6 if ability is mastered).

Bull's Horn Braid

"The minotaur is a stupid creature, rushing blindly at any traveler who strays upon his territory. The traveler who strays upon a minotaur's territory is a stupider creature still."

- An excerpt from The Valisthean Pilgrim

Increases lunge damage by 5%.

Cait Sith Charm

A good-luck charm modeled after the front foot of the mythical "Cait Sith," a cat with a pelt of spun gold, whose claws rake in treasure from the very earth. The legend likely has its origins in apocryphal tales of the common Valisthean coeurl—what with the rich, golden gloss of the creature's coat, and its distinctive habit of pawing at the ground before striking at its prey.

Increases gil earned by 25%.

Cavall's Fang

Even a legendary king, surrounded by the realm's greatest knights and blessed by the very heavens, would have found himself hard-pressed to unite the warring tribes of ancient Valisthea. Fortunately, he had the help of his fine and trusty hound, Cavall.

Increases Torgal's attack potency.

Channeler's Whispers

Maintaining an aetherial charge can prove as deadly to a Bearer as unleashing the magic itself. These earrings are believed to assist in the channeling of aether by reducing the amount drawn from the body and augmenting it with ambient aether from the environment.

Automatically charges magic spells and maintains the charge until cast.
Accessory effect will not trigger unless the ability "Charged Magic" is learned.

Cleric's Medallion

At a glance, what appears to be a holy relic able to channel the power of the divine into curative energies actually contains the dust of a light-aspected crystal, known to be a catalyst for the restorative arts.

Increases healing potency of potions by 40%.

Cobalt Tassels

Cobalt is the color of the blade that feeds my pain.

- Traditional battle invocation

Increases limit break generation amount by 6% when taking damage.

Crimson Tassels

Crimson is the color of the blood that feeds my rage.

- Traditional battle invocation

Increases limit break generation amount by 3% when dealing damage.

Dire Wolf Jess

A dire wolf subdues its prey by overwhelming it with a flurry of attacks that injure both body and spirit, stunning the creature and allowing for a quick kill before it can recover.

Increases combo damage by 5%.

Disengagement Bit

Once willed from slumber, this spherical construct of Fallen provenance will flit and flutter about its new master like a dutiful (yet unseen) hummingbird, sweeping in to provide aid should the need arise.

Indicates precise parry timing by temporarily changing the color of a target's display name. Increases slowdown following a successful parry by 20%.

Escapement Bit

Once willed from slumber, this spherical construct of Fallen provenance will flit and flutter about its new master like a dutiful (yet unseen) hummingbird, sweeping in to provide aid should the need arise.

Reduces ability cooldown time and restores a small amount of the HP regain gauge following a precision dodge. Effect potency is directly affected by the strength of the attack dodged.

Genji Gloves

The island warriors of the far east are said to claim a piece of the armor of a slain soldier following a battle, wearing it over their own until the next encounter, at which time they finally remove it. The warriors believe that the spirit of the fallen foe will now lend them their strength.

Increases damage dealt to enemies by 5%.

Griffin's Head Braid

"While it is true that large felines make a home of the Dhalmekian deserts, tales of a 'flying' lion with a mane of living flame and a rage just as hot are fallacious—most likely the result of a chance encounter with a long-haired cat ill-starred enough to have been caught in a brush fire."

- An excerpt from The Valisthean Pilgrim

Increases burning blade damage by 7%.

High Cleric's Medallion

In remote locations where trained physickers cannot be found, the duties of curing the injured of their ails oft fall to the men and women of the local churches. Light crystal medallions such as these assist the clergy in their healing "prayers."

Increases healing potency of high potions by 25%.

Kestrel's Beak Braid

"Raptors that hunt in the high plateaus of northern Storm are wont to make of the earth an ally, and dive upon their prey from a great height, achieving speeds far greater than any concerted effort of their wings along would allow. When venturing among the peaks, sturdy headwear is advised."

- An excerpt from The Valisthean Pilgrim

Increases downthrust damage by 10%.

Nourishment Bit

Once willed from slumber, this spherical construct of Fallen provenance will flit and flutter about its new master like a dutiful (yet unseen) hummingbird, sweeping in to provide aid should the need arise.

Increases HP regain potential when taking damage while automatically restoring HP regain gauge.

On Fortune and the Heavens

A treatise in which the renowned astrologer Osmo claims to have successfully mapped the eastern autumn skies and proceeds to explain how the stars' location is relevant in the fortification of the spirit.

Increases EXP earned by 15%.

Revivement Bit

Once willed from slumber, this spherical construct of Fallen provenance will flit and flutter about its new master like a dutiful (yet unseen) hummingbird, sweeping in to provide aid should the need arise.

Improves limit-break-induced enhancements, while increasing HP regen during limit break by 50%. Also, if fatal damage is taken while the limit gauge is full, a limit break is automatically triggered, preventing KO (except under special circumstances such as being in the deadlands).

Ring of Timely Assistance

Though a fiercely loyal companion, Torgal is also a free spirit who will tear out the heart of any man, woman, or behemoth he deems a threat. To see that he only tears out the hearts of those Clive has specifically deemed threats, he'll need a sign. Preferably from Clive's finger.

When equipped, pet commands are executed automatically and Torgal's actions will adapt to Clive's. The Ring of Timely Assistance's effects are included in the Ring of Timely Strikes.

Ring of Timely Evasion

Fleetness of foot requires lightning-quick reflexes, eagle-like vision, and razor-sharp focus, not to mention the calves of a puma. That, or this convenient ring.

When equipped, Clive will automatically evade attacks, as long as the attack can be evaded.

Ring of Timely Focus

Clearly the darkest of arts were employed in this ring's forging. Yet no matter its infernal providence, it does effectively slow time, and that can prove very handy in staying alive.

When equipped, time slows before an evadable enemy attack strikes Clive. No effect when equipped with the ring of timely evasion.

Ring of Timely Healing

There once was a hapless battlemage who oft found himself on the losing end of duels, for, in the heat of combat, he would forget to use the healing potions he carried with him. Fed up, he enchanted a ring to remind him to do just that. As he was a better mage than swordsman, the ring worked. It worked so well, in fact, that he could rarely even recall raising a vial to his lips.

When equipped, Clive will automatically use a potion when his HP falls below a certain point. Potions will be used before high potions.

Ring of Timely Strikes

If there were a ring that transformed a novice swordsman's awkward jerks and jabs into a veritable dance of precisely executed flourishes, one might wonder why every knight in the realm didn't have one of their own.

When equipped, complex ability combinations can be executed by simply pressing ⛶.

Ring of the Demolitionist

"I have yet to encounter a problem a well-timed explosion cannot solve."

- 2nd Legion Imperial Sapper, Guy the Fox

Increases magic burst will damage by 15%.

Ring of the Marksman

"Distance will only save you for as long as it takes my arrow to reach your heart."

- Locke of the Full Quiver

Increases the will damage of magic by 10%.

Ring of the Swiftshot

"A moment's hesitation can lead to an eternity in the grave."

- Rasset the Older

Lowers charge time for charged magic by 0.2 seconds.

Shiva's Kiss

Song of Winter
Autumn gone
From frosted lips
Oblivion

- Northern Nursery Rhyme

Reduces Diamond Dust cooldown time by 7.5 seconds.

Stoneskin Cuffs

A shield on my left arm
Sword brother at my right
The courage of my mother
To see me through the fight

- A soldier's prayer

Increases stoneskin tonic duration by 30 seconds.

Talisman of Priming

"His eyes glowing, his blade an extension of his very arm, he knew no fatigue. The man was gone, and in his place the Eikon visited upon us death a thousandfold."

- A firsthand account of the Siege of Stonhyrr

Increases lionheart tonic duration by 30 seconds.

The Breath of Darkness (Dancing Steel)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Dancing Steel cooldown time by 4.5 seconds.

The Breath of Darkness (Gungnir)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Gungnir cooldown time by 2.0 seconds.

The Breath of Darkness (Heaven's Cloud)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Heaven's Cloud cooldown time by 2.5 seconds.

The Breath of Darkness (Rift Slip)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Rift Slip cooldown time by 0.5 seconds.

The Breath of Earth (Earthen Fury)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Earthen Fury cooldown time by 13.5 seconds.

The Breath of Earth (Raging Fists)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Raging Fists cooldown time by 3.5 seconds.

The Breath of Earth (Upheaval)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Upheaval cooldown time by 3.5 seconds.

The Breath of Earth (Windup)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Windup cooldown time by 3.0 seconds.

The Breath of Fire (Flames of Rebirth)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Flames of Rebirth cooldown time by 12.0 seconds.

The Breath of Fire (Heatwave)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Heatwave cooldown time by 2.7 seconds.

The Breath of Fire (Rising Flames)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Rising Flames cooldown time by 2.0 seconds.

The Breath of Fire (Scarlet Cyclone)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Scarlet Cyclone cooldown time by 3.3 seconds.

The Breath of Ice (Ice Age)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Ice Age cooldown time by 1.5 seconds.

The Breath of Ice (Mesmerize)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Mesmerize cooldown time by 1.2 seconds.

The Breath of Ice (Rime)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Rime cooldown time by 2.0 seconds.

The Breath of Light (Flare Breath)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Flare Breath cooldown time by 2.7 seconds.

The Breath of Light (Impulse)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Impulse cooldown time by 2.0 seconds.

The Breath of Light (Satellite)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Satellite cooldown time by 4.0 seconds.

The Breath of Lightning (Judgment Bolt)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Judgment Bolt cooldown time by 9.0 seconds.

The Breath of Lightning (Lightning Rod)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Lightning Rod cooldown time by 5.0 seconds.

The Breath of Lightning (Pile Drive)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Pile Drive cooldown time by 4.2 seconds.

The Breath of Lightning (Thunderstorm)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Thunderstorm cooldown time by 2.7 seconds.

The Breath of Wind (Aerial Blast)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Aerial Blast cooldown time by 11.0 seconds.

The Breath of Wind (Gouge)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Gouge cooldown time by 3.0 seconds.

The Breath of Wind (Rook's Gambit)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Rook's Gambit cooldown time by 2.7 seconds.

The Breath of Wind (Wicked Wheel)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Wicked Wheel cooldown time by 2.7 seconds.

The Breath of the Inferno (Ignition)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Reduces Ignition cooldown time by 2.2 seconds.

The Eye of the Warrior

"Only those who have stood in battle can know its boon…and its curse."

- A firsthand account of the Siege of Stonhyrr

Increases strength tonic duration by 10 seconds.

The Favor of Darkness (Heaven's Cloud)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Heaven's Cloud damage by 15%.

The Favor of Earth (Earthen Fury)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Earthen Fury damage by 7%.

The Favor of Earth (Raging Fists)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Raging Fists damage by 10%.

The Favor of Earth (Upheaval)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Upheaval damage by 8%.

The Favor of Earth (Windup)

Residual earth aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Windup damage by 10%.

The Favor of Fire (Flames of Rebirth)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Flames of Rebirth damage by 8%.

The Favor of Fire (Heatwave)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Heatwave damage by 9%.

The Favor of Fire (Scarlet Cyclone)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Scarlet Cyclone damage by 8%.

The Favor of Ice (Ice Age)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Ice Age damage by 12%.

The Favor of Light (Flare Breath)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Flare Breath damage by 12%.

The Favor of Light (Gigaflare)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Gigaflare damage by 5%.

The Favor of Lightning (Judgment Bolt)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Judgment Bolt damage by 6%.

The Favor of Lightning (Lightning Rod)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Lightning Rod damage by 9%.

The Favor of Lightning (Thunderstorm)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Thunderstorm damage by 10%.

The Favor of Wind (Gouge)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Gouge damage by 15%.

The Favor of Wind (Wicked Wheel)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Wicked Wheel damage by 10%.

The Favor of the Inferno (Ignition)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Ignition damage by 12%.

The Golden Testament

A beautifully illuminated scroll containing the writings of the tongueless prophet Llivol, who is believed to have spread the gospel of Gilbard the Lender across southern Storm.

Increases gil earned by 35%.

The Grace of the Inferno (Will-o'-the-Wykes)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Will-o'-the-Wykes duration by 5 seconds.

The Pull of Darkness (Dancing Steel)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases rate at which Dancing Steel fills Zantetsuken gauge by 25%.

The Wages of Warcraft

It is said that in his three score years as combat trainer, Rasset the Younger saw to the training of over ten thousand soldiers, focusing on efficiency over brute strength. Fortunately, before he passed, he dictated his learnings to one of his acolytes so that future generations might partake in his wisdom.

Increases ability points earned in normal encounters by 20%.

The Will of Darkness (Dancing Steel)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Dancing Steel will damage by 20%.

The Will of Darkness (Gungnir)

Residual dark aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Gungnir will damage by 30%.

The Will of Fire (Rising Flames)

Residual fire aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Rising Flames will damage by 10%.

The Will of Ice (Diamond Dust)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Diamond Dust will damage by 10%.

The Will of Ice (Mesmerize)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Mesmerize will damage by 10%.

The Will of Ice (Rime)

Residual ice aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Rime will damage by 30%.

The Will of Light (Impulse)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Impulse will damage by 10%.

The Will of Light (Satellite)

Residual light aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Satellite will damage by 10%.

The Will of Lightning (Pile Drive)

Residual lightning aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Pile Drive will damage by 10%.

The Will of Wind (Aerial Blast)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Aerial Blast will damage by 12%.

The Will of Wind (Rook's Gambit)

Residual wind aether that, having failed to dissipate on the battlefield, has instead manifested into a solid form not unlike crystal, but with an elemental purity that renders it far more potent, if not highly specialized in its applications.

Increases Rook's Gambit will damage by 10%.