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.
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.
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.
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.
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.
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 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%.
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).
"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%.
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%.
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.
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.
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 is the color of the blade that feeds my pain.
- Traditional battle invocation
Increases limit break generation amount by 6% when taking damage.
Crimson is the color of the blood that feeds my rage.
- Traditional battle invocation
Increases limit break generation amount by 3% when dealing damage.
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%.
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%.
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.
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%.
"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%.
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%.
"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%.
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.
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%.
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.
Enhances Odin's Eikonic Feat, Arm of Darkness, increasing Zantetsuken's area of effect, while allowing for execution of the ability at any time, regardless of recovery status.
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.
Enhances Titan's Eikonic Feat, Titanic Block, making it capable to block attacks from behind, while restoring a small amount of the HP regain gauge.
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.
Enhances Phoenix Shift, increasing both movement speed and distance.
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.
Enhances Shiva's Eikonic Feat, Cold Snap, both slightly increasing the duration of Frostbite's ice trail, and extending the input window for Permafrost.
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.
Enhances Bahamut's Eikonic Feat, Wings of Light, both increasing the speed at which the Megaflare gauge fills, and extending the input window for a Megaflare Dodge.
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.
Enhances Ramuh's Eikonic Feat, Blind Justice, slowing time even further during feat execution, while increasing speed at which targets are locked onto.
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.
Enhances Garuda's Eikonic Feat, Deadly Embrace, increasing both embrace reach and Deadly Leap elevation.
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).
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.
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.
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.
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.
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 ⛶.
"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%.
"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%.
"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.
Song of Winter
Autumn gone
From frosted lips
Oblivion
- Northern Nursery Rhyme
Reduces Diamond Dust cooldown time by 7.5 seconds.
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.
"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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Aether manipulated by Ultima 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 Proselytize cooldown time by 2.5 seconds.
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.
"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.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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.
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%.
An ornate ring, crafted with an aesthetic unique to the Motes of Water. It is fitted with a single aquamarine that positively pulses with aetherial energy.
"Eyes of three from ocean deep
For to watch us while we sleep."
- Third verse of a southern Ash lullaby
Reduces Abyssal Tear cooldown time by 2.0 seconds.
An ornate ring, crafted with an aesthetic unique to the Motes of Water. It is fitted with a single aquamarine that positively pulses with aetherial energy.
"Sharpened talons, sharper gaze
For to seize those led astray."
- Fourth verse of a southern Ash lullaby
Reduces Deluge cooldown time by 1.5 seconds.
An ornate ring, crafted with an aesthetic unique to the Motes of Water. It is fitted with a single aquamarine that positively pulses with aetherial energy.
"Gentle whispers left and right
Heed their call or know His bite."
- Second verse of a southern Ash lullaby
Reduces Cross Swell cooldown time by 2.0 seconds.
An ornate ring, crafted with an aesthetic unique to the Motes of Water. It is fitted with a single aquamarine that positively pulses with aetherial energy.
"Lofty wave on foul shore breaks
From the Rill, its souls He takes."
- First verse of a southern Ash lullaby
Reduces Tsunami cooldown time by 8.0 seconds.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
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%.
Residual water 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 Cross Swell will damage by 8%.
Residual water 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 Deluge will damage by 10%.
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%.
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%.