Cassiterite is a dark, lustrous crystal, a mineral of tin, known for its bi-pyramidal shape. Known as the "wandering stone", it's given to travelers for safety, to favored guests, or worn as an amulet to guard against falling asleep in snowdrifts. It has thus gained popularity as a symbol of the joyful return and celebration.
And here is a story about that:
When the sage of life died, someone had to go into the underworld, to get the secret of life back from him. As always when someone says that, that someone was Lonely Tails. And the Knower-Of-Some-Things said to Lonely Tails: "Okay, if you're going into the underworld, there are three rules you must obey. You cannot offer anyone something of yours. You cannot take anything of theirs. And you absolutely cannot bring anyone with you back to the long stone hall, or you will never return to the world of living." and Lonely Tails said, yes, sure, okay, obviously.
When Lonely Tails came to the great stone hall that leads to the underworld, there were many souls waiting for their lives to be tabulated and their fates to be considered. They complained of hunger, and thirst! And so Lonely Tails passed around her canteen, and they all drank of wine, and a great merriment ensued.
When Lonely Tails passed towards the river of the dead, she saw a tree heavy with beautiful, glistening fruit. She asked a soul nearby: "How does the fruit of that tree taste?" And the soul said "Oh, excellent, you should have one." And so she did, and it was delicious, bursting with sweet juice and with a crisp texture.
When Lonely Tails came to the pits of the dead, she hauled up the great chain which suspends souls into the ocean of death, and she brought up the sage of life, and she asked of him the secret of life, which he told her, and she said: "Oh." But she saw, as her lover had died within the same disaster, that just below the sage of life on the chain was her beloved, and it hurt her heart to be apart from him.
So she hauled up the entire chain and dragged everyone on it out from the pits of the dead, across the river of the dead, through the great stone hall, and into the world of the living!
It's good to be Lonely Tails.
Simon the Sassy Sapling Says: Cassiterite is the easiest of them all! All you need to do to check it's quality is observe two abilities! Even a grade schooler could do it.
Essentials
Lunge
Ability Slot Cost: 3
Type: Action
<span style+ "line-height: 1.5;">Weapon, Technique</span>
Target: Single
[T]+10D F[W]
Select another single target weapon ability and use it. Lunge increases its CoS in exchange for an increased delay.
CoS: Technique+10
Create Opening
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Status: Deshell
Target: Single
[W]+3D F[W]
Create Opening inflicts weapon damage with an added CoS of 50 to inflict Deshell (2).
CoS: 80
Scout Weakness
Ability Slot Cost: 3
Type: Action
Weapon, Technique
Target: Single
[W]D F[W]
Scout Weakness inflicts weapon damage and grants knowledge of a single weakness of the struck target.
CoS: 80
Hex Parry
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition
Target: Single
[W]D F[W] MP: 30
Hex Parry inflicts weapon damage and inflicts a condition: one of the statuses, effects or conditions that the target inflicts with their next action, if any, dissipates instead of taking hold. On each successive use of Hex Parry in the same battle, increase the MP cost of Hex Parry by 15.
CoS: 80
Adjustment: +10 MP per tier above 1. (+5 MP for increased costs)
Mystic Invasion
Ability Slot Cost: 3
Type: Action
Weapon, Technique
Target: Single
[W]D F[W]
Mystic Invasion strikes for weapon damage, gaining +0.2x power multiplier for each spell you have cast in this battle since the last time Mystic Invasion was used.
CoS: 80
Restore Heart
Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery, Cleanse
Target: Single
35D F15 CT15 MP: 60
Restores (10 x WIL + d10) HP to a single target, and cures Poison and Amnesia.
CoS: 100
Adjustment: +20 MP, +5 power per tier above 1.
Aura Burst
Ability Slot Cost: 3
Type: Action
Magic, Spell, Element: ?
Target: Single
33D F15 CT12 MP: 48
Inflicts (10 x MAG + d10) magical damage. Aura Burst's element can be chosen as any element you're resistant to.
CoS: 90
Adjustment: +16 MP, +5 power per tier above 1.
Advance
Ability Slot Cost: 3
Type: Action
Weapon, Technique
Target: Single
[W]D F[W]
Advance deals weapon damage with an x1.25 power multiplier, but leaves you open: You take +25% damage until your next action.
CoS: 80
Sneak Attack
Ability Slot Cost: 3
Type: Action
Weapon, Technique
Target: Single
[W]D F[W]
Sneak Attack inflicts weapon damage. When used consecutively against the same target, without that enemy targeting you, its damage increases by +25% for each action, to a limit of +100%.
CoS: 80
Uppercut
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Effect: Push, Delay
Target: Single (Front Row)
[W]D F[W] CT5
Uppercut strikes a target in the front row for weapon damage, pushing them into the back row and delaying them by 5D.
CoS: 80
Splitfire
Ability Slot Cost: 3
Type: Action
Technique, Aimed, Magic
Target: Double
55D F20 MP: 30
Splitfire inflicts (8xATK + d8) physical damage to one target, and (8xMAG + d8) magical damage to another.
CoS: 90
Adjustment: +10 MP, +4 power per tier above 1.
HP Draw
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Drain
Target: Single
[W]+10F F[W] MP: 30
HP Draw inflicts weapon damage, and drains half the damage dealt as health.
CoS: 80
Adjustment: +10 MP per tier above 1
Revolver
Ability Slot Cost: 3
Type: Action
Weapon, Technique
Target: Single
[W]D F[W] CT3
Hurl your weapon into a single target, inflicting ranged weapon damage and unequipping it. It can't be re-equipped this battle. Hit or miss, you immediately equip another weapon.
CoS: 80
Perfect Form
Ability Slot Cost: 3
Type: Action
Weapon, Technique
Target: Single
[W]D F[W] MP: 30
Weapon | Bonus | : | Weapon | Bonus | : | Weapon | Bonus |
Gloves | Gain +2 Evasion and M.Evasion until your next turn | Axe | Gain +2 Crit with the attack. | Spear | If you hit, deal the Gaze damage to a second target. | ||
Knives | Power Strike deals +100% instead of +50% if activated during Perfect Form. | Sword | Gain +2 ACC with the attack. | Greatsword | Gain 1 ACC and 1 Crit with the attack. | ||
Boomerang | Target becomes Group (1 Front, 1 Back), but the CoS drops by 10. | Javelin | Your next weapon attack is Melee instead of Ranged, and deals +25% damage. | Bow | +25% against targets that are two rows away. | ||
Book | Gain +50% to the next spell, rather than +25% | Flail | You can start accelerating instantly, rather than building up. | Hammer | Shatter's bonus is +50% instead of +25% | ||
Staff | You generate x3 TMP, despite spending MP on the attack. |
CoS: 80
Adjustment: +10 MP per tier above 1.
Backstabber
Passive Slot Cost: 3
Type: Support
When striking the last enemy to have acted with a Target: Single action, you gain Accuracy I, Critical I, and inflict damage with a +25% situational modifier.
Jinn Lock
Cloud Kata
Passive Slot Cost: 3
Type: Support
When you strike an enemy with a single target damaging ability, you create a condition on that target which causes you to inflict +25% damage to it. When that enemy targets you with an ability, this condition fades. Cloud Kata's bonus can only reach a maximum of +50%.
Sweep Cut
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Stance
Target: Single
[W]+3D F[W]
Strike a target for weapon damage, then select an ally, entering a stance: whenever that ally takes damage, inflict (2 x ATK) physical damage to the attacker. When you use an ability that doesn't target yourself or a single enemy, this stance ends.
CoS: 80
Adjustment: +1 power per tier above 1.
Wild Pair
Passive Slot Cost: 4
Type: Support
Wild Pair quickens your party's actions by -10D F-5 when your party has no more than three people in it, or by -15D -10F when you're traveling in a pair or alone.
Flying Crane
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Jinn
Target: Single
[W]D F[W] MP: 81
Strikes a target for Jinn elemental damage. Flying Crane ignores all situational modifiers, and always inflicts 100% damage. If Flying Crane strikes a Jinn weakness, you gain Brave (3).
CoS: 120
Adjustment: +27 MP per tier above 1.
Watch and Learn
Passive Slot Cost: 3
Type: Reaction
Weapon, Technique
Target: Single (Same target)
Trigger: An ally misses with a single target weapon technique.
Once per battle, Watch and Learn strikes for weapon damage with an x1.5 power multiplier.
CoS: 100
Gnome Lock
Chain Bonus
Passive Slot Cost: 4
Type: Support
When you strike an enemy with a damaging ability, select a single enemy. Your allies (and not you) inflict +25% damage to it until the beginning of its next turn.
Back-to-Back
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Gnome
Target: Single
5+[W]D F[W] MP: 60
Strikes a target for Gnome elemental damage. If the next acting combatant is an ally, any single target action that ally takes is instead double target.
CoS: 80
Adjustment: +20 MP per tier above 1.
Chant
Ability Slot Cost: 3
Type: Action
Magic, Stance
Target: Self
30D F15
You enter a stance until the beginning of your next action that reduces ally spell CTs by 10.
CoS: 100
Rebound Twister
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Gnome
Target: Single
[W]+10D F[W] MP: 27
Rebound Twister inflicts Gnome weapon damage against a single target, with an x1.25 power multiplier. Let your allies toss you back into the fray - for each other ally you have in your row, reduce Rebound Twister's delay by -2D.
CoS: 80
Adjustment: +9 MP per tier above 1.
Reciprocate
Passive Slot Cost: 3
Type: Reaction
Magic, Enhancement
Target: Single (Triggering ally)
Trigger: Granted an enhancement.
MP: 81
Bestow the same enhancement to the ally who granted it to you. (3)
CoS: 100
Adjustment: +27 MP per tier above 1.
Salamander Lock
Up With You
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Life
Target: Single
[W]+5D F[W] MP: 105
Deliver a strike for weapon damage to an enemy and shout at an ally: That ally gets up with (4 x WIL + d6) HP.
CoS: 80
Adjustment: +20 MP, +2 power per tier above 1.
Not This Time
Passive Slot Cost: 4
Type: Reaction
Cleanse
Target: Single
Trigger: An ally is struck by a status
Activate not this time only once per battle - the triggering status is immediately cured.
CoS: 100
Drive Back
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Stance
Target: Single
[W]+10D F[W]
Drive Back inflicts weapon damage to a single target. On a hit, select an ally - that ally enters a stance that grants them a 3/5 defense factor until the beginning of their next turn.
CoS: 80
Dragon Dance
Ability Slot Cost: 3
Type: Action
Technique, Stance, Recovery
Target: Self
40D F10 MP: 81
You enter a stance that reduces the delays of all actions by -6D, and causes you to inflict Salamander elemental damage with your weapon strikes. (Regardless of the element of your weapon.) When your turn begins while you're in SoS, Dragon Dance ends and you immediately recover (12 x WIL) HP. Dragon Dance can only be activated once per battle.
CoS: 100
Adjustment: +27 MP, +6 power per tier above 1.
Three Pillars Hit
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition
Target: Single
[W]D F[W] MP: 45
You weave around and strike the enemy - Three Pillars Hit inflicts Salamander weapon damage and a condition: That enemy inflicts and receives +25% damage to and from you, but deals -25% less to your allies. After this enemy has been damaged by your other allies three times, this effect ends.
Adjustment: +15 MP per tier above 1.
Undine Lock
Wave Assault
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Undine
Target: Single
CT5 [W]-7D F[W]
Wave Assault inflicts Undine weapon damage with an x1.5 power multiplier.
CoS: 60
Cloudburst
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Undine
Target: Single
CT15 [W]-20D F[W]-10 MP: 51
Cloudburst <span style+ "line-height: 1.5;">inflicts Undine weapon damage. If the attack was successful, immediately reduce the duration of Enhancements on the target and any other enemy in the target's group by -(1).</span>
CoS: 80
Adjustment: +17 MP per tier above 1.
Ebb and Flow
Passive Slot Cost: 2
Type: Support
When your ability has no effect on anyone but yourself (either by only targeting you, or by missing), your next action has +10 CoS.
In The Now
Passive Slot Cost: 2
Type: Support
When you strike an enemy that acts immediately after you do (with no other enemies or PCs in the way), deal +25% damage and delay it by +3D.
Sweep Tide
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental
Target: Single
[W]D F[W]
Sweep Tide inflicts weapon damage of the element last used by an ally in this combat. (If no ally has inflicted elemental damage this battle, Sweep Tide has no element.)
CoS: 80
Wisp Lock
Delay Buster
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Wisp, Effect: [[ffrpgseed/Statuses#Delay|Delay]]
Target: Single
[W]+10D F[W]
With a quick slap of their weapon, the character knocks their foe unbalanced and it'll take them a moment to recover. Delay Buster deals Wisp weapon damage with a x0.75 Power multiplier and delays the target, adding 10D to their current total.
CoS: 80
Brand New Day
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition, Elemental: Wisp
Target: Single
[W]+10D F[W] MP: 45
Inflicts Wisp weapon damage. Additionally, if the next action performed by any combatant is by an ally, and that ally attacks the same target as that struck by Brand New Day, that attack's element changes to Wisp and they inflict +50% damage with that action.
CoS: 80
Adjustment: +16 MP per tier above 1.
Borrowed Buster
Ability Slot Cost: 4
Type: Action
Technique, Weapon, Elemental: Wisp, Status: Varies
Target: Single
[W]+5D F[W] MP: 69
Borrowed Buster inflicts Wisp weapon damage, and inflicts a status (2). The status inflicted with the use of Borrowed Buster is defined only at the time of use and can be changed between uses, the only restriction being that an ally needs to have an ability equipped that can inflict the status in question.
CoS: 80
Adjustment: +23 MP per tier above 1.
Don't Give Up
Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Single (Triggering Ally)
Trigger: An ally missed every target with an ability.
MP: 9
Encourage an ally to continue on by restoring (4 x WIL) MP to them.
CoS: 100
Adjustment: +3 MP, +2 Power per tier above 1.
Shock Wave
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single (Front Row)
[W]D F[W] MP: 60
Shock Wave deals normal weapon damage. If the last action used on the target was a damaging spell cast by one of your allies, all targets in the back row take (6 x MAG + d6) magical elemental damage, with the element being the same as the last spell used on the initial target.
CoS: 80
Adjustment: +20 MP per tier above 1.
Shade Lock
Different Road
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Shade
Target: Row
[W]+5D F[W] MP: 90
Deals Shade weapon damage, which is automatically considered Ranged regardless of weapon currently equipped.
CoS: 80
Adjustment: +30 MP per tier above 1.
Carefree Lender
Passive Slot Cost: 3
Type: Support
Your allies can spend your MP in place of theirs.
Chakra Equation
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Shade, Dispel
Target: Single
[W]+5D F[W] MP: 30
Strike an enemy for Shade weapon damage, with an added CoS of 50% to pull at its energies: Select another ally and swap all statuses between that ally and the struck target.
CoS: 80
Adjustment: +10 MP per tier above 1.
Pursuit Gate
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Shade, Stance
Target: Single
[W]D F[W] MP: 48
Strike an enemy for Shade damage, hurling the enemy through a gate and chasing after it: You enter a stance that renders you and that enemy untargetable by any other combatants except one another - likewise, you and the target cannot target any other combatant except one another. The user may choose to end the stance after any of his subsequent actions. The stance also immediately ends if the target or the user is KOd.
CoS : 80
Adjustment : +16 MP per tier above 1.
Infinite Pathways
Passive Slot Cost: 3
Type: Support
Anytime you strike an enemy for damage, any ally that had been charging up a Spell gains a +25% situational modifier to the Spell when it completes.
Luna Lock
Moonsault
Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
???D F1 MP: 75
The character is temporarily removed from the field of battle until the start of their next turn, and becomes untargetable. The delay for Moonsault is chosen by the user each time it is used, and may be any value the character wishes.
CoS: 100
Adjustment: +25 MP per tier above 1.
Gold Rush
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition, Elemental: Luna
Target: Single
[W]D F[W] MP: 60
Strikes an enemy for Luna elemental damage and energizes it with a condition: Whenever that enemy damages a target, that target receives a second condition which grants +25% to their next damaging attack. This power increase can stack without limit.
CoS: 80
Adjustment: +20 MP per tier above 1.
After Image
Passive Slot Cost: 4
Type: Support
The character is capable of performing any action that an ally has used since the character's last turn, paying all costs as normal and using the characters own Attributes and other relevant things. The ability must be used on the same target(s) that it was used on by the ally, unless the target(s) in question are incapable of being targeted for any reason. Any damage inflicted by this ability is Luna elemental, as opposed to whatever it was before.
Moonshine
Passive Slot Cost: 4
Type: Support
When you heal someone with an item, their next action gains a +25% situational modifier.
Parallel World
Passive Slot Cost: 3
Type: Reaction
—
Target: Single (Same Target)
Trigger: An ally fails to land a status effect on an enemy
MP: 60
The party shifts into a parallel world where the status effect was successful instead.
CoS: 100
Adjustment: +20 MP per tier above 1.
Dryad Lock
Blossom Veil
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition, Elemental: Dryad
Target: Single
[W]D F[W] MP: 60
Strikes an enemy for Dryad weapon damage and puts a Blossom Mark on it. When you use Blossom Strike on an enemy that has two Blossom Marks on it, remove those marks and inflict a condition: That enemy takes +100% damage from all sources until the beginning of your next action.
CoS: 75
Adjustment: +20 MP per tier above 1.
Safety Hazard
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Condition
Target: Single
10+[W]D F[W]
Strikes an enemy for normal weapon damage, while interacting with and destroying the environment (such as pushing over containers of oil, busting open a pipe, kicking the nozzle off a hose, etc). When doing so, a condition is place on the battle field. At any point during the remainder of the fight, any member of your party can take advantage of the hazard created, dealing +25% damage with an elemental attack that would benefit from the hazard - doing so removes the condition from the battle field. Each use of Safety Hazard must interact with the battle field in a different way.
CoS: 80
Beautiful Three
Ability Slot Cost: 4
Type: Action
Weapon, Technique, Elemental: (Season, Time, Day)
Target: Single, Double or Triple
[W]D F[W] MP: 90
Beautiful Three strikes with three hits with power multipliers of x0.55, x0.7, and x0.55, respectively.
1. The element corresponding to the current season. (Dryad<span style+ "line-height: 1.5;"> in Olbohn, Jinn in Silvar, Salamander in Pokiehlember, Gnome in Gaeust)</span>
2. Shade during the night, Wisp during the day
3. The element matching the current day.
If all three hits strike a weakness, Beautiful Three transmutes the weapon you're carrying into a relic.
CoS: 80
Adjustment: +30 MP per tier above 1
Strong Spirit
Passive Slot Cost: 3
Type: Support
After winning as battle, the character automatically recovers (4 x WIL + d6) HP and MP. If the character ends the encounter while in SoS, apply a +50% situational modifier to this value.
Adjustment: +2 Power per tier above 1.
Dog Pile
Ability Slot Cost: 3
Type: Action
Weapon, Technique, Elemental: Dryad
Target: Single
[W]D F[W] MP: 60
Strikes an enemy for Dryad weapon damage. For each time the target of Dog Pile was successfully struck by an ability from an ally since the user's last turn, add a +25% situational modifier.
CoS: 80
Adjustment: +20 MP per tier above 1.