Lodestone

fluff

Simon the Sassy Sapling Says: If your Lodestone didn't come with one Active and one Passive, you got ripped off! Everyone knows that Lodestone is in it for the long haul!

Essentials

Slam Attack

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
5+[W]D F[W] MP: 30

Deals weapon damage with a x1.25 power multiplier.
CoS: 80
Adjustment: +10 MP per tier above 1.

Power Attack

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
10+[W]D F[W] MP: 60

Deals weapon damage with a x1.5 power multiplier.
CoS: 80
Adjustment: +20 MP per tier above 1.

Wrecking Strike

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

When Wrecking Strike is used, reduce the character's Current HP by an amount equal to 20% of their Max HP. Wrecking Strike deals weapon damage with x1.66 power multiplier.
CoS: 80

Beatdown

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The character delivers a quick, massive blow while forgoing accuracy in exchange for drastically increased power. Beatdown deals weapon damage with an x2 Power multiplier.
CoS: 40

Full Assault

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The character winds up for a mighty blow, then deals damage with a x2 Power multiplier. This sort of blow takes a lot out of the character, however, and they are immediately put to Sleep (2).
CoS: 80

Smite

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The character lets loose a massive attack, seeking to deny the enemy a chance to act. If the next combatant in the initiative order is the target struck by this attack, Smite deals weapon damage with a x2 Power modifier. If the targeted combatant is not the next combatant in the initiative order, Smite instead deals normal weapon damage.
CoS: 80

Desperation Attack

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 45

If the character has less than 50% of his Max HP remaining, Desperation Attack inflicts weapon damage with a x1.1 Power multiplier. If the character is in SOS-condition, Desperation Attack inflicts weapon damage with a x2 Power multiplier. Otherwise, it deals regular weapon damage.
CoS: 80
Adjustment: +15 MP per tier above 1.

Sharp Edge

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 48

Sharpe Edge deals normal weapon damage with 4 ranks of Critical.
CoS: 80
Adjustment: +16 MP per tier above 1.

Tenacity

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 30

Showing an utter lack of caring for their own safety and defenses, the character takes a deep breath before unleashing a powerful blow that draws strength from enfeeblements. For every negative status effect currently inflicting the character, add +25% damage to this attack.
CoS: 80
Adjustment: +10 MP per tier above 1.

Blitz

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The character dashes forward with a quick burst of speed, catching the target unaware. Blitz deals weapon damage with a x0.75 Power multiplier.
CoS: 140

Pummel

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
[W]D F[W]

The Monk lets off two slightly weaker attacks in sequence, each dealing weapon damage with a x0.66 Power multiplier.
CoS: 65

Sucker Punch

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

Sucker Punch deals weapon damage with a x1.33 power multiplier, but only under three specific conditions: 1) if it is the character's first turn in the fight, 2) the target is under the Sleep status effect, or 3) the target is under two other negative status effects.
CoS: 80

MP Rend

Ability Slot Cost: 2
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

Deals normal weapon damage to the target's MP score, rather than HP.
CoS: 80

Double Attack

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Double
[W]D F[W] MP: 30

Deals weapon damage with a x0.75 power multiplier.
CoS: 80
Adjustment: +10 MP per tier above 1.

Lucky

Passive Slot Cost: 3
Type: Support

The character gains 2 ranks of Critical.

Deathblow

Passive Slot Cost: 3
Type: Support

Anytime the character hits an enemy with an ability that deals direct damage and the target's HP is in the SOS range after damage is resolved, there is a 30% CoS that the enemy will instantly be KOd. Deathblow is not effected by Death Resistance (as it is not a Death Effect), but only has a 20% CoS of working against enemies with Death Immunity, rather than 30%.

Mop Up

Passive Slot Cost: 3
Type: Support

When there is only a single enemy on the battle field, the the encounter started with more than one enemy, the character deals +25% damage.

Rampage

Passive Slot Cost: 3
Type: Support

After KOing an enemy, the character deals +50% damage on his next turn.

Invigorate

Passive Slot Cost: 3
Type: Support

Anytime the character KOs an enemy, instantly recover (6 x WIL) HP.
Adjustment: +3 Power per tier above 1.

Blade Dancer

Passive Slot Cost: 3
Type: Support

Anytime the character deals damage to an enemy with a single target Weapon or Aimed ability, they gain a 4/5ths Defense Factor against any damage that enemy deals until their next turn.

Crowd Reflexes

Passive Slot Cost: 3
Type: Support

When the character is in the front row, he gains 2 ranks of Evasion. Crowd Reflexes has no effect if the character is in the back row.

Block

Passive Slot Cost: 3
Type: Reaction
—-
Target: Self
Trigger: The character is targeted by an attack that deals melee damage.
MP: 30

The character's Defense Factor improves by 1/5th for the attack (and that attack alone), lessening the damage it deals.
CoS: 100
Adjustment: +10 MP per tier above 1.

Jinn Lock

Execute

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Jinn
Target: Single
10+[W]D F[W] MP: 60

Deals Jinn weapon damage with a x1.2 power multiplier. If the target is at maximum HP, apply a +25% situational modifier for each turn that the target has taken.
CoS: 80
Adjustment: +20 MP per tier above 1.

Cut Off

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Jinn
Target: Single
10+[W]D F[W] MP: 60

Deals Jinn weapon damage with a x1.25 power multiplier against targets that have cast a Spell in the last 5D. Additionally, the character restores balance to the world - if the spell dealt damage, heal the target for an equal amount. If the spell recovered HP, deal untyped damage to healed target for an equal amount. If the spell inflicted a negative status on a target, cleanse it, while if the spell bestowed an enhancement, dispel it. Remove any conditions and stances that the Spell caused, as well.
CoS: 80
Adjustment: +20 MP per tier above 1.

Death Grip

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Stance, Elemental: Jinn
Target: Single
[W]D F[W] MP: 60

Deals Jinn weapon damage and enter a stance. Until your next turn, or until the target of Death Grip takes a turn, anytime you take damage, the target of the attack loses half of the amount of HP as you do as untyped damage.
CoS: 80
Adjustment: +20 MP per tier above 1.

Second Wind

Passive Slot Cost: 3
Type: Support

The character starts the battle with a Second Wind timer set at (6). When the timer reached (4), (2) and (0), the character recovers (2 x WIL) HP during the status phase.
Adjustment: +1 Power per tier above 1.

Terrify

Passive Slot Cost: 3
Type: Support

The character's presence terrifies potential attackers, increasing the delay of any action which can deal damage to the character by 3D.

Gnome Lock

Rally Hit

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Gnome
Target: Single
[W]D F[W] MP: 60

Deals Gnome weapon damage. If the attack was successful, reduce the current delay of one ally by 10D.
CoS: 80
Adjustment: +20 MP per tier above 1.

Ricochet

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Gnome
Target: Group (1 Front, 1 Back)
5+[W]D F[W] MP: 75

The character slams his weapon into an enemy in the front row, causing it to fly back into a second target. Ricochet deals Gnome weapon damage to both targets and ignores the penalty for attacking into the enemy back row. Additionally, if the two enemies have opposite weaknesses, Ricochet deals an additional +25% damage.
CoS: 80
Adjustment: +25 MP per tier above 1.

Wild Wake

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Gnome
Target: Single
[W]D F[W]

Deals Gnome weapon damage with a x2 power multiplier. Wild Wake can only be used once per time that one of the user's allies has been KOd during the course of the battle.
CoS: 80

Not It

Passive Slot Cost: 3
Type: Reaction
Recovery, Status
Target: Single Ally
Trigger: Being inflicted by a negative status.
MP: 21

The character passes on the status effect to another ally not already suffering from the status effect. (You instantly recover from it and inflict it on them instead.) You feel a little bad about it though, and heal them for (4 x WIL) HP as compensation.
CoS: 255
Adjustment: +7 MP, +2 power per tier above 1.

Glory Hound

Passive Slot Cost: 4
Type: Reaction

Target: Self
Trigger: An ally other than you KOs an enemy.

The character's current delay is reduced by -10D.
CoS: 100

Salamander Lock

Last Hope

Ability Slot Cost: 4
Type: Action
Technique, Weapon, Condition, Elemental: Salamander
Target: Group
[W]D F[W]

Deals Salamander weapon damage and reduced the delay of every hit enemy to 0, as well as applies a condition to them. For the duration of the battle, the target takes +25% incoming damage.
CoS: 80

Ignition Heart

Passive Slot Cost: 3
Type: Support

Anytime you strike a target with less than half of it's maximum HP, you deal +25% damage to it.

Overwhelm

Passive Slot Cost: 3
Type: Support

Anytime an enemy targets the character, you deal +25% damage against it on your next turn.

Stance Break

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Salamander
Target: Single
[W]D F[W] MP: 45

Deals Salamander weapon damage and removes any stances that the target was under.
CoS: 80
Adjustment: +15 MP per tier above 1.

Heartbreak

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Salamander
Target: Single
[W]D F[W] MP: 45

Deals Salamander weapon damage and removes a single property from the target. When used on a target a second time, the property removed can be changed, but it does not remove additional properties.
CoS: 80
Adjustment: +15 MP per tier above 1.

Undine Lock

Battle Rain

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Undine
Target: Single
[W]+3D F[W]

Deals Undine weapon damage. If this KOs the target, take all of it's current MP pool, divide it in half, then give it to any ally.
CoS: 80

Ravage

Passive Slot Cost: 3
Type: Support

The character goes with the flow, following through on an ally's attack. Ravage activates when the previous action taken by the party was a successful action performed by one of the character's allies, granting a +25% situational modifier to damage inflicted on all targets damaged by that action that have not acted between the ally's action and the character's. (When the character attacks the same enemy that the ally acting before him attacked, and that enemy has not yet taken a turn, Ravage boosts damage.)

Spin Smash

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Undine
Target: Single
[W]D F[W] CT10

Deals Undine weapon damage with a x1.25 power multiplier. For the duration of the charge time, the character gains 4 ranks of evasion.
CoS: 80

Dead Man Walking

Passive Slot Cost: 4
Type: Support

On the first turn you receive upon being KOd, rather than take the KO delay, the character can instead perform any action which does not target himself. If the character KOs the enemy which has just KOd the character themselves with this action, the the character is immediately revived with (6 x WIL) HP.
Adjustment: +3 Power per tier above 1.

Vicious Shot

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition, Elemental: Undine
Target: Single
5+[W]D F[W] MP: 60

Deals Undine weapon damage and places a condition on the target. For the next (6) turns, anytime the target takes an action, it takes an additional (2 x ATK) untyped damage.
CoS: 80
Adjustment: +20 MP, +1 Power to the untyped damage per tier above 1.

Wisp Lock

Cascader

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition, Elemental: Wisp
Target: Single
10+[W]D F[W]

Deals Wisp weapon damage and places a condition on the target. Until the targets next turn, all incoming CoSes are increased by 10.
CoS: 80

World Revolution

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Wisp
Target: Single
10+[W]D F[W] MP: 120

Deals Wisp weapon damage with a x2 power multiplier.
CoS: 80
Adjustment: +40 MP per tier above 1.

True Sight

Ability Slot Cost: 2
Type: Action
Technique, Libra
Target: All
30D F15

When True Sight is used, the character instantly knows the Current HP of any target he can see. True Sight may be used out of battle, but may return certain targets as "Undefined".
CoS: 100

Sharply Dressed

Passive Slot Cost: 5
Type: Support

Apply an x1.5 power multiplier to the effects of any clothing that the character is wearing, be it Mail, Suits or Robes.

Daredevil

Passive Slot Cost: 2
Type: Support

Any damage the character deals increases by +25%, unless the character is SoS, where there bonus is +50%. The character also receives +25% incoming damage, and any Recovery effect used on the character has a -25% penalty applied.

Shade Lock

Wrong Number

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Shade
Target: Group
[W]D F[W] MP: 90

Deals Shade weapon damage to a group. Until the user's next turn, any Recovery effects used on him have no effect. If the character is currently under Zombie, then Recovery and Life effects are twice as potent instead.
CoS: 80
Adjustment: +30 MP per tier above 1.

Ransom Mark

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Stance, Elemental: Shade
Target: Single
[W]D F[W] MP: 60

Deals Shade weapon damage to the target, and the user enters a stance. When the user's HP falls below half of of his maximum HP, he immediately performs a Basic Attack on the target Ransom Mark was used on, ending the stance. The character may only use Random Mark if his HP is currently above half of it's maximum value, and using this attack on a second target removes the stance against the first.
CoS: 80
Adjustment: +20 MP per tier above 1.

Wave Consumption

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Shade
Target: Single
[W]D F[W]

Deals Shade weapon damage. Each time that the character KOs an enemy with Wave Consumption, it's power increases by 0.1 (x1.1 damage after the first KO, x1.2 after the second, etc.), while if Wave Consumption does not score a KO, it's power decreases by 0.1, down to a minimum of x0.8. Keep track of Wave Consumptions bonus over the course of the day, but reset it back to x1 weapon damage after the character turns in for the day.
CoS: 80

Black Cannon

Ability Slot Cost: 4
Type: Action
Technique, Weapon, Stance, Elemental: Shade, Multi-Hit
Target: Single
[W]D F[W] MP: 81

The character enters a stance which last until the start of his next turn. For the duration of the stance, anytime any combatant attempts to inflict a status on any other combatant, the status is instead sent into a void. At the beginning of the user's next turn, but before he acts, the void transforms into a small cannon and is fired upon a single target, dealing ranged Shade weapon damage with a x0.33 power multiplier and has an additional 50% CoS to inflict the status in question, for each status effect attempted and sent into the void.
CoS: 80
Adjustment: +27 MP per tier above 1.

Double

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
30D F15 MP: 60

The character enters a stance which last until the end of the battle, or until the MP upkeep cost is not paid on a subsequent turn. At the start of the character's following turns, if they choose to pay the MP cost of Double again, any T: Single action that they perform is instead T: Double. The Double stance may be ended at the start of any turn by simply not paying the MP cost.
CoS: 100

Luna Lock+

Mystic Feast

Support Slot Cost: 3
Type: Support

Any time the character deals damage to an enemy who's current MP is less than half it's maximum value, the character recovers (2 x WIL) HP.
Adjustment: +1 Power per tier above 1.

Shooting Star

Ability Slot Cost: 3
Type: Action
Technique, Aimed, Elemental: Luna
Target: Row
50D F20 MP: 60

Deals (8 x ATK + d10) ranged physical Luna damage. For every target hit by Shooting Star which is KOd or removed from battle before the user's next turn, the character deals +25% damage with their attack on that next turn.
CoS: 85
Adjustment: +20 MP, +4 Power per tier above 1.

Lunar Bat

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
30D F15

Wind up and enter a stance until your next turn: Whenever an enemy casts a spell, leap into the fray and smash (CoS: 255) a part of it back into them for ( 8 x ATK + d10 ) ranged physical Luna damage. If this damage reduces the target to 0 HP, the spell fails and has no effect, otherwise, the spell works fine. You're usually smashing back vestigial bits of spell, is what I'm saying.
CoS: 100
Adjustment: +4 Power per tier above 1.

Death Shine

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Luna
Target: Single
[W]D F[W]

Deals Luna weapon damage with a x1.33 power multipliers and places a single Lunar Mark on the target, but can only be used against enemies that missed all targets with their last action. If Death Shine is used on a target which already has two Lunar Marks on it, there is a 50% CoS to KO the target instantly. For every Lunar Mark beyond the second, increase the CoS to instantly KO the target by 10.
CoS: 80

Name Stealer

Ability Slot Cost: 4
Type: Action
Technique, Condition
Target: Single
40D F15 MP: 48

Name Stealer removes the name of a single ability the target knows. Nameless abilities are non-elemental and can't inflict statuses, effects, or special conditions. They can't inflict bonus damage that comes from their ability text, but they can score critical hits. You can only carry one name at once, and dropped names go back to where they belong.
CoS: 70
Adjustment: +16 MP Per tier above 1.

Dryad Lock+

Smackdown

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Dryad
Target: Single
[W]D F[W]

Deals Dryad weapon damage with a x1.25 power multiplier to enemy which bare the same name as an enemy that was defeated earlier in the day while the character was in the party with Smackdown equipped.
CoS: 80

Vandal Weapon

Passive Slot Cost: 3
Type: Support

The character is capable of picking up random large things from the environment and wielding them as super heavy weapons by using a Change Weapon action while in battle (but not when out of battle) . Super heavy weapons deal (12 x ATK + d12) physical damage and have a delay of 60​D​, but lack inherent weapon properties. After the battle is finished, then super heavy weapon is discarded, as the battle has taken it's toll on the makeshift weapon and rendered it unusable.
Adjustment: +6 Power per tier above 1.

Raging Pain

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Dryad
Target: Special
[W]D F[W] CT10

When Raging Pain is used, select a single target initially. That enemy, and any other enemy within 5D of it are all targeted by Raging Pain. Raging Pain deals Dryad damage with an x1.25 power multiplier.
CoS: 80

Tyrant Fist

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Dryad
Target: Single
[W]D F[W]

Deals Dryad weapon damage with an initial power multiplier of x1. Each time that the character is in the party with Tyrant Fist when a Mini-Boss or Boss is defeated, the power of Tyrant Fist increases for the rest of the day. For each Mini-Boss defeated, add +0.15 to multiplier, and add +0.2 for each Boss defeated.
CoS: 80

Sovereignty

Support Slot Cost: 3
Type: Support

In regions which favor the character, whether by elemental alignment, history or place of residence, increase the character and his allies' starting initiative scores by 7.

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