Warrior Crystal

Warrior

"So, I chop things up and we win? I think I can handle that."

Armed with steel, guts, and occasionally their allies, the Warrior, as a class, personifies the scrapper at the heart of the battlefield - from mercenary cadet to former soldier, the Warrior specializes in bringing chaos and disaster to the enemy.

The Warrior is a physical attacker class that specializes in speed and power, with a wealth of tricky, battle-shaping effects. Though many of their abilities have a brutish flavor, the Warrior is really the best example of a swordsman's finesse, coordinating attacks with Launch.

+4 ATK +4 VIT +2 SPD 0 MAG 0 SPR +70 HP +30 MP

Equipment

Daggers, Claws, Swords, Greatswords, Hammer&Axes, Heavy Armor, Light Armor, Shields

Bare

Strength: Medium, Accuracy 1, Critical 1
Blocking: Yes (Armor)
Defense: Light
Style: Physical
Bonus: Pick one set

Set 1 Resist Pain 4, Resist Confuse 4
Set 2 Resist Debrave 4, Resist Deprotect 4

Devastation

Avenge

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

The Warrior enters a stance which last until the end of the battle, focused on avenging a single ally. Anytime an enemy targets the ally, the Warrior gains a +25% situational modifier per targeting action to the next attack that Warrior performs against that same enemy. Once an attack as been made by the Warrior against the offending enemy, the situational modifier resets to +0 and begins charging again. Keep track of the situational modifier gained from Avenge for each enemy separately. A combatant can only be the target of one other combatant at a time - ie. two warriors may not both have avenge set on the same white mage and gain charge at the same time. If a second combatant uses Avenge on a target already under the affects of Avenger, the first combatant to place Avenge instantly has their stance removed.
CoS: 100

Berserker

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

The Warrior enters a stance which last until the end of the battle. While Berserker is in effect, he receives a +25% situational modifier to all incoming and outgoing damage. Additionally, each time the Warrior uses a weapon ability, the situational modifier increased by +25%, up to a maximum of +100%. When the Warrior is hit for damage, the situational modifiers resets back down to +25% instantly and begins recharging again.
CoS: 100

Desperation Attack

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

If the Warrior has less than 50% of his Max HP HP remaining, Desperation Attack inflicts weapon damage with a x1.1 Power power. If the Warrior 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.

First Aid

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

The Warrior quickly applies some first aid to himself, patching up small wounds. First Aid restores (4 x VIT + 1d8) HP and removes the status conditions Poison, Sap, Immobilize and Blind.
CoS: 100
Adjustment: +10 MP, +2 Power per tier above 1.

Jeopardize

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]+10D F[W] MP: 45

Deals normal weapon damage. Additionally, if the very next action performed by any combatant is an ally, and that ally attacks the same target that was hit by Jeopardize, that ally receives a +50% situational modifier to their damage against the target.
CoS: 80
Adjustment: +15 MP per tier above 1.

Launch

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

Deals normal weapon damage, flinging the target into the air. Until the start of the targets next turn all incoming attacks have their CoS increased by 10. In addition to this the target cannot activate any reaction abilities.
CoS: 80

Piercethrough

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Group (1 Target Front and Back)
5+[W]D F[W] MP: 90

The Warrior puts the full force of strength into an attack and skewers not one, but two enemies in a single attack. Piercethrough deals normal weapon damage to two targets, one in the front row and one in the back row. The target in the back row does not receive the situational damage modifier for being in the back row for this attack.
CoS: 80
Adjustment: +30 MP per tier above 1.

Power Attack

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

The Warrior lets off a powerful swing, dealing weapon damage with a x1.5 Power multiplier.
CoS: 80
Adjustment: +20 MP per tier above 1.

Rampage

Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
40D F20 MP: 45

The Warrior enters a stance which last until the end of the battle. While Rampage is in effect, he receives 2 ranks of Critical. In addition, any time the Warrior scores a critical hit, the Warrior's HP is restored by (VIT x 2) for each critical.
CoS: 100
Adjustment: +15 MP, +1 Power per tier above 1.

Rush

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Effect: Push
Target: Single (Front Row)
[W]D F[W] MP: 45

After knocking the target off balance, the Warrior then gives a shove and sends the enemy flying back. Rush can only target enemies in the front row, and deals normal weapon damage before moving the target into the back row.
CoS: 80
Adjustment: +15 MP per tier above 1.

Supports

Fencer

Passive Slot Cost: 4
Type: Support

Equipment: When the Warrior is not benefiting from Brawler, Doublehand, Dual Wield or Velocity Shot, and is not using a weapon that deals Heavy damage, they receive 2 ranks of Critical. As well, any critical hits score deal an additional +25% damage.
Bare: When the Warrior is not benefiting from Brawler, Doublehand, Dual Wield, or Velocity Shot, and does not have Heavy Strength, they receive 2 ranks of Critical. As well, any critical hits score deal an additional +25% damage.
Remodeling: When the Warrior is not benefiting from Brawler, Doublehand, Dual Wield or Velocity Shot, and is not using a weapon with Heavy strength, they receive 2 ranks of Critical. As well, any critical hits score deal an additional +25% damage.

Reaction

Counter Tackle

Passive Slot Cost: 5
Type: Reaction
Technique, Aimed, Effect: Push
Target: Triggering Enemy
Trigger: The Warrior is hit for physical melee damage which originated from the front row.

The Warrior quickly tackles the enemy into the ground before springing back to his feet and returning to formation. Counter Tackle inflicts (6 x ATK + d8) physical damage, and has an additional 75% CoS to Push the target into the back row.
CoS: 65
Adjustment: +3 Power per tier above

Parry

Passive Slot Cost: 4
Type: Reaction

Target: Self
Trigger: The Warrior is targeted by an attack that deals melee damage.

The Warrior gains a Defense Factor against the triggering attack. The defense factor gains increases any defense factor the Warrior might already have; if the Warrior has none, they gain a 4/5th defense factor. Otherwise, the potency increased from 4/5 to 3/5, 3/5 to 2/5, 2/5 to 1/5th. If the Warrior already has a 1/5th defense factor when Parry activates, they instead take no damage from the attack (though it still counts has having been hit, rather than having missed).
Parry can only activate if the Warrior is not equipped with a shield for equipment or remodeling, or only if the Warrior's blocking is set to 'no' or 'sealed' for bare.
CoS: 75

Ability Grid

Seed_WAR_Crystal_Grid.png
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