Tier 8 Blade; Inherent: BDL, Indestructible. Precision, Piercing, Imperil, Lucky, Follow-Through, Triple Critical, Spellburst (Scathe), Shadow Enhancer
Tier 8 Blade. Reliable Strike, Indestructible, Break Damage Limit, Sentient, Lucky, Spellburst (Flare), Sword Art (Imparts Thunder Slash and Shock), Precision, Follow-Through, Triple Critical, Fiend Slayer.
Tier 8 Shield; Inherent: Indestructible. Fortified, Stoic
Tier 8 Armor; Inherent: Indestructible. Fortified, Impervious.
Tier 8 Add-On. +4 PWR, Hot-Blooded, HP +20%.
Artemis Arrow: A Ranger with this accessory may use the Barrage job ability one additional time, even if they don’t possess it.
Black Belt: A Monk with the Black Belt equipped is immune to all damage and effects caused by Improbable weapons and
unarmed attacks made by Humanoids. Furthermore, the Monk deals three additional damage steps with all Chain Finishers.
Crimson Chapeau: By spending two points of Destiny outside of combat, the character may permanently lose access to any one
Red Mage job ability they possess to gain one ability from any different Job of their choice. Limit Abilities and Innate Abilities
cannot be acquired or lost in this manner.
Crystal Eye: The Time Mage exists in many simultaneous quantum states; they have access to one Innate Ability of their choice,
as well as all of the Innate Abilities belonging to the Jobs the character has spent any time as.
Flower Crown: The Geomancer may cast the white magic spell Teleport for no MP as an Instant action once per round. Unlike
the standard version of this spell, it may be used in combat and is treated as a Local spell instead of a Party spell; the
Geomancer’s enemies are pulled along for the ride as well, and the battle continues normally.
Knight’s Crest: Prior to the start of any game session a Warrior with the Knight’s Crest equipped may rewrite any of their limit
breaks. Furthermore, they gain an additional 5 points with which to build each of their limit breaks.
Magus Steeple: The Black Mage may now counter any physical attack made against him with a spell he knows, so long as the
mage isn’t already preoccupied with a Slow action or a status condition would prevent him from making said counterattack.
Minerva Bangle: White Magic spells and consumable items now always heal the White Mage in addition to the listed target.
Orb of Minwu: After defeating a Boss, the Blue Mage may choose to automatically obtain any Blue Magic spell of his choice.
Rat Tail: The first time the Dragoon activates Dragonheart or lands a critical hit in combat, they gain the effects of any
[Monster]‐Slayer property of their choice until combat ends or until the effects of Dragonheart wear off.
Rosetta Ring: The Entertainer’s innate ability now grants its bonus to two different attributes instead of only one.
Samantha Soul: Whenever the Samurai deals damage to a target suffering from any Break art (Power Break, Speed Break,
Armor Break, or Magic Break), they roll a critical hit on a result of 10‐12 and gain a +1 bonus to their AVD score. This AVD bonus
is cumulative over the course of a battle; a Samurai who has attacked weakened targets 3 times would gain +3 AVD.
Sasuke’s Sheath: The Ninja receives one additional standard action per turn. The Ninja still cannot exceed the maximum of
three standard actions per turn, as normal.
Sniper Eye: Using a consumable item or the Invent innate ability is now only an Instant action for the Engineer.
Solomon Ring: When using Cover, the Paladin may now calculate damage received based on his attributes instead of the
original target’s, and there is a 25% chance for the attack to be automatically negated.
Thief Gloves: Using the Thievery skill – and by extension, the Steal innate ability – now only takes an Instant action.
Trump Card: Once per round, you may reroll any Slots result that would cause a Bust effect.
+4 Pwr, +2 Mnd. Dark Knight: The use of Darkside cannot reduce the Dark Knight to below 1 HP. Whenever the wearer of Undying Rage is
targeted by an enemy’s attack while at 1 HP, they may immediately use Darkside as an Instant action against the triggering foe,
before the attack against them is rolled.