Jarlaxel (jar-LAX-uhl): Jules' feathered hat reduces all of her charge times by 2 seconds when worn. It doesn't sound like much, but that can be a pretty nice difference, and the best part about it is that it works as a last-priority reduction, so if she has something that reduces charge times by, say, half, ten-second charge times take three, and four-second charges are reduced to nothing. Not bad, huh? Charge times for any spells are reduced by three seconds in stead of two, and magicite spells are reduced by four seconds. Between this and Jules' yukish heritage, she has no charge times for magicites. Magicite and Focus Attack ranges are improved by this, respectively totaling to 7 meters and 5 meters, for now. When granted by magicite spells, Barrier, Slow, and Haste last for an additional second, totaling to 21 seconds each. When thrown, its edges spin like a saw blade, and it returns like a boomerang, so it makes a decent projectile. Given enough time, it'll eventually return to Jules if she sets it down; it floats very slowly toward her when not on her head. It is completely indestructible, as far as anyone can tell, and it will probably auto-repair if something does manage to hurt it. Of course, attacks pass through it to hit Jules' head unhindered, so it's not an invincible, little shield, but it's a reliable weapon with a nice effect. As seen in its coloration change to fit Shards of Felicity and its transformation into a hair clip for Gambling Girl, it changes form to fit the wearer's outfit.
Focus Attack: Punish- After a throw with increased power and speed, Jules leaps forth at an alarming rate to catch the hat and use it with a downward smack (edges still spinning, but without friendly fire, so her hand is fine) for an attack of the same power. Jules puts her hat back on at the end. The second attack occurs very quickly, so it's pretty much an autohit if the first hits, and the time that she takes to put her hat back on makes it equal out to the same vulnerability as most Focus Attacks (i.e. She's locked into place for just a moment.).
Crystal Monocle: What appears to be a normal monocle is Jules' personal scanning device. By looking through it at things, Jules' mind instantly acquires information on the following:
- chemical composition of metals (See the terminology clarification in Rich Chase.), in case her innate ability to do so is hindered
- weight of anything
- how much money target has
- target's maximum, but not current, HE
- what jewel(s) the target is most likely to drop, if any
- what magicite(s) the target is most likely to drop, if any are more likely than others
- the value of viewed objects in the currency of whatever land Jules is in
- the value of viewed objects in local currency if said objects were to be crystallized
- whether or not a living target has at least one item that Jules can't see (She isn't informed of what it is, but, if she sees, say, Noah, she'll know that he has something that isn't visibly evident.)
Mineral Shoes: Also known as the Cleats of Infinite Traction (not really), these allow Jules to stick to surfaces magically, even if the crystals wouldn't be able to dig into them. They magically enhance her jumping ability and are responsible for part of her SPD, in addition to their tiny boost to DEF and slightly less tiny boost to RES. They have a very rapid auto-repair ability. Finally, they have a sort of dash option, called Jetcryst: Jules can continuously crystallize extra layers onto the shoes' crystals while the shoes sacrifice the extra layers to act as magical jets, improving her SPD noticeably. When performing this crystallization, Jules' normal crystallization rate is tripled, and the cost is multiplied by 17/21sts, but that still makes this very expensive. Unless she has so little PS that she can't make it back to town without relying on magic, she doesn't use this. Even then, she just takes a nap where it's safe, as long as that's an option...
Corsair: Jules' signature armor is responsible for a little of her DEF and more of her RES. The spines of the armor can be used for immediate-range attacks in emergencies, but, if someone's that close and Jules doesn't have a weapon, she's much more likely to just cast some spells in front of her. Being made of crystallized einherjarium, the armor makes her much, much lighter and thereby helps her SPD noticeably.
Shards of Felicity: Jules can equip this armor (also of an unknown crystal) if she unequips the Mineral Shoes and Gem Hipguards. Fortunately, this armor mirrors the effects of the hipguards (minus the center of gravity shifting), the surface sticking and jump-enhancing effects of the shoes, and the stats of both plus a good amount of DEF, partially compensating for the speed loss of unequipping the Corsair. The rest of the loss is made up for in a STR boost, though it still doesn't help her attacks much. The addition of the claws gives Jules another reliable weapon. If all the pink runes on it glow, it's because she's spending some MA for charged attacks. The magnitude of the power increase is accompanied by a much smaller attack speed boost, so the total benefit slightly outweighs the cost, but physical attacks aren't really Jules' specialty, and successful attacks are still necessary to put the cost to good use. When those runes glow, it can also be because she's using its ability to turn its slashes into purifying or dispelling abilities that deal no damage. In either of those cases, the cost is fairly small (A bit more than Esuna, but a bit less than Dispel.) per hit. The leg runes glow when she lands or is wall rushed, because these cause her body to instantaneously flip around at the last moment to always land on her feet, in case she wouldn't already. That part has no cost.
Focus Attack: Ifrit Claw- Jules frontflips to the designated location and brings one of her claws down on the foe for a fire-elemental, strong attack.
Gambling Girl: This armor, made from fine mu silk, chimera blood, and chimera hide, actually reduces Jules' DEF by a tad and her RES by a noticeable amount, but the armor is very light and has an innate SPD-boosting ability, so Jules is just as fast in it as in the Corsair. It requires Jules to unequip the Mineral Shoes and the Gem Hipguards, so there's a bit of a defense difference. At least these have the ability to even damage out, like the hipguards. When worn, the benefits are as follows: Jules' luck increases, slightly improving drop rates (common items, rare items, magicites, and money) for enemies that anyone in her party defeats. Rapid Deal and Phantom Roll cost a tad less MA. The charge time for Attack Reels is reduced by one second. If Dud occurs, its damage to Jules is 33%, not 25%, of her current HE. Jules can telekinetically control her cards with great ease at immediate ranges (as demonstrated by the fact that they're constantly orbiting her or swirling around her) and thereby use them for a needling attack (See her ability list. The video that's used as a reference for Needlecryst more accurately applies to this.) or other immediate-range attacks. She can toss a single card much more slowly than normally to give it a slightly below average power factor for a dagger, in which case the following occurs: If the card reaches the last of its range without hitting a target, it performs a loop, then continues on as though thrown again, thereby doubling its range.
Crystal Bow: Jules' trusty bow grants Lifespring (a lesser Regen), Jade Essence 1 (raises effects of Cure/Heal on Jules by 5%), and Focus Boost 1 (which is so weak that it may as well not be there; see ability list for details), but is otherwise not that good. It's trusty because it can block metaphysical attacks and is apparently indestructible (She doesn't know what it is made of, but it's something that's really tough when crystallized, evidently.), and its two arrows shatter and recrystallize back into her inventory 21 seconds after being shot, but it's not very strong, and its Focus Attack isn't anything to brag about.
Focus Attack: Charged Arrow- An arrow is shot and enveloped in a red laser of metaphysical energy. It deals noticeably increased damage if it hits. Like other charge-type Focus Attacks, it has a small, backward KB factor. That's it.
Gem Knightsword: It's a 1H/2H variable, double-edged sword (hence a knightsword) with an average power factor. Jules' Crystalmancy has a doubled magnitude when applied to this sword, allowing her to change its form more easily and retrieve it, although still not very easily. It's 4 feet long, but fairly light, and it has an ability to cut its weight down to 1/3rd when wielded by a crystalmancer, namely Jules. To make it somewhat less useless, it also has a Tribal Secrets ability, which reduces SP costs by 3/50ths. Yeah, it's not much, but it's better than nothing.
Focus Attack: Power Slash- Jules performs a diagonally downward jump attack on the selected area with heightened power.
Shard Scepter: When equipped, this scepter controls a shard of the ground over which Jules stands to float upward with a rune on it. As long as the Shard Scepter is equipped, the earth shard flies around in accordance to Jules' will at the same cost to her PS as though it was just her own body moving around plus a little. Its movement speed is set to Jules' * 17/21sts. The scepter has a slightly below average power factor, but it also very slightly cuts her MS expenditure for crystalline abilities (after the cost is distributed to MS and MA). Its yuke shot is deep blue.
Focus Attack: Mageblast- Jules spins around as she flies to the designated area and swings her scepter by it, generating a burst of blue magic that mirrors the element of the equipped weapon, just like most Focus Attacks. The damage is magical, but the power factor isn't very high, and it's based on on half of Jules' STR and half of her MAG.
Spearcryst: Jules has some crystalline lances. They shatter fairly easily, but they auto-repair slowly and can repair quickly with Jules' help. They have very low power factors, but they have one real advantage: Jules can use her Crystalmancy on them with a much lower cost than with other gems. The difference is based on their distance away and how many she's controlling at a time; if she controls them at a distance, they are still cheaper, but not much more efficient to control, and if she's controlling more, the efficiency is still better than it would be, but not by as much. If she manipulates them at point-blank range (like in the pic), the cost for all four is terribly small, the cost for three is negligible at worst, and the cost for two or one is effectively nothing. Mind you, each of their distance factors are calculated individually; if one is controlled closely and another is controlled at a distance, the first one will be pretty much free, while the second one will be somewhat cheap. This is all like Tixxi's Snowflake Swords. Since Jules isn't much of a physical fighter, these are basically replenishing material for her Crystalmancy. If sacrificed for Mineral Missile or something else, they can't come back. If Jules has to use one for Mineral Missile, that Mineral Missile can be healing (as described in the last part of Mineral Missile's description), or it can be damaging with a multiplier of 7 on its damage. (4)
Focus Attack: Spin Attack- A lance is held diagonally upward (giving it a limited anti-air function at the cost of a bit of its potential range) for a quick spin attack with increased power.
Big Luck: This deck of large cards can be used as weapons. Cards often have low power factors, and these are no exceptions. They make for swift, ranged attacks, though, because they become edged when wielded in battle. Upon striking a target or reaching the end of their range, these cards teleport back into their wielders' hands. When wielded, they increase Jules' luck, very slightly increasing drop rates (but only for enemies that she defeats with these). They very, very slowly auto-repair if broken.
Focus Attacks:
Hearts (13)- Jules throws a heart card with a red glow. 1/4th of dealt damage is drained to Jules.
Spades (13)- Jules throws a spade card with a black glow. Its tissue damage gets a boost of 1/4th.
Diamonds (13)- Jules throws a diamond card with a red glow. It reduces the target's DEF by an amount that is proportional to 1/4th of the dealt damage for 54 seconds.
Clubs (13)- Jules throws a club card with a black glow. Its flinch and KB factors are multiplied by 1.25.
Jokers (2)- Jules throws a joker card with a checkered glow. Each of the previous four abilities are dealt at once, but each with their magnitudes multiplied by 1/4th.
Focus Attack: Rush- Jules magically shoots all cards of a single suit plus a joker. The joker mimics the effect of the suit. They are fired in two volleys (1-7, then 8-joker). Touching any one card in a volley channels the full volley's power into you, but the volleys have power factors so that it's not like seven individual attacks. After the cards stick into a surface or reach the end of their range and fall into the ground, they teleport back. This is shown two minutes into the following vid.
Jules didn't know how much they'd be worth in Sein, so she gave away many of her jewels before coming here. She also has a bunch back at home, but they do no good, here. They're measured in chunks of 100 grams.
Ruby (5)
Sapphire (5)
Citrine (5)
Adamantite (3)
Einherjarium (3)
Zingu Pearl (3)
Amethyst (5)
Onyx (5)
Diamond (5)
Jade (5)
Emerald (5)
Morion (5)
Vegetarium (5)
Fruity Nugget (5)
Body Ceffyl (5)
Mind Ceffyl (5)
Spirit Ceffyl (5)
Moonstone (5)
Opal (5)
Echolandum (3)
Charjade (3)
Garnet (5)
Aquamarine (5)
Topaz (5)
Lapis Lazuli (5)
Peridot (5)
Sangrite (3) (Note about Sangrite: It's a draconic metal. If grafted to a non-draconic person or developed into armor/weapons/vehicles/et cetera for non-draconic people, it's tough and strong in physical and magical aspects, but hurts like a bitch. Draconic people and dragons get the benefits without the pain.)
Orichalcum (1)
Abyssian (1)