Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena

Post Reply
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena

Post by Modrageball »

Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena (Pathaky)
Level 59
Deva, Fire
HP: 14,275
MP: 10325
STR: 295 (5)
AGI : 1273 (17) [270 Bonus]
CON: 571 (9) [40 Bonus]
SPI : 1568 (22) [270 Bonus]
MIN: 413 (7)
XP- 4,495,500
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 20
Gold- 104,045,275
Bonus Weeks: 168 (+1 Abjurer-Only, +1 Botanist-Only, +2 Commander-Only, +3 Dominator-Only, +1 Illusionist-Only, +1 Ritualist-Only)

Will learn:

Track A:

Track B:

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive


Abjurer:
Abjuration Casting I- (Passive Ability, Abjurer) Abjuration spells cost possessor 20 less MP to cast
Abjuration Casting II- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them

Arcane Vizier:
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Magic.
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Magic- (Passive Ability, Arcane Vizier) Possessor may use the Technique 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Magic element.


Archer:
Aerial-Hunting Arrow- (Technique Ability, Archer) Possessor may use ‘Aerial-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Bane Arrow- (Technique Ability, Archer) Possessor may use ‘Aerial -Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Adept Bow Training- (Passive Ability, Archer) Bow weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Bow weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Bow
Animal-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Animal-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Angel-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Astral Being-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Arrow Mastery- (Passive Ability, Archer) Technique Abilities from the Archer class whose name includes 'Arrow' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bow Called Shot: Eye- (Technique Ability, Archer) Possessor may use Bow Called Shot: Eye in conjunction with a Ranged Attack action, so long as no other technique is used and a Bow is equipped. Said action gains +25 Ranged Attack and has a 50% chance of inflicting Impaired: Blind.
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Caustic Arrow- (Technique Ability, Archer) Possessor may use 'Caustic Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Celestial-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Crisis Overcrash: Heaven Rupture- (Technique Ability, Archer) Possessor may use 'Crisis Overcrash: Heaven Rupture' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Bow equipped. Said action gains +10,000 Ranged Attack, deals 1/2 Damage, and gains a 25% chance of gaining an additional bonus hit against each target that it successfully hits with a hit, to a max of 200 such hits per target. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Current Arrow- (Technique Ability, Archer) Possessor may use 'Current Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Daemon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Demon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Devil-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Dissolution Arrow- (Technique Ability, Archer) Possessor may use 'Dissolution Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolved.
Dragon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Envenomed Arrow- (Technique Ability, Archer) Possessor may use 'Envenomed Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Poison.
♢Falcon Flurry- (Passive Ability, Archer) If possessor performs a 'Ranged Attack', 'Point Blank', or 'Snipe' action while possessor has a Bow weapon equipped, the action has a 30% chance of being repeated against each of its targets (excluding possessor, with no non-wielder targets who are not the individual repeated against being addable as targets to the repeated instances of the action); the repeated action itself then has a chance of repeating, set as 5% lower than the prior chance (as a cumulative effect), with a max of 6 additional instances of the action being performed against each non-possessor target of the original action
Flame Arrow- (Technique Ability, Archer) Possessor may use 'Flame Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Frigid Arrow- (Technique Ability, Archer) Possessor may use 'Frigid Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen.
Frost Arrow- (Technique Ability, Archer) Possessor may use 'Ice Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Frost element.
Human-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Human-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Human-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Human-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Humanoid-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
♢Hunter's Feast- (Passive Ability, Hunter) If possessor kills an Animal, possessor heals 5% of its Max HP in HP; this is increased to 25% if possessor kills it via an (action, attack, or effect) that incorporates the Ranged Attack bonus of a Bow Weapon
Ignition Arrow- (Technique Ability, Archer) Possessor may use 'Ignition Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning.
Ill Arrow- (Technique Ability, Archer) Possessor may use 'Ill Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Diseased.
Insect-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Insect-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Painful Arrow- (Technique Ability, Archer) Possessor may use 'Painful Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Pain.
♢Peerless Archer- (Passive Ability, Archer) Bow Weapons equipped by possessor gain +(100 * Possessor Level) additional Ranged Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Bow
Shapeshifter-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
♢Thorny Retort!- (Passive Ability, Archer) If it is one of the first three rounds of battle, possessor is wielding a Bow, and possessor possesses an 'Attuned to Terrain' Geomancer ability that matches a Terrain or Phantom Terrain that is present, possessor may, whenever possessor successfully dodges a hit of an attack, immediately (interrupting the remainder of the attack/action), as a counter that counts as both pre-emptive and non-pre-emptive (with possessor choosing which if an effect reacts in a different, binary manner to the two states), perform a 'Ranged Attack', 'Point Blank', or 'Snipe' action targeting solely the attacker (and, optionally, possessor), with the To Hit of said attack increasing by possessor's Level and the Critical Chance of said attack having a 50% chance of being doubled
Reptile-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Reptile-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Reptile-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Wind Arrow- (Technique Ability, Archer) Possessor may use 'Wind Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Air element.

Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Fire - (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Fire - (Passive Ability, Blazing Sultan) Possessor may use the Technique 'Elemental Attack-Conversion: Fire ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fire element.

Champion of the Upper Realms:
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bodily Devic Purity- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Poison Immunity
Deva Traits- (Passive Ability, Champion of the Upper Realms) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Deva
Devic Sanctity of Mind- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor's actions may not be controlled by opponents who are not 20 or more Levels greater than possessor through the Charm status effect
Essence-Being of Chaos And Good- (Passive Ability, Champion of the Upper Realms) Possessor, if a Deva, may choose at the beginning of a thread to gain the subtype Elemental, Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Deva, Possessor if a Deva and an Elemental, gains +100 to all stats
Formshift: Deva- (Stance Ability, Champion of the Upper Realms) Possessor's subtype becomes Deva
Holy Freedom- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Paralyzed Immunity

Caliph of Corrosion:
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense against Acid
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Attack-Conversion: Acid ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Acid element and no other technique is used. Said action becomes solely the element Acid.
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Acid- (Passive Ability, Caliph of Corrosion) Possessor may use the Technique 'Elemental Attack-Conversion: Acid ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Acid element.


Combatant:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Bolt Punch- (Technique Ability, Combatant) Possessor may use 'Bolt Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Bright Punch- (Technique Ability, Combatant) Possessor may use 'Bright Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Bubble Punch- (Technique Ability, Combatant) Possessor may use 'Bubble Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Water element.
Caustic Punch- (Technique Ability, Combatant) Possessor may use 'Caustic Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Acid element.
Code Punch- (Technique Ability, Combatant) Possessor may use 'Code Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Fist equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Punch Mastery- (Passive Ability, Combatant) Technique Abilities from the Combatant class whose name includes 'Punch' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Enchanted Punch- (Technique Ability, Combatant) Possessor may use 'Enchanted Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Flame Punch- (Technique Ability, Combatant) Possessor may use 'Flame Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.


Conjuror:
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Traits- (Passive Ability, Conjuror) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Elemental Acid Body- (Passive Ability, Conjuror) If possessor is a Acid element Elemental, possessor deals 500 additional Acid element Damage, gains +200 Defense against Acid, and gains 20% Acid Resistance
Elemental Air Body- (Passive Ability, Conjuror) If possessor is a Air element Elemental, possessor deals 500 additional Air element Damage, gains +200 Defense against Air, and gains 20% Air Resistance
Elemental Darkness Body- (Passive Ability, Conjuror) If possessor is a Darkness element Elemental, possessor deals 500 additional Darkness element Damage, gains +200 Defense against Darkness, and gains 20% Darkness Resistance
Elemental Earth Body- (Passive Ability, Conjuror) If possessor is a Earth element Elemental, possessor deals 500 additional Earth element Damage, gains +200 Defense against Earth, and gains 20% Earth Resistance
Elemental Electrical Body- (Passive Ability, Conjuror) If possessor is a Electrical element Elemental, possessor deals 500 additional Electrical element Damage, gains +200 Defense against Electrical, and gains 20% Electrical Resistance
Elemental Energy Body- (Passive Ability, Conjuror) If possessor is a Energy element Elemental, possessor deals 500 additional Energy element Damage, gains +200 Defense against Energy, and gains 20% Energy Resistance
Elemental Fire Body- (Passive Ability, Conjuror) If possessor is a Fire element Elemental, possessor deals 500 additional Fire element Damage, gains +200 Defense against Fire, and gains 20% Fire Resistance
Elemental Ice Body- (Passive Ability, Conjuror) If possessor is a Ice element Elemental, possessor deals 500 additional Ice element Damage, gains +200 Defense against Ice, and gains 20% Ice Resistance
Elemental Light Body- (Passive Ability, Conjuror) If possessor is a Light element Elemental, possessor deals 500 additional Light element Damage, gains +200 Defense against Light, and gains 20% Light Resistance
Elemental Magic Body- (Passive Ability, Conjuror) If possessor is a Magic element Elemental, possessor deals 500 additional Magic element Damage, gains +200 Defense against Magic, and gains 20% Magic Resistance
Elemental Physical Body- (Passive Ability, Conjuror) If possessor is a Physical element Elemental, possessor deals 500 additional Physical element Damage, gains +200 Defense against Physical, and gains 20% Physical Resistance
Elemental Psychic Body- (Passive Ability, Conjuror) If possessor is a Psychic element Elemental, possessor deals 500 additional Psychic element Damage, gains +200 Defense against Psychic, and gains 20% Psychic Resistance
Elemental Technology Body- (Passive Ability, Conjuror) If possessor is a Technology element Elemental, possessor deals 500 additional Technology element Damage, gains +200 Defense against Technology, and gains 20% Technology Resistance
Elemental Water Body- (Passive Ability, Conjuror) If possessor is a Water element Elemental, possessor deals 500 additional Water element Damage, gains +200 Defense against Water, and gains 20% Water Resistance
Formshift: Elemental- (Stance Ability, Conjuror) Possessor's subtype becomes Elemental
Unified Knowledge of Elementals and Elemental Magic- (Passive Ability, Conjuror) Possessor may count Elementalist abilities possessor possesses as Conjuror abilities (including for prerequisite purposes), Possessor may count Conjuror abilities possessor possesses as Elementalist abilities (including for prerequisite purposes)


Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Energy - (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Energy - (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor

Dominator:
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.

Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Attract Birds- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Aqua Bird, Ephemeral Pigeon, Zardowak Landhawk, or Moo Bird
Attract Plants- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Seedlet, Running Bush, or Marching Flower
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Passively Attract Animals- (Active Ability, Druid) At the start of possessor's first action each round, possessor may choose to summon 1 ally from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself

Ebon Chancellor:
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Darkness - (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Darkness - (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.

Elementalist:
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Chroma-Body Stance- (Stance Ability, Elementalist) Possessor gains +1,000 to all stats for each element that possessor possesses (to a max of 200 such elements), Possessor may choose at the beginning of any action or round to gain a non-stacking buff that gives its possessor any combination of base elements (chosen at the time of its application).
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Smoke-Eater- (Passive Ability, Elementalist) Possessor absorbs damage that is both Fire and Air element that comes from sources below Level 10 provided possessor is at least Level 20, Possessor gains 10% Fire Resistance and 10% Air Resistance, Possessor gains 30% Suffocation Resistance and 30% Burning Resistance, Possessor inflicts Drain against Elementals that are both Fire and Air element that are below Level 60
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells

Eternal Champion:
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Hope - (Technique Ability, Eternal Champion) Possessor may use 'Elemental Attack-Conversion: Hope ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Hope element and no other technique is used. Said action becomes solely the element Hope.
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Hope - (Passive Ability, Eternal Champion) Possessor may use the Technique 'Elemental Attack-Conversion: Hope ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Hope element.

Flux Baron:
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in

Friendship:
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Has A Few Worshippers- (Passive Ability, Friendship) +1 Fame

Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Strengthened Zonal Link: Zone of Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present
Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Strengthened Zonal Link: Zone of Energy- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Energy' ability may create a Zone of Energy even if other zones are present
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Hope- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Hope' ability may create a Zone of Hope even if other zones are present
Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Magic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Magic' ability may create a Zone of Magic even if other zones are present
Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present
Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present

Heir To The Future:
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Cellphone-Signal-Wrecking Presence- (Passive Ability, Heir to the Future) Individuals in possessor's battlespace may not target individuals in other battlespaces with Technology element actions if below Level 60
Elemental Attack-Conversion: Technology - (Technique Ability, Heir to the Future) Possessor may use 'Elemental Attack-Conversion: Technology ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Technology element and no other technique is used. Said action becomes solely the element Technology.
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Technology - (Passive Ability, Heir to the Future) Possessor may use the Technique 'Elemental Attack-Conversion: Technology ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Technology element.

Hunter:
Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Hunter of All- (Passive Ability, Hunter) Possessor gains +5% To Hit and +5% Critical if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Manhunter- (Passive Ability, Hunter) Possessor may follow Humans and Humanoids out of battlespaces into other battlespaces provided that no entity of Level 40 or greater in either battlespace objects, Possessor gains +5% To Hit against Humans and Humanoids
Survivalist- (Passive Ability, Hunter) Possessor gains +500 CON, gains +1% Dodge while a terrain or phantom terrain is present, and gains +2,500 Defense against effects attached to zones, terrain, and phantom terrains
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Unified Knowledge of Archery and Hunting- (Passive Ability, Hunter) Possessor may count Archer abilities possessor possesses as Hunter abilities (including for prerequisite purposes), Possessor may count Hunter abilities possessor possesses as Archer abilities (including for prerequisite purposes)

Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Elemental Attack-Conversion: Physical - (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nonsynchrnous Elemental Attack-Conversion: Physical - (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff

Luminary:
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack, and all Celestial Magic spells cost possessor 10 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Cleansing Healing- (Active Ability, Luminary) This character may use Cleansing Healing in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would heal, it instead deals damage to Undead, Demons, Devils, Daemons, and Darkspawn.
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
Improved Benevolent Spell- (Technique Ability, Luminary) Possessor may use 'Benevolent Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Celestial Magic as part of said action. If said spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 2,000,000 Gold, it does not have said negative effects.
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast
Pure Spirit- (Passive Ability, Luminary) Possessor gains +300 Defense against SPI Damage, +200 SPI, and 15% Stat Drain: SPI Drain Resistance
Purifying Spell- (Active Ability, Luminary) This character may use Purifying Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. The spell gains a 20% chance of curing any one minor status effect.
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI

Lunar Trickster:
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Apprentice Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +500 to all stats while in a Zone of Moon
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats while in a Zone of Moon
Elemental Attack-Conversion: Moon- (Technique Ability, Lunar Trickster) Possessor may use 'Elemental Attack-Conversion: Moon' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Moon element and no other technique is used. Said action becomes solely the element Moon.
Improved Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +1,000 to all stats while in a Zone of Moon
Nonsynchronous Elemental Attack-Conversion: Moon- (Passive Ability, Lunar Trickster) Possessor may use the Technique 'Elemental Attack-Conversion: Moon' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Moon element.
Lunar Trickster- (Passive Ability, Lunar Trickster) Possessor ignores (1 * (Possessor Level/5), rounded down)% Moon Resistance, Possessor ignores Moon Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Mind Lord:
Apprentice Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Psychic - (Technique Ability, Mind Lord) Possessor may use 'Elemental Attack-Conversion: Psychic ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Psychic element and no other technique is used. Said action becomes solely the element Psychic.
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Psychic - (Passive Ability, Mind Lord) Possessor may use the Technique 'Elemental Attack-Conversion: Psychic ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Psychic element.

Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Elemental Beast Style Combinations- (Passive Ability, Monk) Possessor may simultaneously be in two Monk stances provided that one is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes and that the other is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Endurance of the Ocean- (Passive Ability, Monk) While possessor is in 'Crushing Wave Style' stance, possessor gains +6,000 CON, +40% Resilience, and +60,000 HP.
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Archerfish Style
Archerfish Strikes and Hits the Sky- (Technique Ability, Monk) Possessor may use 'Archerfish Strikes and Hits the Sky' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack and ignores Dodge bonuses granted by ((buffs and Constant Effects) from sources below Level 40) whose name includes 'Soar', 'Fly', 'Float', and/or 'Hover'.
Archerfish Strikes From Within The Water- (Technique Ability, Monk) Possessor may use 'Archerfish Strikes From Within The Water' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, a terrain or phantom terrain is present, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack, gains +5% to Hit, and provides its performer with a non-stacking buff that provides +15% Dodge that lasts until its possessor is not in the same battlespace as a terrain or a phantom terrain or until the beginning of its possessor's next action, whichever occurs first.
Archerfish Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +5% Critical
Archerfish Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Bow while in 'Archerfish Style' stance. Possessor may use Techniques that require possessor be in 'Archerfish Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Archerfish Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Archerfish Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Archerfish Style'.
Bird-Grounding Strike- (Technique Ability, Monk) Possessor may use 'Bird-Grounding Strike' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack, has a 15% chance of inflicting Fatigued: Prone, with said status effect instance causing its possessor to count as being in the front-row for damage-halving purposes.
Master of Archerfish Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +5% Critical while in 'Archerfish Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Strikes Which Hit Tiny Targets- (Passive Ability, Monk) If possessor is in 'Archerfish Style' stance, possessor may ignore Dodge bonuses that come from ((buffs and Constant Effects) from sources below Level 40) whose name includes 'Small', 'Tiny', 'Miniscule', or 'Fine'.
Bee Style
Bee Defends Its Hive- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter. Said counter may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Bee Style Weapon Addition' and is wielding a Bow.
Bee Drives In Its Stinger- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, whenever possessor performs an attack that targets a single individual other than possessor, choose to obtain a debuff that reduces its possessor's Defense by 500 that does not stack and that lasts until the end of the next round to cause said attack to deal 10,000 additional Damage.
Bee Sting- (Technique Ability, Monk) Possessor may use 'Bee Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bee Style' stance. Said action gains +100 Melee Attack, gains a 15% chance of inflicting Pain, and increases its chances of inflicting minor negative status effects by 15%.
Bee Style- (Stance Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack.
Bumbling Bee Defensive Ruse- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +10% Dodge against individuals who have not attacked possessor on a previous round.
Master of Bee Style- (Passive Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack while in 'Bee Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Swarm of Martial Blows- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +5% To Hit, Critical, and Dodge for each ally possessor possesses who is in a Monk stance, to a max of 5 such allies.
Crushing Wave Style
Crushing Wave Style- (Stance Ability, Monk) Possessor gains +6,000 CON and 140% To Hit.
Crushing Wave Swallows All- (Technique Ability, Monk) Possessor may use 'Crushing Wave Swallows All' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, the element Water, a 60% chance of inflicting Drowning, and a 60% chance of inflicting Fatigued: Prone.
Waveburst Strike- (Technique Ability, Monk) Possessor may use 'Waveburst Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, gains the element Water, and gains a 60% chance of inflicting Drowning on each entity that is an ally of at least one of its targets.
Wave Does Not Break- (Technique Ability, Monk) Possessor may use 'Wave Does Not Break' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Crushing Wave Style' stance. Said action provides its performer with a non-stacking buff that lasts 15 rounds that makes its possessor's actions unable to be cancelled by preemptive counters from sources below Level 40.
Wave Rush- (Technique Ability, Monk) Possessor may use 'Wave Rush' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, gains the element Water, and uses (Constitution + Agility)/2 as its Prime Attribute.
Master of Crushing Wave Style- (Passive Ability, Monk) Possessor gains +6,000 CON and +40% To Hit while in 'Crushing Wave Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Diamond Body Style
Diamond Body Style- (Stance Ability, Monk) Possessor gains +6,000 Defense and 40% Resilience.
Diamond Body Shield- (Technique Ability, Monk) Possessor may use 'Diamond Body Shield' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that provides +6,000 Defense and +40% Resilience.
Diamond Body Without Flaw- (Technique Ability, Monk) Possessor may use 'Diamond Body Without Flaw' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that prevents entities below Level 40 from criticalling its possessor.
Fist As Hard As Diamond- (Technique Ability, Monk) Possessor may use 'Fist As Hard As Diamond' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Diamond Body Style' stance. Said action gains +5,000 Melee Attack, and its performer takes 60,000 less Damage from effects that would deal it Damage due to having targeted said action's targets with said action or with attacks that were part of said action.
Mantra of the Diamond Body- (Technique Ability, Monk) Possessor may use 'Mantra of the Diamond Body' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 4 rounds that provides (Poison Immunity, Diseased Immunity, Impaired Immunity, Stat Drain Immunity, and Fatigued Immunity') against sources below Level 40.
Perfection of the Diamond Body- (Passive Ability, Monk) While possessor is in 'Diamond Body Style' stance, possessor gains +6,000 Defense, gains 100% Poison Resistance, gains 100% Fatigued Resistance, gains 100% Disease Resistance, gains 100% Impaired Resistance, and gains 100% Stat Drain Resistance.
Master of Diamond Body Style- (Passive Ability, Monk) Possessor gains +6,000 Defense and +40% Resilience while in 'Diamond Body Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Dog Style
Dog Fetches Stick- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, when an individual below Level 40 steals an item or quantity of Gold from one of possessor's allies, steal said item or quantity of Gold from said stealer and optionally return it to said ally.
Dog Guards His Master Faithfully- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor who is either unique or of greater Level than possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter.
Dog Herds Sheep Thoroughly- (Technique Ability, Monk) Possessor may use 'Dog Herds Sheep Thoroughly' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Dog Style' stance. Said action gains +400 Melee Attack and gives its attacks' targets who are below Level 40 and not greater Level than its performer a debuff that does not stack and lasts until the end of the next round that prevents its possessor from leaving battle or changing rows (excluding to check a row-order imbalance).
Dog Protects His House From All Intruders- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, in response to an entity below Level 40 entering the same battlespace as possessor, gain and perform a 'Melee Attack' action that targets solely said entity (and, optionally, possessor).
Dog Style- (Stance Ability, Monk) Possessor gains +350 to all stats
Dog Wags His Tail- (Technique Ability, Monk) Possessor may use 'Dog Wags His Tail' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Dog Style' stance. Said action gains +300 Melee Attack and may gain 1 hit against up to 5 opponents of its performer who are in its performer's row-order formation (only gaining said hits if it only targets said opponents and, optionally, its performer).
Master of Dog Style- (Passive Ability, Monk) Possessor gains +5% To Hit, +5% Dodge, +5% Critical, and +5% Resilience while in 'Dog Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Fist Hurricane Style
Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Monkey Style
Monkey Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack.
Monkey Backflip Strike- (Technique Ability, Monk) Possessor may use 'Monkey Backflip Strike' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +200 Melee Attack, and its performer is moved to the back row at the end of it.
Monkey Gymnastics- (Technique Ability, Monk) Possessor may use 'Monkey Gymnastics' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Monkey Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds and provides +10% Dodge.
Monkey Leap- (Technique Ability, Monk) Possessor may use 'Monkey Leap' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and deals full Damage to entities below Level 40 in the back row.
Monkey's Trick- (Technique Ability, Monk) Possessor may use 'Monkey's Trick' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and may not be countered by entities below Level 40.
Jester Monkey's Deadly Blow- (Technique Ability, Monk) Possessor may use 'Jester Monkey's Deadly Blow' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack, and its chances of inflicting minor negative status effects are raised by 15%.
Master of Monkey Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack while in 'Monkey Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Lightning Shower Style
Lightning Shower Style- (Stance Ability, Monk) Possessor gains +6,000 AGI and 140% To Hit.
Lightning Shower Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Ranged Attack if wielding a Bow while in 'Lightning Shower Style' stance. Possessor may use Techniques that require possessor be in 'Lightning Shower Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Lightning Shower Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Lightning Shower Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Lightning Shower Style'.
Lightning Strikes Across the Battlefield- (Technique Ability, Monk) Possessor may use 'Lightning Strikes Across the Battlefield' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +5,000 Melee Attack, the element Electrical, and either '1 hit against 100' or '1 hit against all entities below Level 40 on target side of battle).
Ceaseless Lightning Deluge- (Technique Ability, Monk) Possessor may use 'Ceaseless Lightning Deluge' in conjunction with a 'Melee Attack' so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +6,000 Melee Attack, the element Electrical, and either 'this action may, if Electrical or Air element, repeat at the beginning of each round so long as none of its performer's other actions have repeated on said round, costing the same costs as it did the first time, with said repeated action being able to choose new targets'.
Disciple of Spring's Air- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance, possessor obtains +30% To Hit and Dodge against Electrical and Air element Elementals and may summon naturally-Air-element versions of Electrical element Elementals that are normally fightable for drops and naturally-Electrical-element versions of Air element elementals that are normally fightable for drops.
Flashy Lightning-Rain Distraction- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance and targets at least 30 individuals with an Electrical or Air element action, possessor's opponents obtain a non-stacking debuff that provides -30% To Hit that lasts until the end of the round.
Master of Lightning Shower Style- (Passive Ability, Monk) Possessor gains +6,000 AGI and +40% To Hit while in 'Lightning Shower Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Raging Flame Style
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Sudden Wind Style
Body as Wind for a Moment- (Technique Ability, Monk) Possessor may use 'Body as Wind for a Moment' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Sudden Wind Style' stance. Said action provides its performer with +60% Dodge against the next offensive attack that targets it as a non-stacking buff.
Ceaseless Wind Beatdown- (Technique Ability, Monk) Possessor may use 'Ceaseless Wind Beatdown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action, as an uncapped bonus, gains +2,000 Melee Attack for each prior action that involved the Technique 'Ceaseless Wind Beatdown' that targeted its target within the last 30 rounds (to a maximum of +2,000,000 Melee Attack).
Master of Sudden Wind Style- (Passive Ability, Monk) Possessor gains +6,000 AGI and +40% To Hit while in 'Sudden Wind Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Mighty Exhalation- (Technique Ability, Monk) Possessor may use 'Mighty Exhalation' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action gains a 60% chance of inflicting Fatigued: Prone on up to 60 targets on a single side of battle at either its beginning or its end.
Sudden Wind Style- (Stance Ability, Monk) Possessor gains +6,000 AGI and 140% To Hit.
Wind Becomes Gale- (Technique Ability, Monk) Possessor may use 'Wind Becomes Gale' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action gains +5,000 Melee Attack, cannot be countered by sources below Level 40, and gains a 60% chance of inflicting Fatigued: Stun.
Wind's Direction's Sudden Shift- (Technique Ability, Monk) Possessor may use 'Wind's Direction's Sudden Shift' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Sudden Wind Style' stance. Said action gains +5,000 Melee Attack, cannot be countered by sources below Level 40, and gains +40% To Hit.
Oracle's Iris Style
Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Oracle's Iris Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack and +12,000 Ranged Attack if wielding a Bow while in 'Oracle's Iris Style' stance. Possessor may use Techniques that require possessor be in 'Oracle's Iris Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Oracle's Iris Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Oracle's Iris Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Oracle's Iris Style'.

Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Earth - (Technique Ability, Mountain King) Possessor may use 'Elemental Attack-Conversion: Earth ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Earth element and no other technique is used. Said action becomes solely the element Earth.
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nonsynchrnous Elemental Attack-Conversion: Earth - (Passive Ability, Mountain King) Possessor may use the Technique 'Elemental Attack-Conversion: Earth ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Earth element.

Ocean Prince:
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Water - (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Water - (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

Priest:
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

Protector:
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
♢Auto-Camouflage- (Passive Ability, Protector) If it is one of the first three rounds of battle, possessor has not performed any attacks during this battle, possessor has not targeted any other individuals during this battle, and possessor possesses an 'Attuned to Terrain' Geomancer ability that matches a Terrain or Phantom Terrain that is present, possessor has a 50% chance of having possessor's Dodge doubled against each attack that targets possessor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor

Radiant Hierophant:
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Attack-Conversion: Light ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Light element and no other technique is used. Said action becomes solely the element Light.
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Nonsynchrnous Elemental Attack-Conversion: Light- (Passive Ability, Radiant Hierophant) Possessor may use the Technique 'Elemental Attack-Conversion: Light ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Light element.
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Ritualist:
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast

Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Atypical Seer Attunement- (Passive Ability, Seer) Each Robe worn by possessor provide +50 additional Defense per (possessor level / 2, rounded down) and +50 additional MIN per (possessor level / 2, rounded down)
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +1,000 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped

Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects

Snow Queen:
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Thunder Czar:
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Transmuter:
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance

Trick Master:
Apprentice Yoyo Training- (Passive Ability, Other: Trick Master) Possessor gains +50 Melee Attack if possessor has a Yoyo equipped
Awesome Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Awesome Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Basic Yoyo Training- (Passive Ability, Other: Trick Master) Possessor gains +6 Melee Attack if possessor has a Yoyo equipped
Bolt Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bolt Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Breathless Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Breathless Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Bright Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bright Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Bubble Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bubble Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Water element.
Caustic Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Caustic Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Acid element.
Cheery Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cheery Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Hope element.
Clockwork-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Coded Being-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Coded Being-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Coded Being-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Code Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Code Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Current Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Current Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Daemon-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Daemon-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Daemon and gains +25% Critical against Daemon.
Daemon-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Daemon-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Daemon and gains +5% To Hit against Daemon.
Darkspawn-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Darkspawn-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Darkspawn-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Deletion Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deletion Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Devil-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Devil-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.

Devil-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Devil-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Dicing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dicing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Dissolution Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dissolution Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Dizzying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dizzying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Confusion.
Enchanted Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanted Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Enchanting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Flame Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Flame Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frigid Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frigid Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frost Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Impact Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Impact Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Ignition Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ignition Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Knowledge of Common Yoyo Tricks- (Passive Ability, Other: Trick Master) Possessor's actions may gain 1% inflicts Charm: Impressed if possessor has a Yoyo equipped
Illuminated-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Illuminated-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Illuminated-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Impairing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Impairing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Impaired.
Inundating Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Inundating Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Mindblowing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mindblowing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Pulse Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Pulse Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Energy element.
Rockslide Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rockslide Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Shadow Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shadow Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Spin Mastery- (Passive Ability, Other: Trick Master) Technique Abilities from the Other: Trick Master class whose name includes 'Spin' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Stone Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Stone Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Thought Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Thought Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Psychic element.
Trick Master- (Passive Ability, Other: Trick Master) Possessor gains +(10 * Possessor Level) Melee Attack if possessor has a Yoyo equipped, Possessor gains +(10 * Possessor Level) to all stats if possessor has a Yoyo equipped, Possessor may use an additional Trick Master Technique in conjunction with each action that possessor is using solely Trick Master Techniques as part of.
Trick Specialist- (Passive Ability, Other: Trick Master) Possessor may use up to two Trick Master techniques in conjunction with a single action, provided possessor is using no non-'Trick Master' techniques.
Umbral Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Unstable Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Unstable Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Wind Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wind Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Zealous Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Zealous Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.

Warmaster:
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +500 to all stats while in a Zone of War
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +50 to all stats while in a Zone of War
Elemental Attack-Conversion: War- (Technique Ability, Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +1,000 to all stats while in a Zone of War
Nonsynchronous Elemental Attack-Conversion: War- (Passive Ability, Warmaster) Possessor may use the Technique 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not War element.
Warmaster- (Passive Ability, Warmaster) Possessor ignores (1 * (Possessor Level/5), rounded down)% War Resistance, Possessor ignores War Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

Wind Duke:
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Misc-
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects


-Curse-
Had His Feet Stolen By A Very Weird Thief- (Passive Ability, Curse) Possessor gains -25% Dodge and cannot equip Shoes or Boots
It lasts until its possessor either wins a skill-based competition in front of a crowd of at least 60 people or foils a heist, in an RP thread


Weapons-
*Don Florencino's Rapid-Fire Handgun- (Weapon, Gun, Darkness & Technology, 4,000,000 Gold) +4,000 Ranged Attack, Wielder's 'Ranged Attack' actions that are counters gain '5 hits against 1'
*Throatslicer Switchblade- (Weapon, Knife, Physical, 5,500,000 Gold) +5,500 Melee Attack, 40% Critical, +40% Critical, 60% inflicts Wounded: Bleeding, 200% inflicts Wounded: Bleeding on targets that are afflicted with either Paralyzed or Cham, Wielder deals 55,000 additional Damage to targets that are afflicted with Paralyze or Charm, This item can be brought into threads unequipped
*Twin Moons Bow- (Weapon, Bow, Magic, 60,000,000 Gold) +60,000 Ranged Attack, +30,000 AGI, +30,000 SPI, 150% To Hit, 20% Magic Resistance, Wielder ignores the Magic Resistance and Immunity of individuals below Level 60, 2 hits against 1, Wielder has a 20% chance per round of gaining an additional action

Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
49 Colossus Bardiche- (Weaponx3, Polearm, Light & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
46 Colossus Bill- (Weaponx3, Polearm, Wealth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
16 Colossus Glaive- (Weaponx3, Polearm, Earth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
41 Colossus Naginata- (Weaponx3, Polearm, Wood & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
46 Colossus Partizan- (Weaponx3, Polearm, Fire & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
32 Colossus Trident- (Weaponx3, Polearm, Water & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
Crossrealms Huntsman's Unmatched Bow- (Weaponx2, Bow, Light & Hope & Sonic & Whimsy, 130,000,000 Gold) +260,000 Ranged Attack, +260,000 AGI, +260,000 SPI, 160% inflicts Confusion: Overcome by Laughter, 260% To Hit, Wielder regenerates 2,600,000 HP and MP at the start of each round if wielder is a Fae or a Deva, Wielder may target opponents below Level 60 who are in different battlespaces, Wielder's per-item Ranged Attack caps are doubled for this item as a non-stacking effect, Wielder must be Level 40 or greater or must be a Deva and Level 39 or greater
2 Flaming Dagger (4)- (Weapon, Sword, Fire, 1,250,000 Gold) +1,000 Melee Attack, 30% Critical, 30% Inflicts Burning, Wielder's attacks deal an additional 20,000 points of Fire element Damage on hit
Flameward Axe (3)- (Weapon, Axe, Fire, 1,500,000 Gold) +1,500 Melee Attack, 35% Critical, 30% Fire Resistance, +20,000 Defense against Fire as a conditionally active effect
Lost Opportunity- (Weapon, Bow, Air & Time, 3,000,000 Gold) +3,000 Ranged Attack, Wielder may not conduct actions on rounds where wielder counts the current round's number as the round's actual number
Maggie Embry's Infamous Cookies- (Weapon, Deadly Item, Fire, 1,000 Gold) +5 Ranged Attack, 5% inflicts Pain: Discomfort: Stomachache
Sparkletastic Wonderbownium Wonderbow of Sparkletasticness- (Weapon, Bow, Wonder & Hope & Light & Tacky, 100,000,000 Gold) +100,000 Ranged Attack, +100,000 to all stats, 100% Critical, 100% Dodge, 200% To Hit, 100% inflicts Awestruck, Zealblasted, Charm: Impressed, Imparied: Blind, or Confusion
1 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance

Armor-
*Darkstripe Wear- (Armor, Clothes, Darkness, 4,780,000 Gold) +4,780 Defense, +4,000 AGI, Wearer's 'Melee Attack' and 'Attack with Finesse' actions may use the higher of wielder's Strength and Agility as their Prime Attribute, Umbramancy spells cost wearer 47,000 less MP to cast
*Don Florencino's Gangster Suit- (Armor, Clothes, Darkness, 4,500,000 Gold) +4,500 Defense, 30% Thief Arts Resistance
*Don Florencino's Winter Coat- (Armor, Light Armor, Darkness & Ice, 2,000,000 Gold) +2,000 Defense, +2,000 Defense against Ice, Wielder may equip this item in an accessory slot if wielder has an item named 'Don Florencino's Gangster Suit' equipped
*The Red Dress- (Armor, Clothes, Fire & Psychic & Color, 5,700,000 Gold) +570 Defense, +5,700 SPI, 100% inflicts Charm, Once per round, possessor may change the element of a single opponent below Level 20 to become solely Null as a non-stacking buff, Possessor ignores the Charm Resistance and Immunity of Null-element entities

Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Goblin Tux- (Armor, Clothing, Earth, 1,500,000 Gold) +1,000 Defense, +1,000 to all stats, Wearer's non-summon, non-pet, non-PC allies gain +2,000 Defense as a non-stacking buff
Leviathan Mail- (Armor, Heavy Armor, Physical & Water, 95,000,000 Gold) +95,000 Defense, +95,000 STR, +95,000 CON, +950,000 HP, 148% Resilience, 40% Water Resistance, 15% Aquatic Resistance, Wearer must be Level 40 or greater
Robe of the Fire Rat (Minor)- (Armor, Robes, Fire, 1,780,000 Gold) +2,300 Defense, 25% Resilience, 20% Dodge, +15,000 MP, 30% Fire Resistance, +10,000 Defense against fire as a conditionally active effect
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Ziz Robe- (Armor, Robe, Air, 95,000,000 Gold) +95,000 Defense, +95,000 AGI, +95,000 CON, +950,000 HP, 148% Resilience, 40% Air Resistance, 15% Aerial Resistance, Wearer must be Level 40 or greater

Accessories-
*Don Florencino's Scarf- (Accessory, Scarf, Ice, 1,200,000 Gold) +1,200 Defense, +1,200 Defense against Ice, 30% Frozen Resistance
*Don Florencino's Winter Hat- (Accessory, Hat, Ice, 1,200,000 Gold) +1,200 Defense, 30% Ice Resistance
*Symbol of the Unbound Conflagration- (Accessory, Holy Symbol, Fire, 21,000,000 Gold) +20,000 SPI, 30% inflicts Burning, Whenever an instance of Burning with wielder as a source would be cured or recovered from by a source that is below Level 60, there is a 30% chance that it is not, Wielder's Fire element actions may not be countered by individuals below Level 60
*Vrishni's Letter From Lora- (Accessory, Quest Item, Fire & Darkness, 6,000 Gold) 1% inflicts Charm

Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Chameleon-Shaped Mood Ring- (Accessory, Ring, Water & Psychic & Hope, 90,000 Gold) Wielder may choose to count as being afflicted with any one minor positive status effect (with no text other than the name on said status effect) while not afflicted with any negative status effects
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Cloak of the Celestial Wilderness- (Accessory, Cloak, Light & Earth, 48,000,000 Gold) +45,000 CON, +45,000 MIN, Wearer's Animal summons may gain the subtype Celestial or Deva when summoned, and, if they do so, obtain a non-stacking buff that provides +4,000 to all stats, Wielder regenerates 80,000 HP at the start of any round that wielder is in both a Zone of Light and a Zone of Earth or in a Zone of Light & Earth, Wielder must be Level 20 or greater
Deployable Red Heels- (Accessory, Shoes, Fire & Technology, 15,500 Gold) +15 Defense, Wielder may choose at the start of each round to obtain a non-stacking buff that lasts until the round's end that either provides +5% to its possessor's Charm infliction chances or that provides +1% Dodge
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
Eye of the Thunderous Heaven- (Accessory, Magic Item, Electrical & Air, 80,000,000 Gold) +80,000 SPI, 40% Air Resistance, +80,000 Defense against Air, Wielder's turn-order-determining stat becomes SPI, Wielder's turn-order-determining stat may become 2*SPI (to a max of 1,000,000 additional points) if any of wielder's allies is wielding an item called Eye of the Thunderous Heaven, Wielder deals 200,000 Flat Electrical or Air element Damage to each opponent at the start of each round (to a max of 200 opponents)
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Lesser Band of Antagonistic Exchange- (Accessory, Wristwear, Earth & Air & Magical & Physical & Psychic, 500,000 Gold) Wielder may spend an action to alter one type of attack bonus (Ranged, Melee, Magical) on any one item held to another type of attack bonus, to a maximum of 10,000 points or the value of the original bonus, whichever is lesser, this effect counts as a buff that does not stack
Lesser Prismatic Element Pin- (Accessory, Broach, Air & Earth & Fire & Water & Physical & Magic & Psychic & Technology & Light & Darkness & Acid & Electrical & Ice, 25,000 Gold) 5% Resistance to all of wielder’s elements
Lotus-Crown Glorifying an Arch-Deva- (Accessory, Crown, Chaos & Light, 4,500,000 Gold) +4,500 Magical Attack, +4,500 SPI, +4,500 AGI, +4,500 Defense, 130% To Hit, 135% To Hit if equipped by a Deva, Divine Magic spells cost wielder 9,000 less MP to cast, May not be equipped by Daemons, Devils, or Illuminated
Mark of the Monarch Emberfly- (Accessory, Other: Mystic Infusion, Fire, 2,500,000 Gold) +5,000 Magical Attack, +2,500 AGI, +2,500 SPI, 20% Fire Resistance, Weilder may summon 1 Fire element Spirit, Elemental or Insect of Level 25 or below from the Enemy List that is normally fightable for drops per round, Max 2 summoned.
Mousse Antlers- (Accessory, Upgrade, Acid & Water, 20,000,000 Gold) +20,000 STR, +20,000 CON, Wearer regenerates 200,000 HP at the start of each round, this item counts as possessing the subtype Food
Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Reptile Mechanizer- (Accessory, Gadget, Technology, 30,000,000 Gold) When wielder summons a Reptile, wielder may choose for it to obtain a non-stacking buff that gives it Poison Immunity, Diseased Immunity, Fatigued Immunity and the additional subtype Robot
Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher
Self-Sealing Prism-Box- (Accessory, Trinket, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Acid & Electrical, 50,000,000) Wielder may, if wielder is multiple elements, choose at the start of any of wielder's actions to gain a buff that makes wielder stop counting as any group of those elements, so long as said group does not contain every element that wielder currently is, Wielder may, if wielder is multiple subtypes, choose at the start of any of wielder's actions to gain a buff that makes wielder stop counting as any group of those subtypes, so long as said group does not contain every element that wielder currently is
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Umbrella of Entwined Crimson Lips- (Accessory, Bladecane, Fire & Void, 40,000,000 Gold) +40,000 Melee Attack, Deals HP Drain, 60% inflicts Charm or Stat Drain: ATK Drain
Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN

Consumables-
6 Bacon- (Consumable, Food, Fire, 1 Charge, 500 Gold) +50 Damage to next 3 attacks made by user’s pets and summons
6 Basil- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
3 Beef- (Consumable, Food, Fire & Earth, 1 Charge, 500 Gold) +50 Damage to next 3 attacks made by user
7 Beets- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Darkness
12 Broccoli- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Earth
3 Cabbage- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Physical
4 Carrot- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Physical, +5 CON
2 Cauliflower- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Air
Celery- (Consumable, Food, Earth, 1 Charge, 100 Gold) +5 MP
2 Chicken- (Consumable, Food, Air, 1 Charge, 300 Gold) +5 AGI, +5 CON
4 Corn- (Consumable, Food, Earth & Light & Air, 1 Charge, 300 Gold) +4 CON, +1 AGI, +5 Defense against Air
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
12 Egg- (Consumable, Food, Water & Air, 1 Charge, 90 Gold) +20 HP, +1 STR
4 Eggplant- (Consumable, Food, Water & Darkness, 1 Charge, 300 Gold) +15 Defense against Light
4 Garlic- (Consumable, Food, Light, 1 Charge, 300 Gold) +5 Defense
Ghoulface Toxin Injector (Consumable, Lethal Item, Darkness & Acid, 1 Charge, 7,000,000 Gold) Has RP Effects
3 Goat Cheese- (Consumable, Food, Earth & Air & Water & Light, 1 Charge, 300 Gold) +5 AGI
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Jar of Emberflies- (Consumable, Summoning Stone, Fire, 5 Charges, 300,000 Gold) Summons 1 Emberfly, Max 5 summoned, user may consume 5 charges of this item to instead summon 1 Emberfly Swarm, Max 1 summoned
Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
12 Mint Leaf- (Consumable, Food, Light & Ice, 1 Charge, 300 Gold) +5 Defense against Ice and Fire
10 Potato- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
2 Sage Spice- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 MIN
22 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
6 Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater

Items-
*Vrishni's Communication Strip (Requi)- (Bound Item, Quest Item, Light, 5,000 Gold) (Bound to Seirei)

Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
2 Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
2 Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
2 Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
Energy Crystal- (Item, Material, Energy, 20,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
Incandescent Goldember Rosebay- (Item, Antiquity, Fire & Light & Wood, 7,000,000 Gold)
1 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
Riftspace Sea- (Item, Property, Water & Spatial & Astral, 70,000,000 Gold)
Static, Miniature Blizzard- (Item, Antiquity, Ice & Air, 480,000 Gold)
Tirimaukran Puzzle-Birdcage- (Item, Antiquity, Technology, 6,000,000 Gold)
Vrishni's 'Limited Time Offer' Mail- (Item, Antiquity, Technology, 300 Gold)
4 Walrus Doily- (Item, Antiquity, Chaos, 5,000,000 Gold)


Spells-
*Don Florencino's Getaway Car- (Spell, Thief Arts, Darkness & Technology & Fire, 40,000 MP, 4,000,000 Gold) Caster and up to 3 allies of caster obtain a non-stacking buff that gives its possessor +2,500 AGI, that gives its possessor the subtypes Vehicle and Machine, that gives its possessor +19% Dodge, and that allows its possessor to leave a random quest at the start of each round so long as no individual of Level 20 or greater objects

Brain Massage- (Spell, Healer Magic, Physical & Psychic, 1,000 MP, 100,000 Gold) Cures Confusion
11 Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
9 Dimension-Breaking Riftpunch- (Spell, Unarmed Technique, Spatial, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 15% inflicts Vanished, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Spatial, Caster must be Level 40 or greater
Dynamic Jewel-Soul Essence-Realigning Palm Strike- (Spell, Unarmed Technique, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Electrical & Acid & Energy & Ice & Truth & Moon & Wood & Metal & Void, 5,000 HP or 5,000 MP, 5,000,000 Gold) +5,000 Melee Attack, Caster chooses two different base elements and two different stats, The target of any attack involving this spell acquires a non-stacking debuff that provides -5,000 to the first chosen stat, +5,000 to the second chosen stat, -50% Resistance to the first chosen base element, and +50% Resistance to the second chosen base element, Caster, if this action hits and applies a debuff to at least one target, obtains a non-stacking buff that provides +5,000 to the first chosen stat, -5,000 to the second chosen stat, +50% Resistance to the first chosen base element, and -50% Resistance to the second chosen base element
Greater Inscribed Mage Arrow (Spell, Archery, Magic, 200,000 MP, 20,000,000 Gold) +20,000 Ranged Attack, 'Ranged Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Ranged Attack bonus and using it in lieu of whatever Ranged Attack bonus said spell would otherwise possess, if any
10 Heaven-Breaching Lightrain Skykick- (Spell, Unarmed Technique, Light & Air & Glory, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Awestruck, Suffocation, and Impaired: Blind on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Air, Caster must be Level 40 or greater
Lead Shoes: Icy Lake Edition- (Spell, Thief Arts, Earth & Ice & Water, 20,000 MP, 2,000,000 Gold) 100% inflicts Frozen, 100% inflicts Drowning, 150% inflicts Paralyzed
Nova Shot- (Spell, Archery, War & Energy & Fury, 550,000 HP, 55,000,000 Gold) +55,000 Ranged Attack, +55,000 Magical Attack, 100% inflicts Impaired: Blind, 1 hit against each individual in one row (to a max of 40,000,000 individuals)
Parallel Mageblast: Mirror-Gate Hunter Matrix-Blast- (Spell, Technomancy, Ice & Magic & Spatial & Mystic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, This action may not be countered by sources below Level 60, This action may not be Dodged by sources below Level 60, This action gains +120% To Hit, This action counts as involving an Assault Matrix (or an additional Assault Matrix if it already involves at least one Assault Matrix), This action may not be Reflected by sources below Level 60 that are not 5 or more Levels greater than caster, Caster must be Level 20 or greater
10 Punch So Hard It Breaks the Economy- (Spell, Unarmed Technique, Wealth & Destruction, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, Target and any number of other entities in battle obtain a debuff that stacks 5 times that deals its possessor 61,000,000 Flat Wealth & Destruction element Gold Damage at the start of each round, Caster may destroy a Zone of Wealth, Caster must be Level 40 or greater
6 Ocean-Parting Stomp- (Spell, Unarmed Technique, Water & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Drowning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Water, Caster must be Level 40 or greater
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Searing Elegy- (Spell, Elemental Magic, Fire, 1,000 MP, 700,000 Gold) +500 Magical Attack, this spell gains +200 Magical Attack for every Blazing Sultan or Bard ability caster has, to a maximum of 20 abilities, 30% Inflicts Burning, 50% Inflicts Confusion: Depression, this spell may count as a Bardic Music spell
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
Trick Shot: Behind the Back- (Spell, Gunslinging, Air, 15 MP, 17,000 Gold) +0 Ranged Attack, Attacks involving this spell gain -50% To Hit, Caster must have a Gun equipped to cast this spell, Possessor may, if possessor possesses an ability named 'Ranged Attack' use said ability as a counterattack against an opposing attack that target possessor before possessor’s first action in battle, provided that possessor casts this spell as part of said action, with said counters dealing double damage and cancelling any Thief Arts spell cast if used as a counter against an action that involves a Thief Arts spell cast by an opponent no more than 5 levels greater than possessor
Ultimate Breaker!- (Spell, Unarmed Technique, Physical & Energy, 1,600,000 MP, 180,000,000 Gold) +180,000 Melee Attack, -18,000 Defense, -18% Resilience, stacks 10 times
Wonder of the Ages: Construct Alabaster Colossus- (Spell, Golomancy, Light, 130,000 MP, 130,000,000 Gold) Summons 1 Alabaster Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the abilities 'Adept Divine Magic Attunement' or the ability 'Adept Golomancy Attunement'
Wonder of the Ages: Construct Colossus- (Spell, Golomancy, Earth & Physical, 120,000 MP, 120,000,000 Gold) Summons 1 Colossus from the enemy list, Costs 100,000,000 Gold to cast, takes 15 actions to cast
2 Wonder of the Ages: Construct Coral Colossus- (Spell, Golomancy, Water, 130,000 MP, 130,000,000 Gold) Summons 1 Coral Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the abilities 'Adept Druid Magic Attunement' or the ability 'Adept Golomancy Attunement'
3 Wonder of the Ages: Construct Obsidian Colossus- (Spell, Golomancy, Fire & Earth, 130,000 MP, 130,000,000 Gold) Summons 1 Obsidian Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the abilities 'Adept Elemental Magic Attunement' or the ability 'Adept Golomancy Attunement'
Wonder of the Ages: Construct Worldwood Colossus- (Spell, Golomancy, Wood & Spatial, 130,000 MP, 130,000,000 Gold) Summons 1 Worldwood Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the ability 'Adept Gate Magic Attunement' or the ability 'Adept Golomancy Attunement'
10 Worldcore-Erupting Land-Sunder Strike- (Spell, Unarmed Technique, Fire & Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Burning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may turn a Zone of Earth with a source below Level 99 into a Zone of Fire, Caster must be Level 40 or greater

Pets-
*Ardy, Lantern-Spirit of Rosebay Fields (Pet, Spirit, Fire & Metal, Lv.39, 79,000,000 Gold)
HP- 1,815,000
MP- 1,885,000
STR- 30,900
AGI- 30,600
CON- 32,850
MIN- 21,200
SPI- 33,100
XP- 5,825
Fame- 2
Defense- 2,550
XP Needed- 16,400,000 (Standard Multiplier x2, increased to x20 to bypass level 39)
Defense- 10,700
Defense against Stat Damage- 1,300
Critical Chance- 55%
Resilience- 44%
To Hit- 156%
Dodge- 51%
Resistances and Immunities- Absorbs Fire, 50% Air Resistance, 50% Physical Resistance, 50% Water Weakness, 50% Human Resistance, 50% Deva Weakness, 50% Burning Resistance, 50% Drowning Weakness, 50% Impaired: Blind Weakness, 78% Minor Status Effect Resistance (Except Impaired: Blind), 39% Moderate Status Effect Resistance, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Single, Burning Eye- Instances of Drowning on possessor additionally inflict Impaired: Blind, if possessor is afflicted with Drowning or Impaired: Blind possessor loses the Constant Effects 'Bolstering Flame' and 'Burns With The First Fire' and the Abilities 'Ignite', 'Ignite Zone', 'Rallying Flame', 'Dance of Whirling Embers', 'Seeking Flare Barrage' and 'Backdraft' possessor suffers no negative effects from Burning, instead regenerating 5% Max HP a round (to a max of 50,000,000 HP) and gaining +95% To Hit, Possessor recovers from Impaired: Blind if afflicted with Burning, Constant Effect
Lantern-Spirit- Possessor may create a Zone of Fire or Light or remove a Zone of Darkness created by an equal or lower-level source at the beginning of each round, possessor's damage-dealing offensive actions deal an additional 60,000 damage if in a Zone of Fire (with this damage-increasing effect not stacking), Constant Effect
Bolstering Flame- Possessor's Fire-element allies and allies named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" gain +16,000 to all stats, this effect becomes inactive if possessor is afflicted by Drowning or Impaired: Blind, Constant Effect
Eats Fire- Possessor's offensive actions may gain "deals HP Drain and Stat Drain" against Fire-element targets, Constant Effect
Iron Spirit-Body- Posessor gains +2,000,000 HP, +15,000 CON, +15,000 Defense and +50% Resilience, Constant Effect
Aura of Whirling Emberflies- +10,000 Defense, Wielder may deal 50,000 Flat Fire element Damage to all opponents at the start of each round, Wielder may deal 100,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action, Constant Effect
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, possessor may enter the thread as if possessor has used the ability 'Return to Lantern', Constant Effect
Sworn Service to Vrishni- Possessor gains Charm Immunity and +27,000 to all stats if controlled by a PC named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena", Constant Effect
Indexed Effects-
Burns With The First Fire- If a source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, possessor ignores the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, possessor gains +60,000 Melee Attack, +60,000 Magical Attack and +60,000 Ranged Attack while under the effect 'Return to Lantern', Constant Effect
Abilities-
Ignite Zone- Adds an effect to target non-Water Zone that deals 65,000 Flat Fire damage to up to 19 targets each round, stacks 3 times per Zone and across Zones, Fire, 9,000 MP
Leaping Flame Step- +55% Dodge, targets caster, stacks 2 times, may be used as a pre-emptive counter, lasts 5 rounds, Fire & Air, 15,000 MP
Rallying Flame- Cures Confusion, Charm: Wanderlust and Impaired: Blind: Darkness, +16,000 to all stats, +24,000 Defense, does not stack, 1 hit against 3, Fire, 45,000 MP
Felix Dibello's Special Reserve- 180,000 Damage, Heals, Inflicts Poison: Drunk, +14,000 to all stats, target's offensive actions deal 45,000 additional damage, lasts 15 rounds, does not stack, Fire & Water, 40,000 MP
Dance of Whirling Embers- 31,000 Damage, 1 hit against (X+1) or (X/2) hits against 1 where X is the number of Zones of Fire possessor is in, to a maximum of 6, 30% repeats at the beginning of possessor's first action on the next round, Fire, 40,000 MP
Seeking Flare Barrage- 5,000 Damage, Possessor may add possessor's Ranged Attack bonus (to a max of 64,000 points) to the Damage value of this action, 3 Hits against 1 or 1 hit against 3, deals 1/2 damage, these actions may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targeting individuals below Level 59, Fire, 30,000 MP
Backdraft- 14,000 Damage, 1 hit against 5, if targets are in the front row this action may move them to the back row, this action may be used as a counter, Fire & Air, 20,000 MP
Blade Art: Secant Tenebris- 33,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 64,000 points) to the Damage value of this action, deals 1.5x damage to Umbrals and Darkness-element targets, may remove a Zone of Darkness or a buff applied by a Darkness-element source below level 59, Light, 77,000 MP
Adamant Beatdown- 15,000 Damage, 2,500 CON Damage, 2,500 AGI Damage, 65% Inflicts Wounded, 65% Inflicts Wounded: Bleeding, Physical or Metal or Physical & Metal, 30,000 MP
Spirit Brand- 16,000 Damage, Possessor may add possessor's Magical Attack bonus (to a max of 64,000 points) to the Damage value of this action, 3,000 SPI Damage, 65% Inflicts Burning: Superheated, damage dealt by this ability (but not damage caused by status effects it inflicts) may not be healed by sources below level 39 without permission of user, Fire or Metal or Fire & Metal, 60,000 MP
Return to Lantern- Possessor is removed from battle and replaced with the item "*Ardy's Lantern (Weapon, Polearm, Fire, <Caster's Gold Value> Gold)- +<Caster's STR> STR, +<Caster's AGI> AGI, +<Caster's CON> CON, +<Caster's MIN> MIN, +<Caster's SPI> SPI, +<The highest Damage value possessed by one of caster's abilities> Melee Attack, +<The highest Damage value possessed by one of caster's abilities> Magical Attack, Inflicts Burning, Wielder may create a Zone of Fire at the start of each round, Wielder may spend an action to replicate an action performable by '*Ardy, Lantern-Spirit of Rosebay Fields' from the Shop as though a copy of said entity performed said action, Weilder may spend an action to remove this item from the thread and replace it with the pet *Ardy, Lantern-Spirit of Rosebay Fields" with all the Enhancements on possessor applied to it, Fire & Metal, 0 MP
Indexed Abilities-
Knee to the Gut!- 3,800 Damage, Inflicts Fatigued: Stunned, Physical, 0 MP
Razor-Sharp Teeth- 7,400 Damage, 80% inflicts Wounded, Physical or Metal or Physical & Metal, 0 MP
Ignite- 19,500 Damage, Possessor may add possessor's Magical Attack bonus (to a max of 60,000 points) to the Damage value of this action, Inflicts Burning, Fire, 6,000 MP
Spray Burning Lamp Oil- 10,800 Damage, Inflicts Burning: Flammable, Fire or Fire & Water, 4,000 MP
Ember Edge- 11,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 60,000 points) to the Damage value of this action, 65% inflicts Burning, Fire, 0 MP
Catastrophic Flameslash- 180,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 90,000 points) to the Damage value of this action, 100% inflicts Burning, 1% inflicts Smitten if caster is Level 40 or greater, This action may gain '1 hit against 50' and deal 1/3 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Fire, 900,000 HP
Awards-
Killed Don Florencino on Disc 610
Killed Lora McCreedy on Disc 610 During the Fat Goose Ambush-Kidnapping
Killed Leon 'The Terrible Barber' Morseman on Disc 610 During the Fat Goose Ambush-Kidnapping
Has Reached Round 41 In A Pet Endurance Match

One Soldier (Summoned)
Level 1
Construct, Physical
HP- 100
MP- 120
STR- 8
AGI- 15
CON- 9
MIN- 12
SPI- 6
XP- 0
XP Needed- 1,000
Defense- 10, 50% Poison Resistance, 30% Hexed Weakness
Prime Attribute- Strength
Abilities-
Spear Attack- 100 Damage, Physical, 0 MP
Transformations-
None


Permanant Consumables-
None


Artifacts-
None


Tasks-

If Kit and Vrishni visit 7 vacation destinations together and help solve a minor problem at each one, Kit gets:

Combination Attack: Time-Compressed Vacation Double-Fist Spectacular- (Passive / Technique Ability, Monk) Possessor may use 'Combination Attack: Time-Compressed Vacation Double-Fist Spectacular' in conjunction with a 'Melee Overdrive' action if possessor has a willing unique ally named 'Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena'. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Said action gains the elements Time & Physical, gains +200,000 Melee Attack, reduces the duration of all time-based debuffs on each of its performers by 7 rounds, that gives each of its performers 7 auto-recovery chances against each possessed negative status effect possessed that possesses a per-round-based auto-recovery chance, that incorperates the Melee bonuses of both participants. This ability's possessor counts as possessing an additional Friendship ability as a passive effect, including for prerequisite purposes.


Secret Formulae-
Secret Formula- Walrus Doily
Requires:
Level 20
Consumes:
5 String
1 Diluted Chaos Mana Oil
50,000 XP
Produces:
Walrus Doily- (Item, Antiquity, Chaos, 5,000,000 Gold)

Awards-
Has used 5 Attunement Book: Caliph of Corrosion
Has used 5 Attunement Book: Wind Duke
Has used 5 Attunement Book: Blazing Sultan
Has used 5 Attunement Book: Ocean Prince
Has used 5 Attunement Book: Thunder Czar
Has used 5 Attunement Book: Countess of Power
Has used 5 Attunement Book: Mind Lord
Has used 5 Attunement Book: Kinetic Emperor
Has used 5 Attunement Book: Elementalist
Has used 5 Attunement Book: Eternal Champion
Has used 5 Attunement Book: Ebon Chancellor
Has used 5 Attunement Book: Radiant Hierophant
Has used 5 Attunement Book: Snow Queen
Has used 5 Attunement Book: Heir to the Future
Has used 5 Attunement Book: Monk
Has used 5 Attunement Book: Mountain King
Has used 5 Attunement Book: Arcane Vizier
Has used 5 Attunement Book: Priest
Has used 5 Attunement Book: Diviner
Has used 5 Attunement Book: Luminary
Has used 5 Attunement Book: Druid
Has Consumed 5 Essence Sphere: Archer
Has Consumed 5 Improved Essence Sphere: Archer
Has Consumed 5 Greater Essence Sphere: Archer
Has Consumed 5 Essence Sphere: Hunter
Has Consumed 5 Improved Essence Sphere: Hunter
Has Consumed 5 Greater Essence Sphere: Hunter
Has Consumed 5 Attunement Book: Hunter
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjuror
Has Consumed 5 Greater Essence Sphere: Conjuror
Has Consumed 5 Essence Sphere: Caliph of Corruption
Has Consumed 5 Improved Essence Sphere: Caliph of Corruption
Has Consumed 5 Greater Essence Sphere: Caliph of Corruption
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Improved Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Dominator
Has Consumed 5 Essence Sphere: Trick Master
Has Consumed 5 Improved Essence Sphere: Trick Master
Has Consumed 5 Greater Essence Sphere: Trick Master
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Completed The Third Holy Imperial Challenge of Worth: Test of War
Has Completed The Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed The Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Won the "Color-Coded for Your Convenience" Event Match
‘Has used 12 Grandmaster's Text’
Has Reached Round 41 In An Endurance Match
Has Defeated Three Level 40 Bosses in the Alternative Boss Rush Mode
Built a Statue During the Holy Festival
Saved Exga Village from the Emberfly Plague (Mod Run World Award)
Defeated the Monarch Emberfly of Rosebay Fields (Mod Run World Award)
Tamed Ardy, Lantern-Spirit of Rosebay Fields (Mod Run World Award)
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
Has Completed the Mini Quest 'Trial of Remembrance'
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 1 Frequent Formula Task
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Beat Mousse Moose
Lost to Clement Fiora from Seirei (Who was Teamed-up with Cisco Wellard from Seirei, Who Died Mid-Battle) in a Replica of Clavia in the Parallel Collesseum During the Holy Festival
Participated in a Chaotic Arena-Member-Run Interview Session
Participated in the Third Match of Battle Day #3
Lost to Tolva in the Third Match of Battle Day #3
Impressed a Gangster Guard and Got Him to Start Appreciating Sculpture
Killed Don Florencino on Disc 610
Killed Lora McCreedy on Disc 610 During the Fat Goose Ambush-Kidnapping
Killed Leon 'The Terrible Barber' Morseman on Disc 610 During the Fat Goose Ambush-Kidnapping
Has Completed the Task "First Holy Imperial fChallenge of Power: Test of Wealth"
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Has Completed the Task "Sixth Holy Imperial Challenge of Power: Test of Tenacity"
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"

Obtained the Mob Nickname 'Mister Breadsticks'
Stopped Ghoulface from Flooding the Basement-Dungeon Holding Plan Man Stan with Alchemically-Infectious Beer
Indirectly Responsible for the Establishment of the Gallant Man's Fine Tailoring Conglomerate
Gave a Hair Sample to City Representitives on the New Continent on Eldor VI
MODRAAAAAAAAAAAAAGE
Post Reply