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Roulette Master

Posted: Mon Jun 01, 2020 7:32 pm
by Modrageball
Roulette Master (Draconics)
Level 79
Prime, Darkness & Chaos
HP- 39,500
MP- 45,425
STR- 2,123 (17, all points into STR)
AGI- 1,501 (19)
CON- 1,027 (13)
MIN- 1,659 (21)
SPI- 1,264 (16)
SAN- 395 (5)
INF- 395 (5)
RES- 395 (5)
XP- 516,950,650
XP Required- 25,820,000 XP, Holy Imperial Seal of Triumph
Fame- 48
Gold- 1,651,987,000

Abilities and training!

Bonus Weeks: 76, 30 Archsmith of Metal, 44 Force Mage, 88 Cyberneticist

Currently Learning:
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
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Metacombine
Overdrive
Melee Overdrive
Mental Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack may only target foes in the front row. User must be in the back row.
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Prepare- (Active Ability, Attack) User's next multi-hit attack against target does not suffer multi-hit penalties for one hit (or one additional hit, to a max of 200 hits). This penalty cancellation applies sequentially to hits that would otherwise possess penalties in the order that the hits are performed.
Rest- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of HP equal to (5% of user's Max HP). Cannot be used more times than user's level in one battle. User must be in the back row.

~Anarchomancer~
Adept Chaos Magic Attunement- (Passive Ability, Anarchomaner) Possessor's unmodified stats are increased by 300 points if possessor has not specifically chosen the result of any otherwise-randomized roll or value earlier in the same thread, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, with the spells that are in them having a 50% chance of being castable by possessor each round
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Focused Chaos Magic Casting- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chaos Magic
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Random Agility- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 AGI (this is not a buff)
Random Constitution- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 CON (this is not a buff)
Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Random Melee Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack (this is not a buff)
Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)
Random Spirit- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 SPI (this is not a buff)
Random Strength- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 STR (this is not a buff)

~Arcane Vizier~
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
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
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element

~Arcanist~
Adept Arcanist Magic Attunement- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 10,000 less MP to cast, Arcanist Magic spells cast by possessor 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 Arcanist Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures possessor summons through Aracanist Magic spells or Cards gain +150 to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost 500 less MP and gain +150 additional Magical Attack
Arcanist- (Passive Ability, Arcanist) All entities possessor summons through Arcanist Magic spells or Cards gain +(10 x Possessor Level) to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost (50 x Possessor Level) less MP and gain +(25 x Possessor Level) Magical Attack if they possess a Magical Attack bonus
Arcanist Magic Casting I- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 20 less MP to cast
Arcanist Magic Casting II- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 200 less MP to cast
Arcanist's Prognostication- (Passive Ability, Arcanist) Possessor knows what the top card of possessor's Deck-Based Arcanist deck is
Augmented Elementalize Via Card- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability may use unique spells in addition to non-unique ones, and it does not render the spell used effectless if said spell is unique
Augmented Elementalize Via Card II- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability does not render spells effectless
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Arcanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Call Upon Miraculous Card Reappearances- (Passive Ability, Arcanist) Possessor may select cards from possessor's discard pile in addition to possessor's Deck-Based Arcanist deck when using the ability Sacrificial Card Draw
Card Collector I- (Passive Ability, Arcanist) If possessor has at least 5 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +50 to all stats
Card Collector II- (Passive Ability, Arcanist) If possessor has at least 20 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +200 to all stats
Card Collector III- (Passive Ability, Arcanist) If possessor has at least 50 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +500 to all stats
Card Collector IV- (Passive Ability, Arcanist) If possessor has at least 100 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +1,000 to all stats
Card-Playing Stance- (Stance Ability, Arcanist) Possessor's Arcanist Magic spells gain +50 Magical Attack
Cut the Deck- (Active Ability, Arcanist) Immediately after the order of the cards in possessor's Deck-Based Arcanist deck is randomized, possessor may choose a number less than the number of cards in possessor's Deck-Based Arcanist deck and have all cards below that number in possessor's Deck-Based Arcanist deck on top of possessor's Deck-Based Arcanist deck
Deadly Card Flick- (Passive Ability, Arcanist) Possessor may choose to treat Arcanist Magic spells as though they possessed a Ranged Attack bonus equal to their Magical Attack bonus and possess no other text if using them as part of a Ranged Attack action
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Deck of Numerous Things- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck may contain Card Consumables in addition to Arcanist Magic spells
Discard a Card- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, discard a card
Dramatic Card Use- (Passive Ability, Arcanist) When possessor uses the Cast a Spell action and casts an Arcanist Magic spell, possessor may choose a target and have a 5% chance of inflicting Charm: Impressed on said target
Draw a Card- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, spend an action to draw a card, up to said player's maximum hand size
Draw From the Bottom- (Active Ability, Arcanist) If possessor is a Deck-Based Arcanist, possesser may, whenever possessor would draw a card, possessor may choose to draw from the top of possessor's deck as opposed to the bottom
Elementalize Via Card- (Active Ability, Arcanist) Possessor may, as an action, cause an equipped non-unique Arcanist Magic spell to lose all of its effects for the remainder of the thread to cause a willing target individual to become the element or elements of said spell
Expanded Elementalize Via Card- (Passive Ability, Arcanist) Possessor may use Elementalize Via Card to affect items as well as individuals, but possessor may not use Augmented Elementalize Via Card or Augmented Elementalize Via Card II as part of an action using this ability
Expert Arcanist Magic Attunement- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Arcanist Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Fast Shuffler- (Passive Ability, Arcanist) If possessor's actions for an entire round all involve either an Arcanist Magic spell, an Arcanist ability, or passing, then possessor gets +10 to possessor's turn-order-determining stat sum for turn-order-determining purposes the next round
Fifty-Two Pickup- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, spend an action to discard all cards in hand, move all cards from possessor's discard pile to possessor's deck, randomly re-order all cards in possessor's deck
Focused Arcanist Magic Casting- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Arcanist Magic
Hand of Power- (Passive Ability, Arcanist) Possessor gets +10 to all stats for each spell in hand if possessor is a Deck-Based Arcanist
Improved Card Drawing- (Passive Ability, Arcanist) At the start of each round, if possessor is a Deck-Based Arcanist and, after drawing the first time, possesses less spells in hand than possessor's maximum hand size, then possessor may immediately draw another card
Improved Card Drawing II- (Passive Ability, Arcanist) At the start of each round, if possessor is a Deck-Based Arcanist and does not have a number of cards in hand equal to possessor's maximum hand size, then possessor immediately draws up to possessor's maximum hand size
Improved Deck Capacity I- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain up to 100 cards, with its minimum number of spells contained being unaffected
Improved Deck Capacity II- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain up to 500 cards, with its minimum number of spells contained being unaffected
Improved Deck Capacity III- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as few as 30 cards, with its maximum number of spells contained being unaffected
Improved Deck Capacity IV- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as few as 20 cards, with its maximum number of spells contained being unaffected
Improved Deck-Cutting- (Active Ability, Arcanist) As an action, possessor may choose a number less than the number of cards in possessor's Deck-Based Arcanist deck and have all cards below that number in possessor's Deck-Based Arcanist deck on top of possessor's Deck-Based Arcanist deck
Improved Duplicate Card Use- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as many as 5 of the same spell
Improved Hand Size I- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 8, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 10
Improved Hand Size II- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 9, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 20
Improved Hand Size III- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 10, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 50
Invert Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, place the cards in possessor's deck in reverse order
Invert Discard Pile- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, place the cards in possessor's discard pile in reverse order
Just What I Needed!- (Active Ability, Arcanist) Possessor may, before drawing a card from possessor's Deck-Based Arcanist deck, name a card, if possessor draws said card, then possessor gets +50 to all stats for the remainder of the turn; this bonus is a buff and does not stack
Master Deck-Stacker- (Passive Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, choose the order of the cards in possessor's Deck-Based Arcanist deck at any point that possessor would shuffle or randomize the order of the cards in said deck, at the cost of 5% of possessor's Max MP for the remainder of the thread
Optional Discards- (Active Ability, Arcanist) If possessor is a Deck-Based Arcanist and possessor would discard a card as a result of using it, then possessor may choose to not discard said card with a 50% chance of success in not discarding
Poker Face- (Passive Ability, Arcanist) There is a 50% chance that each action possessor makes that involves an Arcanist Magic spell cannot be countered by individuals under level 20
Reflexive Card Cycling- (Passive Ability, Arcanist) The first time each turn, if possessor is a Deck-Based Arcanist, that a card goes to possessor's discard pile, possessor may choose to immediately discard a card and then draw a card
Reflexive Card Drawing- (Passive Ability, Arcanist) If possessor uses the ability Fifty-Two Pickup, possessor immediately draws a number of cards equal to the number of cards in possessor's hand prior to possessor's use of said ability
Reflexive Card Drawing II- (Passive Ability, Arcanist) The second time each turn, if possessor is a Deck-Based Arcanist, that a card goes to possessor's discard pile, possessor may choose to immediately draw a card
Reflexive Card Drawing III- (Passive Ability, Arcanist) The first time each turn, if possessor is a Deck-Based Arcanist, that a card goes to a possessor's discard pile, possessor may choose to not benefit from Reflexive Card Drawing II this turn and then immediately draw a card
Reflexive Card Drawing IV- (Passive Ability, Arcanist) If possessor uses the ability Fifty-Two Pickup, poassessor immediately draws a number of cards equal to possessor's maximum hand size
Replace Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, switch the cards in possessor's discard pile with those in possessor's Deck-Based Arcanist deck, keeping the cards in the same order
Reveal Your Hand Cockily- (Active Ability, Arcanist) Possessor may spend an action, provided that possessor has at least one card in possessor's hand if possessor is a Deck-Based Arcanist or that possessor has at least one Arcanist Magic spell equipped, to give all foes the ability to preemptively counter any of possesor's actions involving any of said spells or cards using an action that acts as a counter that possesses a 50% chance of completely cancelling its target's action provided that its target is not more than 15 levels higher than it or over level 99. Possessor's action also has a 15% chance of inflicting Confusion: Disconcerted on up to 20 targets.
Sacrificial Card Draw- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, reduce possessor's max hand size by one and then immediately move a card of possessor's choice to possessor's hand from possessor's Deck-Based Arcanist deck as an action that is considered drawing a card
Shuffle Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, have the order of the cards in possessor's Deck-Based Arcanist deck be randomized
Shuffle Discard Pile- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, have the order of the cards in possessor's discard pile be randomized
Stack the Deck- (Passive Ability, Arcanist) Possessor may, at the beginning of a thread, if possessor is a Deck-Based Arcanist, choose the order of the cards in possessor's Deck-Based Arcanist deck
Take a Mulligan- (Active Ability, Arcanist) Possessor may, before possessor's first action of the thread, provided that possessor is a Deck-Based Arcanist, at a time when possessor could take an action, choose to place possessor's hand into possessor's Deck-Based Arcanist deck, randomize the order of the cards in possessor's Deck-Based Arcanist deck, and then draw a number of cards equal to the number of cards in possessor's hand before possessor used this ability; after using this action, possessor may take an action like normal, this ability may be used a maximum of one time per thread
Throw Card Dramatically- (Active Ability, Arcanist) Possessor may use Throw Card Dramatically in conjunction with a Magical Attack, so long as no other technique is used and an Arcanist Magic spell is cast as part of said Magical Attack. Possessor gains a 5% chance of inflicting Charm: Impressed with this attack.
Trade Cards- (Active Ability, Arcanist) Possessor may, if possessor is a Deck-Based Arcanist, exchange a card in possessor's hand with a card from a willing target Deck-Based Arcanit's hand

~Artificer~
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Artificer's Invention Creation Discovery: Unfold Into Clockwork- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Unfold Into Clockwork'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Invention Creation Discovery Mastery- (Passive Ability, Artificer) Passive Abilities from the Artificer class whose name includes 'Invention Creation Discovery' 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.
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

~Assassin~
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.
Forceful Throw- (Technique Ability, Assassin) Possessor may use 'Forceful Throw' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +50 Ranged Attack
Furious Shot Put Strike- (Passive Ability, Assassin) Possessor may use 'Furious Shot Put Strike' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, said action has Strength as its Prime Attribute, and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, +5% To Hit, and 30% inflicts Fatigued: Stun.
Juggler (2)- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.

~Astromancer~
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Tap Into Astrogeomantic Power- (Passive Ability, Astromancer) Possessor gains +200 SPI and gains 2,000 MP if possessor is both in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation set or the Terrain or Phantom Terrain is Space
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect

~Bard~
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Clown (2)- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
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
Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Turkey Music!- (Active Ability, Bard) Possessor may, once per day, create up to 10 of the item Turkey at no cost, Food consumable with Turkey in the name heal for 1.2 times normal value and provide stat, HP, and MP boosts of 1.2 times normal value for possessor
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

~Blessing~
Access Higher Self (Roulette Master, Ascension Bossmode Version)- (Active Ability, Blessing)- Possessor may, if Level 60 or greater, spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Roulette Master (Level 80 Ascension Boss Mode), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Roulette Master (Level 80 Ascension Boss Mode) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Roulette Master (Level 80 Ascension Boss Mode) between battles, Any guild that possessor is a member of gains access to 1 copy of Roulette Master (Level 80 Ascension Boss Mode) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

~Blazing Sultan~
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
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

~Botanist~
Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Agile Greatness of the Colossus-Plant- (Passive Ability, Botanist) Possessor's 'Large Plant', 'Huge Plant', 'Enormous Plant', 'Massive Plant', 'Gargantuan Plant', and 'Colossal Plant' abilites do not give possessor an Agility penalty
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Blood-Drinking Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability may deal Flat HP Drain instead of Flat HP Dramage
Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Colossal Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Dandelion Drifting- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor's row is shifted by something other than possessor performing a 'Switch Rows' action, possessor gains 15% Dodge as a non-stacking buff until the end of the round
Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Enormous Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Excellent Melons- (Passive Ability, Botanist) Possessor's Charm infliction chances are increased by 5% if possessor is a Plant
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Flytrap Maw- (Passive Ability, Botanist) If possessor is a Plant, possessor's 'Melee Attack' actions may deal HP Drain to Insects
Form of Tree- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +1,000 HP, and -100 AGI
Formshift: Plant- (Stance Ability, Botanist) Possessor's subtype becomes Plant
Gargantuan Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Holly Leaves- (Passive Ability, Botanist) Possessor deals 50 additional Damage if possessor is a Plant
Huge Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Large Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets
Massive Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Passively Release Pollen- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to gain a 30% chance of inflicting Confusion on up to 60 targets at the start of each round
Photosynthetic- (Passive Ability, Botanist) If possessor is a Plant, possessor regenerates 2,000 HP and 2,000 MP at the start of each round that possessor is in a Zone of Light
Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Pointy Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 15,000 additional Flat Damage
Poison Holly Berries- (Passive Ability, Botanist) Possessor's offensive actions may gain '20% inflicts Poison' if possessor is a Plant
Prehensile Vines- (Passive Ability, Botanist) If possessor is a Plant, possessor gains +200 Melee Attack
Release Pollen- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to gain a 30% chance of inflicting Confusion on up to 60 targets
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Root Vegetable- (Passive Ability, Botanist) Possessor gains +1% Dodge while in a Zone of Earth if possessor is a Plant
Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty
Thistle-Body- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 3,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Thorn-Covered- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 3,000 additional Flat Damage
Thorns- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 2,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

~Champion of the Upper Realms~
Advanced Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 60% Charm Resistance
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
Superior Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 80% Charm Resistance


~Chef~
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Classy Diner- (Passive Ability, Chef) Possessor's actions that involve the use of a Food or Drink consumable cannot be countered by sources below Level 40 and may have a 20% of inflicting Charm: Impressed on up to 5 opponents
Connoseur of Holiday Sweets- (Passive Ability, Chef) Stat increases from buffs from Ice or Hope element Food consumables used by possessor are increased by 200 points for non-Spirit stats and 500 points for Spirit, with this increase stacking 5 times per Food consumable across different increased charges from different versions of that consumable
Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Gourmand (2)- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points

~Clearance~
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
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 Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' 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
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos

~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
Artist of War- (Passive Ability, Combatant) Possessor's actions may gain '100% inflicts Charm: Impressed'
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
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
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout 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 +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' 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 +5% Critical.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Wind Fist- (Technique Ability, Combatant) Possessor may use 'Wind Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.

~Commander~
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

~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 Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Shift Summoning Element: Air- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air
Shift Summoning Element: Earth- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth
Shift Summoning Element: Fire- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire
Shift Summoning Element: Water- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water
Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

~Crafter~
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

~Curse~
Curse of the Lost Candy- (Passive Ability, Curse) Possessor has a 25% chance of having each Food consumable that possessor tries to use removed from the thread if its name includes 'Candy' immediately prior to its use, with any actions that would have included said use still happening but not using said consumable
The Curse of the Lost Candy lasts until he loses 25 different candy items in RP threads.
Forcibly Introduced to Massive Amounts of Unwanted Truth- (Passive Ability, Curse) Possessor cannot cast Illusion element spells, Illusion Magic spells, or Mystery element spells. Possessor cannot gain Illusionist or Unreality Coordinator abilities.
Mocked By the Coyote-God- (Passive Ability, Curse) Possessor obtains -1 Fame, -200 MIN, has a 60% chance of being afflicted with Confusion at the start of each round, and cannot deal Chaos element Damage to Planetaries (with any such damage being negated)
Ugly- (Passive Ability, Curse) Possessor's Charm infliction chances are decreased by 30%

~Deathless One~
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Undead Calling V- (Passive Ability, Deathless One) Possessor's Undead summons may not be unsummoned by sources below Level 5
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

~Defender~
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense

~Demonologist~
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor

~Diabolist~
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast
Focused Demon Magic Casting- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Demon Magic

~Diplomat~
Adorable- (Passive Ability, Diplomat) Possessor has a 15% chance of inflicting Charm on each opponent at the start of each round
Adept Clothing Mastery- (Passive Ability, Diplomat) Clothing armors equipped by possessor can provide an additional +10,000 Defense before capping, Clothing armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Clothing
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor

~Diviner~
Ancient Magic: Divining Techniques of a Grand Era- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher
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
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
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
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
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
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (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
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 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
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 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
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats

~Dominator~
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Charming Lash- (Technique Ability, Dominator) Possessor may use 'Charming Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Charm.
Do It NOW!- (Passive Ability, Dominator) When possessor gives an action to one of possessor's pets or summons, said pet or summon is cured of Paralyzed, Fatigued, and Charm if possessor is wielding a Whip
Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Enthusiastic Slave-Driver Principle- (Passive Ability, Dominator) Possessor's pets and summons gain +200 to all stats while possessor is wielding a Whip
Hard to Disarm With an Whip- (Passive Ability, Dominator) Individuals below Level 20 may not unequip or steal possessor's equipped Whips without possessor's permission
Insubordination-Preventing Whipborn Terror- (Passive Ability, Dominator) Possessor's pets and summons gain 30% Charm Resistance (which is added in a non-stacking manner to any Minor Status Effect Resistance they possess) if possessor is wielding a Whip
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Obey!- (Passive Ability, Dominator) When possessor is wielding a Whip and one of possessor's opponents who was afflicted with an instance of Charm with possessor as its source would recover from said status effect, possessor may deal said opponent 25,000 Flat Physical element Damage, and, if at least 1 point of non-Healing Damage is successfully dealt out of said quantity, said Charm recovery has a 5% chance of not occurring
Painful Lash- (Technique Ability, Dominator) Possessor may use 'Painful Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Pain.
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
Whip Wielding III- (Passive Ability, Dominator) Possessor gains +200 to all stats when an Whip is equipped and +200 Melee Attack, Melee Attack, and Melee Attack when an Whip is equipped

~Dragoon~
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Code Hack- (Technique Ability, Dragoon) Possessor may use 'Code Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Critical Hack- (Technique Ability, Dragoon) Possessor may use 'Critical Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +5% Critical.
Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.
Hack Mastery- (Passive Ability, Dragoon) Technique Abilities from the Dragoon class whose name includes 'Hack' 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.
Impact Hack- (Technique Ability, Dragoon) Possessor may use 'Impact Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Polearm Wielding II- (Passive Ability, Dragoon) +25 to all stats when a Polearm is equipped, +25 Melee Attack and +25 Magical Attack when a Polearm is equipped
Unified Knowledge of Spears and Polearms- (Passive Ability, Dragoon) Possessor may count Dragoon abilities possessor possesses as Lancer abilities (including for prerequisite purposes), Possessor may count Lancer abilities possessor possesses as Dragoon abilities (including for prerequisite purposes)

~Driver~
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Bail Out!- (Passive Ability, Driver) If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Car Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Carriage/Buggy/Coach Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Chariot Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Truck Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have Truck in the name
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items

~Druid~
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Adept Druid Magic Attunement- (Passive Ability, Druid) Druid Magic spells cost possessor 10,000 less MP to cast, Druid Magic spells cast by possessor 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 Druid Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Archdruid- (Passive Ability, Druid) Individuals who do not possess a name that includes 'Archdruid', do not possess an ability or Constant Effect whose name includes 'Archdruid', possess no ally who either has a name that includes 'Archdruid' or possesses an ability or Constant Effect whose name includes 'Archdruid', and are not Level 60 or greater may not cast Druid Magic spells without possessor's permission, Possessor gains +5,000 to all stats and +50,000 MP
Arctic Druid- (Passive Ability, Druid) Possessor gains 15% Ice Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Ice to any non-Fire-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Ice Resistance
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
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
Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Call Spirit Animals- (Passive Ability, Druid) Whenever possessor summons an Animal, possessor may give it a non-stacking buff that gives its possessor the subtype Spirit
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Cave Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Cthonians that fall into the same categories (out of allies, pets, and summons)
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
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Druidic Land Attunement: Swamp- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Swamp
Druidic Priest- (Passive Ability, Druid) Possessor may choose to cast non-unique Druid Magic spells as though they were Divine Magic spells instead of Druid Magic spells; Possessor may choose to cast non-unique Divine Magic spells as though they were Druid Magic spells instead of Divine Magic spells
Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped
Elder Druid's Timeless Body- (Passive Ability, Druid) Possessor gains Fatigued: Elderly Immunity, Possessor gains 100% Impaired Resistance, Possessor gains 100% Stat Drain Resistance, Possessor's Minor Status Effect Resistances are increased by +10%
Focused Druid Magic Casting- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Druid Magic
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
Gardener (2)- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Hengekeeper- (Passive Ability, Druid) If possessor has at least 10 Druid Magic spells equipped and possesses at least one Earth or Magic element Large Structure ally, possessor gains +5,000 to all stats and +50,000 MP as a non-stacking bonus, and possessor's allies who possesses the ability 'Druid' gain +2,500 to all stats as a bonus that stacks 7 times
Hengestone Bearer- (Passive Ability, Druid) Possessor may equip a Minor Hengestone or an antiquity with Hengsestone in its name with greater value than Minor Hengestone in an accessory slot to provide +2,000 MP
Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Jungle Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Animals that fall into the same categories (out of allies, pets, and summons)
Land's Protector- (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, to a max of Level 60, for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Lunar Druid- (Passive Ability, Druid) Possessor's allies who possesses the subtype Shapeshifter as well as the subtype Animal gain +500 to all stats as a non-stacking bonus, Whenever possessor is in a Natural Form transformation that is an Animal, possessor may choose to also count as a Shapeshifter, Possessor may choose to count as a Shapeshifter while in a Chronogeomantic Zone of Night if possessor has at least 5 Druid Magic spells equipped
Mountain Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain +200 CON and +5% Resilience
Mushroom Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Cthonian, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and a Cthonian
Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Plains Druid- (Passive Ability, Druid) Possessor's Animal pets and summons gain +5% To Hit against opponents who possess no Dodge bonus that comes from buffs
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
Replace Organs With Specialized Plant Growths- (Passive Ability, Druid) Whenever one of possessor's allies (including possessor) is afflicted with Wounded by a source that is not either 10 or more Levels greater than possessor or greater than Level 60, possessor may give said target a buff that causes its possessor to ignore the status effect Wounded from sources below Level 60 and that causes its possessor to gain the subtype Plant
Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Reweave Spells into Beasts- (Active Ability, Druid) Possessor may spend an action to remove a Druid Magic Spell that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon an Animal from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Spell drops from, Max 200 summoned
Sky Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Aerials that fall into the same categories (out of allies, pets, and summons)
Storm Druid- (Passive Ability, Druid) Possessor gains 15% Electrical Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Electrical to any non-Earth-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Electrical Resistance
Swamp Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Poison Resistance and 50% Diseased Resistance
Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Thistle-Defying Passage- (Passive Ability, Druid) Possessor gains +500 Defense against Effects attached to Zones, Terrains, and Phantom Terrains, Effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 10 cannot inflict minor negative status effects on possessor and cannot deal non-Healing Damage to possessor
Totemic Druid- (Passive Ability, Druid) At the start of each thread, possessor chooses an Animal from the Enemy List that is normally fightable for drops as an effect that is not a buff; Whenever possessor possesses one of said Animal as an ally, possessor obtains +2,000 to all stats
Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Treestaff- (Active Ability, Druid) Possessor may spend an action to remove a Staff that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon a Plant from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Staff drops from, Max 200 summoned
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
Urban Druid- (Passive Ability, Druid) Possessor's Plant and Animal allies gain (+300 to all stats and +5% Dodge) if possessor possesses any Large Structure allies, Possessor may not gain the ability 'Angry About Civilization'
Volcanic Druid- (Passive Ability, Druid) Possessor gains 15% Fire Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Fire to any non-Ice-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Fire Resistance
Wisdom of Nature- (Passive Ability, Druid) Possessor gains +200 MIN if a Plant, Animal, Aquatic, Aerial, or Cthonian is present


~Ebon Chancellor~
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
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
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element

~Elementalist~
Ally of Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Elemental Magic Casting I- (Passive Ability, Elementalist) Elemental Magic spells cost possessor 20 less MP to cast
Elemental Geomancy: Fall- (Passive Ability, Elementalist) The presence of a Zone of Acid counts as a casting of Call Unto Seasons: Fall for possessor's purposes
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Hand of Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid 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 Dissolving
Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Invoke Decay- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Acid element Elemental Magic spells, So long as possessor has an Acid element Elemental Magic spell equipped then 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 200 Flat Acid element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and causes a debuff that stacks 20 times that causes -50 to all stats
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff

~Elemental Researcher~
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.

~Enchanter~
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic

~Engineer~
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats

~Enslaver~
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical 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 Soul
Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' 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.
Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.


~Flux Baron~
Advanced Fluxoid Armament Mastery- (Passive Ability, Flux Baron) At the end of each action possessor takes that is not granted by this ability, possessor may use one equipped Fluxoid's ability as an action to a max of 10 times per round of battle
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
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
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects
Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer

~Force Magic~
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast

~Friendship~
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Knows a Samurai Who Hates Pants- (Passive Ability, Friendship) Possessor may, at the start of a round, up to once per thread, select an Armor equipped by an entity in the same battlespace whose name includes 'Pants' or 'Trousers'; said item is, at the start of the round three rounds after the current round, destroyed by an effect that counts as involving a Human named 'That Samurai Who Hates Pants' casting a Sword Arts spell, provided it is not unique and is not worth over 60,000,000 Gold
Loyal Servant of Vashna- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Vashna Saseen', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Vashna Saseen', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Vashna Saseen', The infliction chances of Charm for individuals named 'Vashna Saseen' are increased by 25% against possessor

~Gambler~
Adept Fortune Synchronization- (Passive Ability, Other: Gambler) Amounts of Fortune element Damage possessor deals are increased by 10,000 points, Fortune element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fortune element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fortune Synchronization- (Passive Ability, Gambler) Possessor gains +50 to all stats for each Fortune element item equipped, Possessor's Fortune element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +100 to all stats
Apprentice Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 to all stats while in a Zone of Fortune
Aura of Good Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored: Good Fortune at the start of each round
Aura of Ill Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's opponenets may be afflicted with Hexed: Ill Fortune at the start of each round with a 100% chance of infliction
Aura of Luck's Favored One- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Good Fortune' stance, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored at the start of each round
Aura of Vexsome Fortune- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Ill Fortune' stance, up to 30 of possessor's opponents may be afflicted with Hexed at the start of each round with a 100% chance of infliction
Basic Acceleration Within Fortune's Dominion- (Passive Ability, Other: Gambler) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fortune
Basic Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +50 to all stats
Basic Fortune Synchronization- (Passive Ability, Other: Gambler) Possessor gains +25 to all stats if possessor is Fortune element
Basic Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +10 to all stats
Basic Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +50 to all stats while in a Zone of Fortune
Critical Strike- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor targets an opponent who is below Level 60 and performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '1' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a hit that is not considered being dodged if it would have been dodged normally, with said hit becoming an automatic Critical
Detect Fortune- (Passive Ability, Gambler) Possessor gains +1% To Hit against Fortune element targets
Elemental Attack-Conversion: Fortune- (Technique Ability, Other: Gambler) Possessor may use 'Elemental Attack-Conversion: Fortune' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fortune element and no other technique is used. Said action becomes solely the element Fortune.
Elemental Invocation of Fortune- (Technique Ability, Other: Gambler) Possessor may use 'Elemental Invocation of Fortune' in conjunction with an 'Elemental Attack' action so long as possessor is Fortune element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Empowered By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fortune
Eternal Favor- (Passive Ability, Gambler) If possessor is Fortune element, possessor may choose to have no natural per-round chance of the positive status effect Favored disappearing from possessor
Fortunate Powerattack- (Passive Ability, Gambler) If possessor is Fortune element, Possessor's 'Powerful Attack' actions' minimum miss chance is lowered to 45% if above 45%.
Fortune Favors the Badass- (Passive Ability, Gambler) If possessor is a devout worshipper of the Twin Lucks pantheon, possessor counts as 10 Levels higher for worshipper benefits, to a max of possessor's actual Level
Fortune Manipulation- (Passive Ability, Other: Gambler) Possessor may choose one of the following at the beginning of each round if Fortune element: Create a Zone of Fortune, Remove a Zone of Fortune created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fortune by either possessor or a source below Level 20, Add Fortune 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 Fortune element on a Fortune element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fortune, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fortune, 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 Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Gambler- (Passive Ability, Other: Gambler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fortune Resistance, Possessor ignores Fortune Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 25,000 points
Hard to Hex- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed on possessor, if successful, must be rerolled once
Hexbounce- (Passive Ability, Gambler) If possessor is Fortune element and would be afflicted with the status effect Hexed or any of its sub-status effects by a source below Level 60, possessor may choose instead to not be afflicted with Hexed and inflicted Hexed on the source of said infliction
Improved Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune 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 Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +250 to all stats
Improved Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +1,000 to all stats while in a Zone of Fortune
Improved Zonal Fortune Empowerment- (Passive Ability, Other: Gambler) Possessor gains +500 to all stats while in a Zone of Fortune, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fortune
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Increased Fumble Threshold- (Passive Ability, Gambler) Possessor's 'Induce Horrific Fumbles' ability triggers on a roll of '96' to '100' instead of just on a roll of '100'
Induce Horrific Fumbles- (Passive Ability, Gambler) If possessor is Fortune element, when an opponent of possessor who is below Level 60 performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '100' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a miss that is considered being dodged if it would have been dodged normally, with said hit having a further 25% chance of having its target then re-selected randomly from the allies of its source, including its source, who could have been originally targeted by it, with all calculations for said hit being re-performed in said case
Infinite Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor gains the element Fortune while in Gambler stances
Lasting Favor- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor would have to roll for the natural per-round disappearance of the positive status effect Favored from possessor, possessor rolls twice and chooses the result
Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 7 of possessor's allies gain 7% Resilience, 7% Dodge, 7% Critical, and 107% To Hit
Meditative Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor may choose, at the beginning of a thread, to become solely Fortune element
Nonsynchronous Elemental Attack-Conversion: Fortune- (Passive Ability, Other: Gambler) Possessor may use the Technique 'Elemental Attack-Conversion: Fortune' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fortune element.
Nourished By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fortune
Nullify Fortune- (Passive Ability, Other: Gambler) Possessor may remove the element Fortune from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fortune-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fortune-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fortune from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Project Fortune- (Passive Ability, Other: Gambler) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fortune
Prosperous Venting of Excess Fortune- (Passive Ability, Other: Gambler) If possessor is Fortune element and performs an 'Elemental Attack' action that is solely Fortune element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Quite Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 77 of possessor's allies gain 24% Resilience, 24% Dodge, 24% Critical, and 124% To Hit
Relentless Tempest of Fortune- (Passive Ability, Other: Gambler) If possessor's last action was solely Fortune element either due to this ability or the technique 'Elemental Attack-Conversion: Fortune', possessor may make any of possessor's offensive actions solely Fortune element.
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
Unfortunate Spell- (Technique Ability, Gambler) Possessor may used 'Unfortunate Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is Fortune element and possessor casts a spell as part of said action. Said action gains '60% inflicts Hexed: Ill Fortune'.
Unhexable- (Passive Ability, Gambler) If possessor is Fortune element, possessor gains Hexed Immunity
Uplifted By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fortune
Wielder of Ill Fortune- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed with possessor as a source, if unsuccessful, may be rerolled once

~Geomancer~
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor 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 Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
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
Attuned to Terrain: Casino- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is 'Casino'
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
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
Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Generate Chronogeomantic Zone of Night- (Passive Ability, Geomancer) Possessor may create a Chronogeomantic Zone of Night at the beginning of battle if no other Zones are present
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
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Improved Terrain Attunement: Casino: Betting on Black- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Darkness element until the end of the round and provides +1% To Hit
Improved Terrain Attunement: Casino: Betting on Green- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Earth element until the end of the round and provides -1% To Hit
Improved Terrain Attunement: Casino: Betting on Red- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Fire element until the end of the round and provides +1% To Hit
Improved Terrain Attunement: Casino: Casino-Based Luck-Twisting- (Passive Ability, Geomancer) Possessor's Favored and Blessed infliction chances are increased by 15% while the terrain or phantom terrain is 'Casino'
Improved Terrain Attunement: Casino: Embracing the Casino Chaos- (Passive Ability, Geomancer) At the end of any round during which the terrain or phantom terrain is 'Casino' during which possessor could have decided the result of one of more randomized rolls but instead did not decide any of them, possessor obtains a buff that stacks 7 times that lasts 7 rounds that provides +700 to all stats
Improved Terrain Attunement: Casino: Jackpot Hit- (Passive Ability, Geomancer) Possessor may choose for Criticals that possessor obtains while the terrain or phantom terrain is 'Casino' to deal Gold Damage equal to the HP Damage they would deal either instead of or in addition to said HP Damage
Improved Terrain Attunement: Casino: Lucky in Casinos- (Passive Ability, Geomancer) Possessor gains +7% Critical and +7% To Hit if the terrain or phantom terrain is 'Casino'
Improved Terrain Attunement: Casino: Support from Coin-Spraying Machines- (Passive Ability, Geomancer) Possessor may choose for the any of possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wealth if the terrain or phantom terrain is 'Casino'
Improved Terrain Attunement: Casino: The House Always Wins- (Passive Ability, Geomancer) Possessor obtains +5,000 to all stats while the terrain or phantom terrain is 'Casino' and was created by possessor
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Phantom Terrain Link Established: Casino- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Casino
Phantom Terrain Link Established: Swamp- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
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 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 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 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 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 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 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 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 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 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 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 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

~Gigas Knight~
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Inbuilt Armor-Cannons- (Passive Ability, Gigas Knight) Possessor gains +6,000 Ranged Attack and counts as having two additional Guns equipped while possessor has a Grand Armor equipped
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Momentum- (Passive Ability, Gigas Knight) Possessor gains, as a buff that resets itself at the start of every battle that is an effect which stacks 200 times, +50 to all stats at the start of each round of battle
Mystically-Inscribed Armor Plates- (Passive Ability, Gigas Knight) Possessor may choose, upon entering a thread with a Grand Armor equipped or upon equipping a Grand Armor, to give said Grand Armor a non-stacking buff that does not stack across multiple different items that provides +500 Defense, provides +5% Resilience, and that gives any Armor that possesses it the element Magic
Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Remechanized Grip-Lock- (Passive Ability, Gigas Knight) Possessor may not have equipped weapons unequipped or stolen by opponents with a lower STR who are below Level 60 and not 20 or more Levels greater than possessor
Scrap-Attracting Magnetic Fortification-Field- (Passive Ability, Gigas Knight) When possessor has a Grand Armor equipped, whenever a Robot, Machine, Clockwork, or Metal-element individual dies, possessor obtains +500 Defense as a buff that stacks 30 times that vanishes if possessor ceases to have a Grand Armor equipped
Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor

~Gunner~
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons 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 Gun
Aerial-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Animal-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Animal-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Aquatic-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Black Shot- (Technique Ability, Gunner) Possessor may use 'Black Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Bolt Shot- (Technique Ability, Gunner) Possessor may use 'Bolt Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Water element.
Code Shot- (Technique Ability, Gunner) Possessor may use 'Code Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Technology element.
Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' 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 Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Shot- (Technique Ability, Gunner) Possessor may use 'Critical Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% Critical.
Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Darkspawn-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload'.
Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Dragon-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Expert Gun Training- (Passive Ability, Gunner) The Ranged Attack bonus granted by up to one Gun weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Gun)
Frigid Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Ice element.
Frozen Shot- (Technique Ability, Gunner) Possessor may use 'Frozen Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Human-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Human-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Impairing Shot- (Technique Ability, Gunner) Possessor may use 'Impairing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Night Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Reptile-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Shapeshifter-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' 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.
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Sleeting Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Umbral Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.

~Gunslinger~
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Expert Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
♢Guns at High Noon- (Passive Ability, Gunslinger) If possessor has no allies in the same battlespace and is wielding a Gun, possessor's attacks that involve Gunslinging spells deal 5% more Damage
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
♢Sheriff's Overwatch- (Stance Ability, Gunslinger) Possessor may, if wielding at least one Gun, whenever an opponent targets one of possessor's allies with an offensive attack for the first time per round per ally across all opponents, conduct a 'Ranged Attack' action that must target that opponent and may not target any other opponents and may not target any allies other than possessor and said previously targeted ally, with this action being a counter to said offensive attack
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)

~Heir To The Future~
Apprentice Technology Resistance- (Passive Ability, Heir to The Future) Possessor gains 5% Technology Resistance
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
Basic Technology Resistance- (Passive Ability, Heir to The Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to The Future) Possessor gains +25 to all stats if Technology element

~Illusionist~
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
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
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
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
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel

~Jeweler~
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped

~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
Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
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
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
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
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
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
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
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
Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

~Lancer~
Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Bolt Thrust- (Technique Ability, Lancer) Possessor may use 'Bolt Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Bright Thrust- (Technique Ability, Lancer) Possessor may use 'Bright Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Charging Thrust- (Technique Ability, Lancer) Possessor may use 'Charging Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype
Flame Thrust- (Technique Ability, Lancer) Possessor may use 'Flame Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Thrust- (Technique Ability, Lancer) Possessor may use 'Frost Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Guilassimo's Impaling Polearm Stance- (Stance Ability, Lancer) While this stace is active, Polearms may be used in place of Spears for Lancer Active abilities.
Impairing Thrust- (Technique Ability, Lancer) Possessor may use 'Impairing Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains a 20% chance of inflicting Impaired.
Javelain Throw- (Technique Ability, Lancer) Possessor may use 'Javelain Throw' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Spear is equipped. Said action counts the Melee Attack bonus of one equipped Spear as an equal Ranged Attack bonus.
Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Thrust Mastery- (Passive Ability, Lancer) Technique Abilities from the Lancer class whose name includes 'Thrust' 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.
Wind Thrust- (Technique Ability, Lancer) Possessor may use 'Wind Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Air element.

~Lawbringer~
Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Judge (2)- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack

~Lightbearer~
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Illuminated Calling V- (Passive Ability, Lightbearer) Possessor's Illuminated summons may not be unsummoned by sources below Level 5
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

~Magus~
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Classical Training in Standard Combat Utilizing the Orb- (Passive Ability, Magus) Possessor may treat Orb as a Base Weapon subtype
Dual Orb-Wielding- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has two Orbs or a Orb that is a Weaponx2 equipped
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.

~Magewright~
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped, This ability counts as also being the ability 'Watchmaker'/'Watch-Maker' for prerequisite purposes

~Mech Jockey~
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name

~Mentalist~
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Autohypnosis- (Active Ability, Mentalist) Possessor may spend an action to inflict Fatigued: Asleep on itself
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Hypnotist (2)- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold

~Metamorph~
Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Basic Fangs and Claws Mastery- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks
Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Quick Transformations- (Active Ability, Metamorph) Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action
Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Transformed Comfort- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them
Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Form of Fox- (Stance Ability, Metamorph) +30 AGI
Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor

~Mind Lord~
Apprentice Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 1,000 points
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 Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Improved Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +1,000 to all stats while in a Zone of 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
Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
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
Zonal Psychic Control- (Passive Ability, Mind Lord) Possessor may, at the start of each round, choose one Zone of Psychic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

~Mountain King~
Apprentice Earth Resistance- (Passive Ability, Mountain King) Possessor gains 5% Earth Resistance
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 Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element

~Musician~
Air Guitar- (Passive Ability, Musician) Possessor may count as having an Air-element Instrument named 'Air Guitar' that provides +250 Magical Attack equipped if possessor has 2 empty Weapon slots
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Drop a Piano On Them!- (Technique Ability, Musician) Possessor may use 'Drop a Piano On Them!' in conjuction with a 'Ranged Attack' action so long as no other technique is used and possessor has an Instrument with 'Piano' in its name equipped. Said action gains +500 Melee Attack and a 20% chance of inflicting Fatigued: Stun.
Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Phantom Organmaster- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '60% inflicts Confusion: Fear' if possessor is an Undead and has an Instrument with 'Organ' in its name equipped
Rimshot- (Passive Ability, Musician) If possessor has an Instrument with the word 'Drum' or 'Cymbal' in its name equipped, possessor may increase the Confusion: Overcome by Laughter infliction chances of possessor's allies by 5%

~Numinous Archivist~
Absorb Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Absorbs Knowledge against sources below Level 20 if Level 20 or greater
Adept Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Amounts of Knowledge element Damage possessor deals are increased by 10,000 points, Knowledge element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Knowledge element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor obtains Knowledge element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge 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 Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 Defense against Knowledge
Apprentice Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Knowledge Resistance
Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +100 to all stats
Apprentice Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 to all stats while in a Zone of Knowledge
Basic Acceleration Within Knowledge's Dominion- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Knowledge
Basic Affinity to Healing Via Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor obtains Knowledge element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Basic Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 Defense against Knowledge
Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Basic Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to all stats if possessor is Knowledge element
Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Basic Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats while in a Zone of Knowledge
Call Forth the Living Knowledge- (Active Ability, Other: Numinous Archivist) Possessor may spend an action to summon 5 Elementals that are Knowledge element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor has a 20% chance of being able to cancel the actions of Knowledge element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 Defense if possessor has any Knowledge-element items equipped that provide a Defense bonus
Detect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +1% To Hit against Knowledge element targets
Elemental Attack-Conversion: Knowledge- (Technique Ability, Other: Numinous Archivist) Possessor may use 'Elemental Attack-Conversion: Knowledge' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Knowledge element and no other technique is used. Said action becomes solely the element Knowledge.
Elemental Invocation of Knowledge- (Technique Ability, Other: Numinous Archivist) Possessor may use 'Elemental Invocation of Knowledge' in conjunction with an 'Elemental Attack' action so long as possessor is Knowledge element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor absorbs Damage that is Knowledge element Damage, Possessor may choose to deal 10,000 Flat Knowledge element Damage to up to 10 targets
Empowered By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Knowledge
Greater Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor obtains Knowledge element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +5,000 Defense against Knowledge
Improved Defenses that Utilize Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +2,000 Defense if possessor has any Knowledge-element items equipped that provide a Defense bonus
Improved Knowledge Elemental Emanation- (Passive Ability, Other: Numinous Archivist) Possessor's 'Call Forth the Living Knowledge' ability may summon entities up to Level 20
Improved Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 10% Knowledge Resistance
Improved Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +250 to all stats
Improved Weaponization of Knowledge- (Passive Ability, Other: Numinous Archivist) Quantities of Knowledge element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +1,000 to all stats while in a Zone of Knowledge
Improved Zonal Knowledge Empowerment- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 to all stats while in a Zone of Knowledge, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Knowledge
Infinite Assumption of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains the element Knowledge while in Numinous Archivist stances
Knowledge Battle-Aura- (Stance Ability, Other: Numinous Archivist) Possessor deals 10,000 Flat Knowledge element Damage to each opponent at the start of each round
Knowledge Body Form- (Stance Ability, Other: Numinous Archivist) Possessor gains +200 Defense against Knowledge, Possessor gains 15% Knowledge Resistance, Possessor may deal 5,000 Flat Knowledge element Damage to any individual who conducts an offensive action that targets possessor
Knowledge Immunity- (Passive Ability, Other: Numinous Archivist) Possessor gains Knowledge Immunity against sources below Level 20 if Level 20 or greater
Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge 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 Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, 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 Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may choose, at the beginning of a thread, to become solely Knowledge element
Nonsynchronous Elemental Attack-Conversion: Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may use the Technique 'Elemental Attack-Conversion: Knowledge' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Knowledge element.
Nourished By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Knowledge
Nourish Knowledge- (Passive Ability, Other: Numinous Archivist) Whenever possessor deals HP or MP healing to an Knowledge element individual, possessor deals 300 additional points
Nullify Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may remove the element Knowledge from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Knowledge-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Knowledge-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Knowledge from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Partial Channeling of the Wrath of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Mindblasted: Too Much Information Resistance
Predict the Flow of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +5% Dodge against Knowledge element individuals
Project Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Knowledge
Prosperous Venting of Excess Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element and performs an 'Elemental Attack' action that is solely Knowledge element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Knowledge Elemental Spawn- (Passive Ability, Other: Numinous Archivist) Possessor may, at the start of any round, unsummon one of possessor's Knowledge element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Reflects Knowledge against sources below Level 20 if Level 20 or greater
Relentless Tempest of Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor's last action was solely Knowledge element either due to this ability or the technique 'Elemental Attack-Conversion: Knowledge', possessor may make any of possessor's offensive actions solely Knowledge element.
Soothing Knowledge Emanation- (Passive Ability, Other: Numinous Archivist) Whenever possessor absorbs Damage that is Knowledge element Damage, Possessor may choose to deal 10,000 Flat Knowledge element HP Healing to up to 10 targets that are Knowledge element
Stability Within Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains 25% minor negative status effect resistance while in a Zone of Knowledge
Understanding of the Bonds of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Knowledge element individual
Uplifted By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Knowledge
Zonal Knowledge Control- (Passive Ability, Other: Numinous Archivist) Possessor may, at the start of each round, choose one Zone of Knowledge that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80


~Ocean Prince~
Apprentice Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 5% Water Resistance
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
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element

~Power Trooper~
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped

~Priest~
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
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
Blessed Aura- (Passive Ability, Priest) If possessor is in a Priest stance, possessor and possessor's allies regenerate 5,000 HP and 5,000 MP per round, Possessor must have a Patron Deity for this ability to take effect
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
Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Loaves and Fishes Replication Technique- (Technique Ability, Priest) Possessor may use 'Loaves and Fishes Replication Technique' in conjunction with a 'Metacombine' action so long as no other technique is used, possessor has at least three Divine Magic spells equipped, and only Food items worth under 500,000 Gold that are non-unique are used as part of said action. Said action targets all allies of its caster, not including its caster.
Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Polytheist- (Passive Ability, Priest) Possessor's Level is considered to be 1 Level higher, to a max of poessor's Level or 99, whichever is lower, for purposes of Worshipper Benefits for each of possessor's Patron Deities as an effect that is not divided by the normal divisor that possessor's Level is divided by for purposes of Pantheon Worshipper Benefits if possessor is a Devout Worshipper of a Pantheon
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
Preacher (2)- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take 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
Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor
Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped

~Radiant Hierophant~
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
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
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element

~Ravager~
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI

~Reaper~
Accurate Scythe Use- (Passive Ability, Reaper) Possessor gains +1% To Hit when a Scythe is equipped
Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee 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 Scythe
Aerial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Animal-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Animal-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Animal-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Aquatic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Asterismic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Asterismics and gains +5% To Hit against Asterismics.
Asterismic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Asterismics and gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Bio-Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Clockwork-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee 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 Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Cthonian-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Dangerous Scythe Use- (Passive Ability, Reaper) Possessor gains +1% Critical when a Scythe is equipped
Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Harvest- (Technique Ability, Reaper) Possessor may use 'Dud Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Reaper equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Expert Scythe Training- (Passive Ability, Reaper) The Melee Attack bonus granted by up to one Scythe weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that was an Scythe)
Explosive Harvest- (Technique Ability, Reaper) Possessor may use 'Explosive Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Famous Calamari-Scything Art- (Technique Ability, Reaper) Possessor may use 'Famous Calamari-Scything Art' in conjunction with a 'Melee Attack' action so long as a Scythe is equipped and no other technique is used. Said action gains +200 Melee Attack against Aquatic, and wielder counts as possessing 1 additional Fame during said action.
Flame Harvest- (Technique Ability, Reaper) Possessor may use 'Flame Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Fortress-Collapsing Wind-Slash- (Technique Ability, Reaper) Possessor may use 'Fortress-Collapsing Wind-Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +1,000 Melee Attack, and it gains +50% Critical against Large Structures.
Fortune Sever- (Technique Ability, Reaper) Possessor may use 'Fortune Sever' in conjunction with a 'Ranged Attack' or 'Melee Overdrive' action so long as possessor is Level 40 or greater, a Scythe is equipped, and no other technique is used. Said action gains +2,000 Melee Attack and '5% inflicts Cursed'
Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Hard to Disarm With a Scythe- (Passive Ability, Reaper) Individuals below Level 20 may not unequip or steal possessor's equipped Scythes without possessor's permission
Harvest Mastery- (Passive Ability, Reaper) Technique Abilities from the Reaper class whose name includes 'Harvest' 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.
Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Harvest-Killing Scythestrike- (Technique Ability, Reaper) Possessor may use 'Harvest-Killing Scythestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +700 Melee Attack, and its targets may not summon or heal plants as a non-stacking debuff.
Haunted Claw- (Technique Ability, Reaper) Possessor may use ‘Haunted Claw’ in conjunction with a Melee Attack action, provided that possessor has a Scythe equipped and no other Technique is used. Said action gains +210 Melee Attack, 5% inflicts Confusion: Fear, 10% inflicts Stat Drain: CON Drain, and 15% inflicts Hexed.
Hexing Harvest- (Technique Ability, Reaper) Possessor may use 'Hexing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Hungering Harvest- (Technique Ability, Reaper) Possessor may use 'Hungering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Hyped-Up Slash- (Technique Ability, Reaper) Possessor may use Hyped-Up Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +1 Melee Attack and is delayed for 5 rounds.
Illuminated-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impairing Harvest- (Technique Ability, Reaper) Possessor may use 'Impairing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Hexing Harvest- (Passive Ability, Reaper) Possessor's 'Hexing Harvest' technique has its chance of inflicting Hexed increased to 30%
Insect-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Jack-O-Lantern Flamescythe- (Technique Ability, Reaper) Possessor may use 'Jack-O-Lantern Flamescythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +300 Melee Attack, gains the element Fire, and gains a 30% chance of inflicting Confusion: Fear
Keen Scything Stance- (Stance Ability, Reaper) +5% Critical when a Scythe is equipped, +25 Melee Attack when a Scythe is equipped
Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Monster-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Ooze-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Oozes and gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Outsider-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.
Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
Plant-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Plant-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Prime-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Radiantly-Exploding Torpedo Scythe- (Technique Ability, Reaper) Possessor may use 'Radiantly-Exploding Torpedo Scythe' in conjunction with a 'Ranged Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +2,000 Ranged Attack and inflicts Charm: Impressed on all of target's allies below Level 40. One of wielder's Scythes has its Melee Attack bonus changed into a Ranged Attack bonus for the duration of said action. Said Scythe is unequipped and then destroyed if worth under 10,000,000 Gold or is unequipped and then removed from the thread if it is worth 10,000,000 Gold or more unless caster possesses the ability 'Assassin'.
Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Reaper's Countainance- (Passive Ability, Reaper) Possessor gains 5% Confusion Resistance, 5% Pain Resistance, and 5% Charm Resistance if possessor has a Scythe equipped.
Reptile-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Reptiles and gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Scythe Wielding III- (Passive Ability, Reaper) Possessor gains +200 to all stats when a Scythe is equipped and +200 Melee Attack when a Scythe is equipped
Shadow Harvest- (Technique Ability, Reaper) Possessor may use 'Shadow Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Spooky Scything- (Passive Ability, Reaper) Possessor’s Melee Attack actions gain 10% inflicts Confusion: Fear and 10% inflicts Hexed while possessor is wielding a Scythe.
Suddenly Elongate Scythe- (Technique Ability, Reaper) Possessor may use ‘Suddenly Elongate Scythe’ in conjunction with a Melee Attack action that solely targets individuals in the front row, provided that possessor has a Scythe equipped and no other Technique is used. Possessor gains +80 Melee Attack and may, after seeing the damage said Melee Attack action dealt to each individual in the front row, choose to not apply damage or any other effects from the Melee Attack action save the actual targeting of the individual as part of a Melee Attack action to any chosen number of front-row targets and make a second attack as part of the same Melee Attack action that solely targets a number of individual in the back row equal to the number of damage-forfeited targets in the front row, with this technique not being able to cancel damage and / or create a new attack more than once per round; this technique may re-assign missed and dodged hits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Thirsty Harvest- (Technique Ability, Reaper) Possessor may use 'Thirsty Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.
Whirling Scything Stance- (Stance Ability, Reaper) +15 Melee Attack, Possessor's Melee Attacks deal 1/5 damage and gain 1 hit against 3, 5% possessor may counter Physical element attacks with a basic Melee Attack that involves no techniques or spells, -5% Dodge, a Scythe must be equipped to utilize this stance's abilities, excepting the Dodge penalty
Wind Harvest- (Technique Ability, Reaper) Possessor may use 'Wind Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Air element.

~Sage~
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Transform Staff (Whirlwind)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a whirlwind that acts on its creator's first action each turn, the whirlwind, as an action, may initiate a Magical Attack that is solely Air element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 1% chance of moving its target to the front row, provided its target its under level 25, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the whirlwind is destroyed, the staff is removed from the thread, The whirlwind's creator may spend an action to turn it back into a staff and re-equip it, A whirlwind thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread, This ability cannot be used on cursed items (though such items cannot be unequipped normally anyway, thus making it rather hard to even attempt to)
Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled

~Scientist~
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Experimental Weapons Designer- (Passive Ability, Scientist) Possessor may, for a cost of 10,000 XP and 1,000,000 Gold apply the Experimental Upgrade enhancement 'Experimental Weapons Upgrade I' to one weapon owned and carried by possessor
Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

~Shadow Blade~
Animate Shadow- (Passive Ability, Shadow Blade) Possessor gains +500 Melee Attack and counts as possessing an additional Umbral ally
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.
Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives
Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move

~Skykeeper~
Advanced Carrier Bird Training- (Passive Ability, Skykeeper) When possessor trades an item to another individual within the same thread with Carrier Bird Trainer, then the individual who possessor trades the item to may immediately choose to unequip up to one item of the same subtype and then equip the transferred item, Possessor's Aerial pets and summons gain +10 AGI and +10 STR
Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Flying- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Skykeeper- (Passive Ability, Skykeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aerial pet only, This ability provides +50 HP and +10 to all stats of possessor's Aerial pets and summons per Level of possessor
Trainer of Mystic Messenger Birds- (Passive Ability, Skykeeper) Possessor may transfer a buff that could have originally been applied to the individual it is being transferred to had the individual it is being transferred to been presented when the buff was first applied with Carrier Bird Trainer instead of an item, Possessor's Aerial pets and summons gain +25 SPI

~Slayer~
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped

~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 Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice
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 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
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'
Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack
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 Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice
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
Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

~Summoner~
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

~Technomancer~
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

~Thief~
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

~Transmuter~
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
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
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Unfettered One~
Adept Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Prime summon, Possessor's unmodified stats increase by 200 points if possessor is a Prime
Advanced Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 60% Charm Resistance
Apprentice Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 20% Charm Resistance
Basic Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +50 Defense
Defensive Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +250 Defense
Element Roulette- (Active Ability, Unfettered One) Possessor may spend an action to have possessor's element become a single random Base Element
Engage Games Room: Roulette Master- (Passive Ability, Other: Unfettered One) Possessor may, at the start of a standard arena match, set the terrain to 'Roulette Master's Courtyard', which counts as having 'Casino' in its name for purposes of effects that relate to terrains and phantom terrains. While the terrain is 'Roulette Master's Courtyard', possessor may, at the start of the round, choose to select a range of Levels, all of which must be below 80 and below possessor's Level, with 8 randomly chosen actions (with targets also being randomly chosen) performable by randomly selected entities on the Enemy List that are within the selected Level range and normally fightable for drops being selected; possessor then may choose up to three of these actions to perform as though they were being performed by replicated copies of the entites on the Enemy List. Possessor obtains +2,000 uncapped points to all stats if the terrain is 'Roulette Master's Courtyard'. As an RP effect, this ability (and related abilities) specifically function in the Roulette Master's courtyard.
Fatal Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette I Table
Fatal Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette II Table if possessor is Level 20 or greater
Fatal Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette III Table if possessor is Level 40 or greater
Fatal Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette IV Table if possessor is Level 60 or greater, This roll may not be de-randomized, rerolled, or modified by sources below Level 99
Formshift: Prime- (Stance Ability, Unfettered One) Possessor's subtype becomes Prime
Gate Roulette- (Active Ability, Unfettered One) Possessor may spend an action to randomly move each entity that is either a non-unique entity below Level 80, a unique entity below Level 60, or a willing entity that is present in any battlespace that is part of the current battle to a random existing battlespace that is part of said battle
Glory Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette I Table
Glory Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette II Table if possessor is Level 20 or greater
Glory Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette III Table if possessor is Level 40 or greater
Glory Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette IV Table if possessor is Level 60 or greater, This roll may not be de-randomized, rerolled, or modified by sources below Level 99
Heinous Roulette Casting- (Passive Ability, Unfettered One) If possessor is a Prime, performs a Magical Attack action that includes no Techniques and pays an amount of MP equal to 5% of possessor's Max MP, and said action has all of its hits be Criticals, possessor has a 50% chance of being able to make a second attack as part of the same action that may include a different spell than the first attack, with this additional attack being able to be made a max of once per round; if the cost mentioned in this ability is paid but this ability's activation chance does not activate, possessor has a 25% chance of losing possessor's first action of the next round, with everything that would occur before and after said action still occurring.
Offensive Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have the Damage values of their abilities increased by 50 points
Offensive Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have the Damage values of their abilities increased by 500 points
The Perfect Roulette Master (Passive Ability, Other: Unfettered One) Possessor's base stats are increased by 2
Prime Calling I- (Passive Ability, Unfettered One) Possessor's Prime summons gain +20 to all stats
Prime Calling II- (Passive Ability, Unfettered One) Possessor's Prime summons gain +200 HP
Prime Calling III- (Passive Ability, Unfettered One) Possessor's Prime summons gain +500 MP
Prime Calling IV- (Passive Ability, Unfettered One) Possessor's Prime summons gain +2,000 HP and +4,000 MP
Prime Calling V- (Passive Ability, Unfettered One) Possessor's Prime summons may not be unsummoned by sources below Level 5
Primal Force of Nature- (Passive Ability, Other: Unfettered One) Possessor, if a Prime, may choose at the beginning of a thread to gain the subtype Plant, Possessor, if a Plant, may choose at the beginning of a thread to gain the subtype Prime, Possessor if a Prime and an Plant, gains +100 to all stats
Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +20 to all stats
Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +100 to all stats
Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 40% Charm Resistance
Prime Traits- (Passive Ability, Other: Unfettered One) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Prime
Primordial Unfettered Body- (Passive Ability, Unfettered One) Possessor is Immune to sources below Level 20 if possessor is Level 40 or greater and is a Prime
Rotating Resistance- (Passive Ability, Unfettered One) At the start of each battle, possessor is randomly assigned a 40% Resistance to any one Base Element that lasts until the end of battle. At the start of each battle, possessor is randomly assigned an Immunity to any one Minor Negative Status Effect that lasts until the end of battle.
Roulette Assault- (Passive Ability, Unfettered One) At the start of battle, possessor is randomly assigned a single stat as possessor's Prime Attribute. Possessor may use this stat in place of any single other stat for purposes of Attack abilities
Roulette Master- (Passive Ability, Unfettered One) Five values are attached to this ability. Every month, possessor may choose to these values a single time. Possessor is forced to re-roll these values every 6 months. Each of these values is randomly determined to be a value between 1 and 20. This re-rolling may not be undone by effects that undo a round of battle (or multiple rounds of battle, or elements of a round of battle) that come from sources below Level 200. Possessor uses the first of these values as its Base STR, including for prerequisite purposes. Possessor uses the second of these values as its Base AGI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the third of these values as its Base CON, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the fourth of these values as its Base MIN, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the fifth of these values as its Base SPI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points.
Time Tracker: Last "Spin" 10/27/15
Roulette Master Plus- (Passive Ability, Unfettered One) Whenever possessor's values associated with possessor's 'Roulette Master' ability are re-determined by possessor's 'Roulette Master' ability, after the initial allotment of values, five additional points are randomly allocated to those values.
Speed-Focused Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Stat Roulette I- (Active Ability, Unfettered One) A random target in the same battle as user gains +500 to a random stat as a buff or -500 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Stat Roulette II- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 20 or greater so that a random target in the same battle as user gains +1,000 to a random stat as a buff or -1,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Stat Roulette III- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 40 or greater so that a random target in the same battle as user gains +5,000 to a random stat as a buff or -5,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Stat Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 60 or greater so that a random target in the same battle as user gains +10,000 to a random stat as a buff or -10,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Subtype Roulette- (Active Ability, Unfettered One) Possessor may spend an action to have possessor's subtype become a single random Base Subtype
Summon Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 20 and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Summon Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 40, above Level 19, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Summon Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 60, above Level 39, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Summon Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 80, above Level 59, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Superior Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 80% Charm Resistance
Unfettered Motion- (Passive Ability, Other: Unfettered One) Individuals below Level 20 may not conduct counters against possessor, Possessor is immune to Paralysis from sources below Level 25
Unfettered One- (Passive Ability, Other: Unfettered One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Prime pet only, This ability provides +50 HP and +10 to all stats of possessor's Prime pets and summons per Level of possessor

~Veilwalker~
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast

~Vermin Master~
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Insect Loyalty Training- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain 20% Charm Resistance
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +50 Defense
Defensive Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +250 Defense
Insect Calling I- (Passive Ability, Vermin Master) Possessor's Insect summons gain +20 to all stats
Insect Calling II- (Passive Ability, Vermin Master) Possessor's Insect summons gain +200 HP
Insect Calling III- (Passive Ability, Vermin Master) Possessor's Insect summons gain +500 MP
Insect Calling IV- (Passive Ability, Vermin Master) Possessor's Insect summons gain +2,000 HP and +4,000 MP
Insect Calling V- (Passive Ability, Vermin Master) Possessor's Insect summons may not be unsummoned by sources below Level 5
Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +20 to all stats
Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 to all stats
Locust Lord- (Passive Ability, Vermin Master) Possessor's Insect allies gain +300 to all stats and deal 5,000 additional points of HP Drain and MP Drain as a non-stacking effect
Offensive Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons have the Damage values of their abilities increased by 50 points
Offensive Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons have the Damage values of their abilities increased by 500 points
Vermin Master- (Passive Ability, Vermin Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor

~Walker from Beyond~
Abstract Calling I- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +20 to all stats
Abstract Calling II- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +200 HP
Abstract Calling III- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +500 MP
Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +20 to all stats
Apprentice Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Abstract Synchronicity- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a base subtype
Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Walker from Beyond- (Passive Ability, Walker from Beyond) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Abstract pet only, This ability provides +250 HP and +60 to all stats of possessor's Abstract pets and summons per Level of possessor

~Wanderer~
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Hammerspace Access- (Passive Ability, Wanderer) Possessor may carry up to 200 unequipped items into threads
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

~Ward Crafter~
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor

~Warlock~
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast

~Warrior~
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
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
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Becomes More Buff Near Mirrors- (Passive Ability, Warrior) Possessor gains +500 STR if any individual in the same battlespace is capable of Reflecting any elements
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
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.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

~Weirdworker~
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor

~Wildshaper~
Apprentice Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Basic Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Cornered Animal Defenses- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats, deal 200 additional Damage, and gain +200 Defense while they are afflicted with a debuff that prevents them from leaving their current battlespace
Improved Acclimation to Animal Forms- (Passive Ability, Wildshaper) Possessor, while in a Natural Form transformation, gains 20% Confusion Resistance on rounds during which or directly after rounds during which possessor transformed into a Natural Form transformation
Increased Animal Fierceness- (Passive Ability, Wildshaper) Possessor's Natural Form transformations deal 50 additional Damage
Quick Prey-Animal Scampering Maneuvers- (Passive Ability, Wildshaper) If possessor's most recent action was a 'Switch Rows' action in which possessor moved to the back row, possessor gains +5% Dodge as a constantly-applied bonus from this ability (not a buff)
Tenacious Animal Forms- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats while their HP is below 50% of their Max HP

~Wind Duke~
Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
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
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element

~Wizard~
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast


~Xaos Xomptroller~
Apprentice Chaos Synchronization- (Passive Ability, Xaos Xomptroller) Possessor gains +50 to all stats for each Chaos element item equipped, Possessor's Chaos element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos
Basic Acceleration Within Chaos's Dominion- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Chaos
Basic Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to all stats if possessor is Chaos element
Basic Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +10 to all stats
Basic Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 to all stats while in a Zone of Chaos
Chaos Manipulation- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose one of the following at the beginning of each round if Chaos element: Create a Zone of Chaos, Remove a Zone of Chaos created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Chaos by either possessor or a source below Level 20, Add Chaos 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 Chaos element on a Chaos element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Chaos, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Chaos, 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 Chaos element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Chaos to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Chaos, 5% Chaos Resistance, or +50 Defense against Chaos and 1% Chaos Resistance until the end of the round as a non-stacking buff
Empowered By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Chaos
Improved Zonal Chaos Empowerment- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Chaos
Improved Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +1,000 to all stats while in a Zone of Chaos
Nourished By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Chaos
Xaos Xomptroller- (Passive Ability, Other: Xaos Xomptroller) Possessor ignores (1 * (Possessor Level/5), rounded down)% Chaos Resistance, Possessor ignores Chaos Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

~Misc~
All Animals are Electricity-Generating- (World Law, Beastmaster) All Animals gain the element Electrical and may choose to deal solely Electrical element Damage
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Basic Dice Training- (Passive Ability, Other: High Roller) Possessor gains +7 Magical Attack if possessor has a Dice equipped
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Basic Holy Form User- (Passive Ability, Exemplar of Benevolence) All holy Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Basic Upgraded Form User- (Passive Ability, Cyberneticist) All Upgraded Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Childlike Exuberance- (Passive Ability, Other: Toymaker) Whenever a source below Level 40 would place a debuff on possessor, there is a 20% chance that possessor instead is afflicted with Invigorated, Possessor gains +20 SPI
Deliciously Powerful Peanut-Butter-Filled Chocolate Paws- (Passive Ability, Beastmaster) If possessor is an Animal, possessor obtains +800 STR. If possessor is an Animal, possessor may choose at the start of a round to acquire a debuff that stacks 2 times that removes a weapon slot from its possessor to regenerate 80,000 HP.
Has Consumed X = 1 of the Permanent Consumable "Lesser Blood Mirage Stone"- (Passive Ability, Permanent Item Effect) Possesor gains +5% Dodge and +500 Melee Attack, Cannot be used in combos
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Triple-Jointed Claw-Tipped Stilt-Legs- (Passive Ability, Doombringer) Possessor obtains +250 Melee Attack, Possessor deals full Damage to targets below Level 60 in the back row, Possessor's chances of inflicting Confusion: Fear are increased by 5%, Possessor may make Melee Attack actions from the back row if possessor is a Horror or has a Scythe, Polearm, Fist Weapon whose name includes 'Claw', or Spear equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


Worshipper of the Twin Lucks Pantheon

Task: The Tale of the Giant Who Forgot He Died
Requirements:
(0/1) Reach round 20 or later in an Alternative Boss Rush after having dying and been resurrected once (and only once each) earlier in the thread
(0/1) Conduct an offensive action against an Earth element Elemental while you possess a STR of 50,000 or greater
(0/50) Kill 50 Giant
(0/1) Resurrect someone with a Psychic element action
(0/200) Have a debuff be removed from you 200 times
Reward: Unlocks an ability on this item, the award "Completed the Task 'The Tale of the Giant Who Forgot He Died' from the Book of Interesting Occurences"

Task: The Tale of the Thief of Hearts
Requirements:
(0/1) Inflict Wounded: Bleeding on a Ghost
(0/1) Inflict Charm on a boss that is Level 40 or greater
(0/200) Inflict Charm on 200 different entities on the Enemy List
(0/1) Inflict Charm on an individual who was afflicted with an instance of Charm from an opponent of Level 35 or greater and override said instance
(0/1) Be in a battle where a boss that is Level 20 or greater kills another boss that is Level 20 or greater with an action performed while it is afflicted with Charm with you as a source
(0/20,000,000) Deal 20,000,000 points of HP Drain in a single thread
(0/1) Inflict Charm on an individual you have resurrected
(0/200,000) Obtain 200,000 Gold using Thief Arts spells

Worshipper Benefits for Lady Luck:
Incredible Luck- Possessor gains (2 * Possessor Level)% Critical, (2 * Possessor Level)% Dodge, (2 * Possessor Level)% Resilience, and (100 + (2 * Possessor Level))% To Hit, Worshipper Benefit
Resist Ill Fortune- If possessor is Level 5 or greater, possessor gains Hexed: Ill Fortune Immunity, Worshipper Benefit
Lucky Jackpot- If possessor is Level 15 or greater, possessor always gains treasure and gold drops in normal arena matches when there is a chance of such, Worshipper Benefit

Worshipper Benefits for Madame Misfortune:
Bearer of Misfortune- Possessor's opponents gain -(Possessor Level / 5, rounded down)% Critical, -(Possessor Level / 5, rounded down)% Dodge, -(Possessor Level / 5, rounded down)% Resilience, and -(Possessor Level / 5, rounded down)% To Hit as non-stacking penalties, Worshipper Benefit
Ally of Ill Fortune- If possessor is Level 5 or greater, possessor Reflects Hexed: Ill Fortune, Worshipper Benefit
Spiteful Denial- If possessor is Level 15 or greater, possessor's death does not provide possessor's killers with XP under normal circumstances as an RP power, Worshipper Benefit

One use of:
%Bead from the Pearl Necklace Belonging to the Pushy Old Woman Who Lives Next to the Sea- (Consumable, Enchanted Item, Water, 1 Charge, 6,500 Gold) All Level 1 individuals in battle become solely Water element for 40 rounds



Weapons-
*Double-Faced Hammer of Gingphatts the Unstoppable- (Weapon, Hammer, Destruction & Fate, 2,500,000,000 Gold) +2,500,000 Melee Attack, +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, +250,000 Defense against Constitution Damage, Wielder's turn-order-determining stat becomes Constitution, Wielder's Prime Attribute for 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions becomes Constitution, Wielder's per-item Melee Attack bonus capping becomes based on Constitution and uses double the relevant stat as a non-stacking effect, Wielder may ignore the Resistances, Immunities, and Absorptions of entities below Level 80 when conducting attacks that use Constitution as a Prime Attribute, Wielder may break any non-unique items wielded by the targets of wielder's attacks that use Constitution as a Prime Attribute that are worth 250,000,000 Gold or less, Wielder must be Level 60 or greater and must possess either the ability 'Expert Hammer Training' or 'Expert Force Magic Attunement'
*Galaxy's Crucible- (Weapon, Staff, Fire & Astral, X Gold) +(Wielder's Spirit x 4) Magical Attack, (Wielder's Level x 2)% Critical, +(Wielder's Level x 2)% Critical, Wielder's Base SPI is doubled while wielder is attacking, Damage dealt by wielder may become solely Fire element, Wielder's actions may become solely Fire element, Wielder's cap-determining stats are doubled as a non-stacking effect, Wielder ignores the Resistance, Immunity, Reflection, and Absorption of Fire, Wielder ignores the ignoring of wielder's ignoring the Resistance, Immunity, Reflection, and Absorption of Fire, Wearer's per-item Magical Attack bonus cap becomes 4x the relevant stat, Damage dealt by wielder cannot be healed by sources below wielder's Level, Wielder may spend an action to destroy all Zones, Terrains, and Phantom Terrains, Wielder's attacks that incorporate wielder's Magical Attack bonus may gain '1 hit against all opponents', Wielder reflects debuffs that would reduce wielder's Level, Level Damage, and Level Drain, Wielder's Defense is multiplied by .0125, Wielder may inflict Instant Death and Smitten: Great Atrocity on Aliens when they are summoned, This item additionally possesses the subtype Wand, Wielder must possess the award 'Scourge of the Alien Wars' or the award 'Defeated General Redscar in One-on-One Battle'
*Gold Buster- (Weapon, Gun, Technology & Wealth, 100,000,000 Gold) +100,000 Ranged Attack
*Final Decision- (Weapon, Gun, Formus & Destruction, 2,500,000,000 Gold) +2,500,000 Ranged Attack, 60% inflicts Instant Death, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions apply a non-stacking debuff that causes their targets' next Tier 1 or Tier 2 Nonbase element action to have a 50% chance of failing if its performer is below Level 99, Wielder's counters deals double Damage (to a max of 250,000,000 additional Damage per round), Wielder must be Level 60 or greater and must possess either the ability 'Expert Gun Training' or 'Expert Thief Arts Attunement'
*Orlue's Geo-Ruin Ray- (Weapon, Gun, Earth & Destruction & Psychic, 115,000,000 Gold) +115,000 Ranged Attack, Wielder's 'Ranged Attack' actions may destroy any number of Zones created by sources below Level 20, dealing an additional 115,000 Damage per such Zone destroyed (to a max of 2,300,000 additional Damage), Wielder must be Level 20 or greater

A Cannon Shield From A Reality Where Cannon Shields Are Better- (Weapon, Shield, Metal & Warding & War, 135,500,000 Gold) +135,000 Defense, +135,000 Ranged Attack, +100,000, 100% Resilience, 150% inflicts Fatigued: Stun
Adamantine Greatsword- (Weapon, Sword, Earth, 28,700,000 Gold) +29,500 Melee Attack, +29,300 STR, Wielder ignores the Defense of individuals below Level 20, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 20, Pierces 10,000 Defense, Wielder must be at least Level 35
Aggressive Plastic- (Weapon, Deadly Item, Technology, 5,000,000 Gold) +5,000 Melee Attack, +50,000 additional Melee Attack if wielder is an Abstract
Axe of Shifting Elements- (Weapon, Axe, Earth & Air & Fire & Water & Chaos, 5,400,000 Gold) +5,500 Melee Attack, +5,000 STR, +5,000 CON, +5,000 SPI, At the start of any round, wielder may choose to change this item's element to solely Air, Earth, Fire, Water, or Chaos
Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
Crafter of Discord's Strings- (Weapon, Other: Puppet Strings, Darkness & Psychic, 4,000,000 Gold) +4,111 Magical Attack, +2,900 MIN, +2,900 SPI, 30% inflicts Charm. +400 to the stats of all of wielder's foes who are afflicted with Charm that have wielder as the source of said Charm infliction as an optional debuff (determined by wielder whether it is inflicted, which counts as a buff if inflicted on an ally of wielder) that goes away when wielder ceases to be afflicting said target with Charm, This item may be equipped as a Weaponx2 to gain an additional +5,000 Magical Attack, +3,800 MIN, +3,200 SPI, and increase the debuff to provide a bonus of an additional +300 points to all stats
Demon’s Flaming Sickle- (Weaponx2, Scythe, Fire & Darkness, 825,000 Gold) +1,850 Melee Attack, +1,600 STR, +1,600 AGI, +1,600 SPI, 20% inflicts Burning, 10% inflicts Voidstruck, 5% inflicts Wounded, 25% Critical
Failing Wind Bow - (Weapon, Bow, Air, 600 Gold) +7 Ranged Attack, 50% to Hit
Flames of Inferno- (Weapon, Force, Fire & Acid & Atomic & Law & Evil, 230,000,000 Gold) +230,000 Melee Attack, +230,000 Ranged Attack, +230,000 Magical Attack, 300% inflicts Poison: Irradiated and Hexed, 150% inflicts Burning and Dissolving, 30% inflicts Cursed and Smitten: Great Atrocity, Wielder must be Level 40 or greater
Glowing Throwing Card that Holds Dangerous Magic- (Weapon, Throwing Weapon, Magic, 715,000 Gold) +715 Ranged Attack, +715 MIN, +715 SPI, Wielder gains +70,000 MP that may only be spent on Arcanist Magic spells
Hambelcaster: Kaleidoscopic Momentum Variant- (Weapon, Gun, Technology & Magic, 9,599,875 Gold) +9,430 Ranged Attack, +9,000 Magical Attack, +9,490 AGI, +9,490 SPI, +9,470 MIN, +9,000 MP, 20% Technology Resistance, 20% Magic Resistance, Arcanist Magic spells cost wielder 10,000 MP less to cast, Whenever wielder performs a 'Magical Attack' or 'Ranged Attack' action, wielder may request to have X (where X is the number of the current round of battle) random Spells chosen from wielder's Deck if wielder is in Deck-Based Arcanist Mode and select one of said spells, making said action solely the element(s) of said chosen spell, Wielder, if in Deck-Based Arcanist Mode, may spend an action to cast a spell chosen from X (where X is the number of the current round of battle) random spells selected from wielder's deck that cost under 150,000 MP at no MP cost Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Heart of the First Fire- (Weapon, Soul, Fire, 60,000,000 Gold) +60,000 Magical Attack, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Masterful Roulette Pistol- (Weapon, Gun, Technology & Fire & Darkness, 87,000 Gold) +65 Ranged Attack, wielder’s Ranged Attacks have a 1/2 chance of dealing triple damage, to a max of 250,000 extra damage, and a 1/2 chance (that corresponds to the same roll as the aforementioned 1/2 chance) of dealing no damage
Mustache Juggernaut Battle Warship Kids' Edition (Big Edition)- (Weapon, Other: Toy, Water & Physical, 45,000,000 Gold) +45,000 Melee Attack, Wielder pierces all Defense of Vessels below Level 80, Wielder Reflects attacks from entities afflicted with Fatigued: Elderly below Level 60, Wielder must be Level 55 or greater
Oar of the Heavenly Barge- (Weapon, Polearm, Light & Water & Physical, 30,000,000 Gold) +30,000 Melee Attack, Wielder's Vessel transformations obtain +3,000 to all stats and an additional +6,000 AGI, with said bonuses not stacking
Orlumais Staff- (Weapon, Staff, Light & Darkness & Magic, 2,117,000 Gold) +40 Magical Attack, +200 MP on odd-numbered rounds, 1% inflicts Confusion
Peppermint Candycane Deathscythe- (Weapon, Scythe, Darkness & Ice & Light, 1,350,000 Gold) +1,300 Melee Attack, 40% Critical, 40% inflicts Wounded
Reaver's Rifle (Roulette Variant)- (Weapon, Gun, Darkness & Magic & Chaos, 8,655,000 Gold) +8,670 Ranged Attack, +8,000 AGI, Wielder's Necromancy and Gunslinging spells that provide a Ranged Attack Bonus gain +8,200 additional Ranged Attack, Wielder's Necromancy and Gunslinging spells cost 12,000 less MP, Wielder's 'Ranged Attack' actions gain '30% inflicts Instant Death on targets below Level 40 and on user if user is below Level 40'
Roulette Force- (Weapon, Force, Chaos & Fortune, 1,000,000 Gold) Wielder gains +2,000 Melee Attack, Ranged Attack, or Magical Attack (with which one is gained being randomly rechosen at the start of each round), Wielder gains +2,000 to a stat that is randomly rechosen out of STR, AGI, CON, MIN, and SPI at the start of each round, Wielder's turn-order-determining stat becomes a random stat out of STR, AGI, CON, MIN, and SPI at the start of each round
Roulette Force (2)- (Weapon, Force, Chaos, 100,000 Gold) +100 Melee Attack, +100 Ranged Attack, +100 Magical Attack, +100 to all stats, Wielder's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions use a random stat as their Prime Attribute
*Roulette Master's Scythe- (Weapon, Scythe, Darkness & Chaos, X Gold) +(1,000 x Wielder Level) Melee Attack, Ranged Attack, and Magical Attack, +(1,000 x Wielder Level) to all stats, 75% Critical, 75% To Hit as an effect that replaces higher To Hit percentages, Wielder's Critical Chance and To Hit may not be modified by items other than this one or by sources below Level 99, Wielder ignores the Resilience and Dodge of individuals below Level 99, May only be wielder by individuals named "Roulette Master", "The Legendary Black Sash", "Vashna Saseen", "Drolda Thandolman", "Mister Freshness", "Giles", and <Names Unknown>
Sand Pirate's Back-Up Oar- (Weapon, Polearm, Earth, 150,000 Gold) +161 Melee Attack, 5% Critical, 5% Resilience, Wielder may automatically be cured of Fatigued: Stun from sources below Level 20 at the start of the round, Wielder may move to the back row after making a 'Melee Attack' action or a 'Transform' action, Wielder's Earth element Transformations gain +300 AGI, have 40% Impaired Resistance, and have 40% Fatigued Resistance
Scythe of Ruin- (Weapon, Scythe, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
Staff of Small, Cute, Fuzzy Animal Summoning- (Weaponx2, Staff, Earth & Light & Magic, 6,000 Gold) +4 Magical Attack, +5 SPI, +2 MIN, Wielder may skip a turn to summon a Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Toenail Clippers- (Weapon, Tool, Technology, 60 Gold) +0 Melee Attack
8 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
5 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
3 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
3 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
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-
*Gingphatts Gigaplate- (Armor, Grand Armor, Warding & Earth & Physical, 2,000,000,000 Gold) +2,000,000 Defense, +2,000,000 Melee Attack, +2,000,000 CON, +20,000,000 HP as a non-stacking effect, 162% Resilience, +162% Reslience, Wearer's Resilience cannot be ignored by sources below Level 99, Wearer's Defense cannot be pierced by sources below Level 99, Damage dealt to wearer by counters by sources below Level 80 is halved, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must possess the ability 'Expert Grand Armor Mastery' or 'Expert Warding Synchronization'
*Orietzev Executive Suit (Custom Tailored for Vladimir)- (Armor, Clothes, Darkness & Technology, 2,500,000,000 Gold) +2,500,000 Defense, +25,000,000 HP as a non-stacking bonus, Venom Immunity, Moderate Status Effect Immunity against sources below Level 99, Wielder gains +2,500,000 uncapped Defense against sources with less Gold than wielder, Wielder must be Level 60 or greater and must possess either the ability 'Expert Clothing Mastery' or 'Expert Hypertech Attunement'
*Roulette Master's Suit- (Armor, Clothes, Darkness & Chaos, X Gold) +(1,000 x Wielder Level) Defense, +(100 x Wielder Level) Defense against Stat Damage, 0% Dodge and Resilience as an effect that replaces higher Dodge and Resilience percentages, Wielder's Resilience may not be modified by items other than this one or by sources below Level 99, Individuals below Level 99 who are affecting wearer count as having a 25% Critical Chance and 25% To Hit regardless of their actual Critical Chance and To Hit, May only be wielder by individuals named "Roulette Master", "The Legendary Black Sash", "Vashna Saseen", "Drolda Thandolman", "Mister Freshness", "Giles", and <Names Unknown>

Bane Sovereign's Armor- (Armor, Heavy Armor, Darkness & Physical, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Physical Resistance, +12,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +1,200 Defense against CON Damage
Fake Nose- (Armor, Disguise, Air, 16,500 Gold) +16 Defense, Impaired: No Sense of Smell Immunity against non-Illusion-element sources below Level 40
*J'korri Royal Carapace- (Armor, Heavy Armor, Acid & Astral, 175,000,000 Gold) +175,000 Defense, +160,000 to all stats, Dissolving Immunity, 15% Insect Resistance, Wearer's Insect pets, summons, and allies gain +17,500 to all stats as a non-stacking bonus, Wearer's Insect summons may not be unsummoned by sources below Level 80, Wearer must be Level 40 or greater or must be both Level 20 or greater and possess the ability 'Adept Vermin Lord Knowledge'
5 Mayor's Suit- (Armor, Clothes, Air, 500,000 Gold) +500 Defense, +500 MIN, +5 Diplomacy (Does not stack)
Resettable Pants- (Armorx.5, Clothes, Technology, 50,000 Gold) +50 Defense, At the start of each round, wielder chooses a stat, and this item provides +5 to that stat, with said effect stacking 200 times, Wielder may spend an action to remove all stacked instances of that effect from this item
Snappy Black Murder Suit- (Armor, Clothes, Darkness & Physical, 4,500,000 Gold) +4,500 Defense, +4,500 Melee Attack, 60% inflicts Charm, Murder Arts spells cost wearer 45,000 less MP to cast
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'


Accessories-
*Amulet of Gingphatts- (Accessory, Amulet, Destruction & Warding & Fate, 2,000,000,000 Gold) +2,000,000 CON, +20,000,000 HP, Wielder's actions may use Constitution as their Prime Attribute, Wielder's actions use twice the designated stat as their Prime Attribute as a non-stacking effect if they are using Consitution as their sole Prime Attribute, Wielder's Melee Attack capping is based on Constitution, Wielder's Melee Attack capping uses twice the relevant stat as a non-stacking effect if it is using Constitution as the sole relevant stat, Wielder may perform a 'Powerful Attack' action up to 5 times per round as a counter to an offensive action that targets wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Warlord Knowledge' or 'Expert Hammer Training'
*Book of Interesting Occurrences- (Accessory, Tome, Magic & Wonder, 2,000,000 Gold) Wielder gains the abilities:
Chopping Down the Honey Tree- 8,300 Damage, This action's Prime Attribute is Strength, caster must have an Axe equipped, may gain 1 hit against 5 if all targets are Plants or Insects, Caster and up to 10 of caster's allies regenerate 64,000 HP if a Plant and an Insect were killed by this action, Earth & Physical, 6,500 MP
The Bee's Bargain- Caster obtains a buff that regenerates 5,000 HP and 50,000 Gold Damage per round so long as caster and none of caster's allies conduct offensive actions against Plants or Insects, does not stack, Earth, 12,100 MP
Become a Tiny Sailor- Caster gains 50% Dodge, gains +500 to all stats while in a Zone of Water, and gains the ability 'Captain', does not stack, Water, 45,000 MP
I Have Seen the Animals of the Waves- Target Animal below Level 60 becomes Water element, Water & Magic, 65,000 MP
Evading the Seacat- Caster gains +50% Dodge against Water element Animals below Level 50 as a non-stacking buff, Air & Water, 20,000 MP
Cowboy Lasso- 60% inflicts Charm, 60% inflicts Paralyzed, Earth & Air, 1,000 MP
Ride a Dinosaur!- Caster transforms into a Tyrannosaurus, Triceratops, individual with 'Dinosaur' in its name, or Reptile below Level 40 from the Enemy List, provided that said selection is below Level 40 and below caster's Level, with this ability being usable a max of three times per thread, Earth & Physical, 70,000 MP
Complete tasks to unlock powers (these are started like normal tasks, but may only be completed once):
Task: The Tale of the Giant Who Forgot He Died
Requirements:
* Reach round 20 or later in an Alternative Boss Rush after having dying and been resurrected once (and only once each) earlier in the thread
* Conduct an offensive action against an Earth element Elemental while you possess a STR of 50,000 or greater
* Kill 50 Giant
* Resurrect someone with a Psychic element action
* Have a debuff be removed from you 200 times
Reward: Unlocks an ability on this item, the award "Completed the Task 'The Tale of the Giant Who Forgot He Died' from the Book of Interesting Occurences"
Task: The Tale of the Thief of Hearts
Requirements:
* Inflict Wounded: Bleeding on a Ghost
* Inflict Charm on a boss that is Level 40 or greater
* Inflict Charm on 200 different entities on the Enemy List
* Inflict Charm on an individual who was afflicted with an instance of Charm from an opponent of Level 35 or greater and override said instance
* Be in a battle where a boss that is Level 20 or greater kills another boss that is Level 20 or greater with an action performed while it is afflicted with Charm with you as a source
* Deal 20,000,000 points of HP Drain in a single thread
* Inflict Charm on an individual you have resurrected
* Obtain 200,000 Gold using Thief Arts spells
Reward: Unlocks an ability on this item, the award "Completed the Task 'The Tale of the Thief of Hearts' from the Book of Interesting Occurrences"
*Crest of Gingphatts- (Accessory, Other: Elder Symbol, Warding, 2,500,000,000 Gold) +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, Wielder is Immune to CON Damage, Wielder gains Stat Drain: CON Drain and Stat Drain: HP Drain Immunity, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Runescribe Proficiency'
*Homeworld Resource Contract Portfolio- (Accessory, Book, Wealth & Law & Fate & Spatial & Knowledge, 2,500,000,000 Gold) +25,000,000 MP as a non-stacking bonus, Wielder may, at the end of each round, wielder may replicate replicate the effect of any ability performable by a entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Wielder must be Level 60 or greater and must possess either the ability 'Expert Contingency Magic Attunement' or 'Expert Book Training'
*Orietzev Signet Ring: Vladimir- (Accessory, Ring, Blood & Wealth & Glory, 2,500,000,000 Gold) +2,500,000 to all stats, +160% Critical, +160% Dodge, +160% To Hit, Wielder's actions may not be prevented by sources below Level 95, Buffs and debuffs with wielder as a source may not be removed by sources below Level 80 without wielder's permission, Wielder's actions and buffs and debuffs with wielder as a source cannot be replicated by sources below Level 80 without wielder's permission, Wielder must be Level 60 or greater and must possess either the ability 'Expert Blood Synchronization' or 'Expert Wealth Synchronization'

3 Apron of the Night Gardener- (Armor, Clothes, Darkness & Earth, 860,000 Gold) +850 Defense, +850 Defense against Earth, +850 Defense against Darkness, 15% Earth Resistance, 15% Darkness Resistance, Wearer's Plant pets and summons that are Darkness element gain +200 to all stats as a non-stacking bonus
Badge that Says 'Questioning'- (Accessory, Broach, Psychic, 8,000 Gold) Wearer may spend an action to scan the stats of target individual, with said action being solely Psychic element
Casino Baron's Stylish Cloak- (Accessory, Cloak, Fire & Darkness & Air, 7,100,000 Gold) +7,100 Defense, +14,200 Defense against Gold Damage, +7,100 Melee Attack, +7,100 Ranged Attack, +7,000 AGI, +7,000 SPI, +7,100 MIN, Wielder gains 20% Resistance to a randomly-chosen base element determined at the beginning of the thread Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
First Boss Badge- (Accessory, Broach, Universe, 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 bossess 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
Gloves of the Boxer Who Punched Death Into Submission- (Accessory, Gloves, Physical & War, 130,000,000 Gold) +130,000 Melee Attack, +135,000 STR, +118,000 CON, +105,000 AGI, +2,000,000 HP, 60% inflicts Fatigued: Stun, 15% inflicts 2 hits against 1, 15% Instant Death Resistance, If wielder inflicts Fatigued: Stun on an opponent with an attack that hits at least one of said opponent's weaknesses, wielder may, up to once per round, deal (1,000,000 * 1 + (The Number of Wielder's Unique Allies)) Flat Universe element Damage to said target, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Impossible Roulette Arbitration Power- (Accessory, Mystic Infusion, Law & Chaos, 2,000,000 Gold) Whenever wielder rolls on the Fatal Roulette I table or Glory Roulette I table, wielder may choose the results of the roll, Wielder must be at least Level 40
*Letter from the Wise Sage of Blossoms to the Count of Hessrex- (Accessory, Quest Item, Darkness & Acid, 100,000 Gold) +4 MIN
Magnificent Bastard's Monocle- (Accessory, Eyewear, Destruction & Psychic, 90,000,000 Gold) +90,000 Melee Attack, +90,000 Ranged Attack, +90,000 Magical Attack, +85,000 MIN, 20% Light Resistance, 20% Psychic Resistance, 30% may inflict Mindblasted, Wearer, at the start of battle may choose up to 2 spells equipped or carried by either willing allies or lower-Level PC enemies to be able to cast, Wearer may scan each opponent's stats at the start of each round, Once per thread, wearer may delay an action that targets only lower-Level individuals for up to 5 rounds
14 Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack
Perplexment Conductor's Hat- (Accessory, Hat, Light & Darkness & Psychic & Knowledge, 34,000,000 Gold) +34,000 Defense, +3,400 Defense against MIN Damage, +34,000 MIN, +340,000 MP as a non-stacking bonus, Stat Drain: MIN Drain Immunity, Wielder's 'Mental Overdrive' and 'Magical Attack' actions may deal 3,500 Flat Psychic or Knowledge or Light & Darkness element MIN Damage
2 Plumed Desert Hat III- (Accessory, Hat, Air & Fire, 17,000 Gold) +6 AGI
Sparkling Floaty-Hat- (Accessory, Hat, Fire & Light, 27,000 Gold) +4 Defense, Wielder gains 110% To Hit while in a Chronogeomantic Zone of Night
Sticky Roulette Ball- (Accessory, Trinket, Fortune & Earth, X Gold) Wielder's opponents' turn-order-determining stat sums are reduced by 500 for turn-order-determining purposes (to a minimum of 0) as a non-stacking effect, Wielder may, so long as no individual of higher Level or that is Level 100 or greater objects, spend an action to change this item's name to 'Ball Ball Sticky Ball Ball', sets the status of the Imaginary Element 'There Is A Time Stickiness' to Manifested, changes this item's element to be solely 'There Is A Time Stickiness', and its text to 'Wielder's opponents' turn-order-determining stat sums are reduced by 5,000 for turn-order-determining purposes (to a minimum of 0) as a non-stacking effect, If wielder performs an action whose name includes 'Roulette' that involves rolling on a table whose name includes 'Roulette' and wielder has previously rolled on that table in the same battle, wielder may choose to obtain the same result on that table that wielder obtained the last time wielder rolled on that table'
*Talisman of an Unidentifiable Monkey Holding a Golden Door- (Accessory, Amulet, Spatial, 60,000,000 Gold) Whenever wielder would enter a new room in a random quest, wielder instead may choose between three rooms, Wielder may spend an action to exit the thread if in a Random Quest, Has RP powers
*The Moonfortune Flower- (Accessory, Magic Item, Darkness & Earth & Fortune, 25,000,000 Gold) +25,000 SPI, +250,000 MP, +25,000 Magical Attack, Wielder's Plant summons gain +5,000 to all stats, Wielder's Undead summons gain +1,000 to all stats, Wielder's Darkness element summons gain +2,000 to all stats, Wielder's Plant allies gain 30% Darkness Resistance, 20% Fortune Resistance, Wielder gains 2 Spell slots Possesses an Attached Mass of Accumulated Seasonal Mana that Resulted from the Botanica's Destruction- Wielder counts as having cast Call Unto Seasons: Some Odd Blue Season, May have RP effects, Quest Enchantment
Throne of a Hundred Hands- (Accessory, Magic Item, Physical & Magic, 180,000,000 Gold) Wielder may exchange up to 4 accessory slots for weapon slots
Trolltastic Baitmaster's Oldsk00l Flamewar Meat- (Accessory, Trinket, Fury & Destruction & Fire & Earth & Psychic & Technology, 140,000,000 Gold) Entities below Level 80 in the same battespace as wielder, including wielder, cannot use or be targeted by Food consumables, Entities in the same battlespace as wielder, including wielder, obtain a non-stacking debuff at the start of each round that makes them unable to benefit from Food consumables, Entities in the same battlespace as wielder, not including wielder, are dealt 14,000 Flat Fury & Psychic element MIN Damage at the start of each round, This item cannot be destroyed or stolen by entities that are below Level 80 that are not Fate, Fortune, or Hax element, Wielder must be Level 40 or greater or Hax element
Unforgettable Bouquet- (Accessory, Trinket, Light & Earth, 170,000 Gold) Wielder may spend an action to place all stackings of a buff that is on wielder onto this item as a once-per-thread action across all copies of this item, Wielder may, if not the individual who placed the buff on this item benefit from said buff as though said buff were on said wielder

Totally not sorting these:
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
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
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
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



Consumables-
Bottled Sand Faerie- (Consumable, Summoning Stone, Earth, 1 Charge, 60,000 Gold) Summons 1 Sand Faerie
3 Boxed Miracle- (Consuamble, Enchanted Item, Light & Glory & Wonder, 1 Charge, 200,000,000 Gold) User replicates the effect of an action performable by a deity below Level 98 that is below user's Level that is normally fightable for drops on the enemy list as though an instance of said entity were performing said action
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Moose-Hiding Sunscreen- (Consumable, Potion, Light, 1 Charge, 50,000 Gold) Target Animal whose name includes 'Moose' gains 20% Dodge as a non-stacking buff
1,960 Turkey- (Consumable, Food, Air & Earth, 1 Charge, 700 Gold) Heals 40 HP, +10 AGI, +5 CON

Items-
*The Big Quilt- (Item, Antiquity, Fire & Ice, 480,000,000 Gold)

2 1/12 Holy Imperial Seal of Power- <MORE TEXT HERE>
4 Holy Imperial Seal of Triumph- <MORE TEXT HERE>

'The Mayor's Favorite Five' (An Abstract Statue)- (Item, Antiquity, Earth & Chaos & Color, 15,000,000 Gold)
2 Adamantine Warsealed Door- (Item, Antiquity, Earth, 30,000,000 Gold)
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
Art of Battle Trophy- (Item, Antiquity, Glory, 20,000,000 Gold)
Bag of Entirely Blue Marbles- (Item, Antiquity, Water & Earth, 200 Gold)
Bandits Named 'Paul' (Level 1-10) Spawn Table- (Item, Antiquity, Physical & Darkness & Earth, 345,000 Gold)
2 Bed of Nightgrass- (Item, Antiquity, Earth & Darkness, 6,500 Gold)
Blade of Truesilver Grass- (Item, Antiquity, Mystic, 15,000,000 Gold)
Casino- (Item, Property, Technology & Darkness & Fire, 590,000 Gold)
Casino Visitors (Level 1-10) Spawn Table- (Item, Antiquity, Darkness & Fire & Psychic, 320,000 Gold)
Collection of Bad DVDs- (Item, Antiquity, Technology, 50,000 Gold)
4 Custom Wonder-Gift- (Item, Ticket, Light & Progress & Wonder, 250,000,000 Gold) Can be opened at the Warehouse for a roll on the Custom Wonder-Gift table
3 Damp Soil- (Item, Antiquity, Earth, 800 Gold)
2 Darkroot Soil- (Item, Antiquity, Earth & Darkness, 16,000 Gold)
14 Decent Soil- (Item, Antiquity, Earth, 1,400 Gold)
Demon's-Head Coins- (Item, Currency, Darkness & Earth, 370,000 Gold)
5 Enriched Soil- (Item, Antiquity, Earth, 16,000 Gold)
4 Famous Souvenir Giftbox- (Item, Ticket, Earth & Air, 900 Gold) Can be opened at the Warehouse for a roll on the Famous Souvenir Giftbox table
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
Five Votes in the Next Mayoral Election- (Item, Currency, Air, 500 Gold)
3 Goldgrain Soil- (Item, Antiquity, Earth, 6,300 Gold)
4 Greenclay Soil- (Item, Antiquity, Earth, 8,500 Gold)
6 Hand-Blown Sand Bottle- (Item, Antiquity, Earth, 6,000 Gold)
2 High-Mineral Content Soil- (Item, Antiquity, Earth, 4,600 Gold)
Ice Castle (Level 40-60) Spawn Table- (Item, Antiquity, Ice, 15,000,000 Gold)
2 Imported Soil- (Item, Antiquity, Earth, 5,700 Gold)
5 Jar of Algae- (Item, Material, Earth, 120 Gold)
5 Lawsuit Against the Mayor- (Item, Antiquity, Law & Fire, 5,000,000 Gold)
1 Low-Nutrient Soil- (Item, Antiquity, Earth, 300 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
Minor Engine-Born Prime's Essence of Acid- (Item, Material, Acid, 10,000 Gold)
Minor Engine-Born Prime's Essence of Air- (Item, Material, Air, 10,000 Gold)
Minor Engine-Born Prime's Essence of Darkness- (Item, Material, Darkness, 10,000 Gold)
Minor Engine-Born Prime's Essence of Sound- (Item, Material, Air, 10,000 Gold)
Murry McGonagal's Mechanical Moustache- (Accessory, Upgrade, Steam & Nobility, 2,500,000 Gold) +1 Diplomacy
5 Night Tower Soil- (Item, Antiquity, Earth & Darkness, 27,000 Gold)
2 Nightroot Bulbplant- (Item, Antiquity, Earth & Darkness, 3,600 Gold)
2 Nocturnal Flowers- (Item, Antiquity, Earth & Darkness, 6,800 Gold)
3 Palm Frond- (Item, Material, Earth, 100 Gold)
4 Patch of Assorted Nightflowers- (Item, Antiquity, Earth & Darkness, 5,600 Gold)
2 Pebbly Soil- (Item, Antiquity, Earth, 750 Gold)
Pocket Dimension: Tomb of Living Men- (Item, Property, Earth & Darkness & Life, 65,000,000 Gold)
16 Potting Soil- (Item, Antiquity, Earth, 1,000 Gold)
16 Quality Soil- (Item, Antiquity, Earth, 9,000 Gold)
Quasi-Common Green Oasis Feather- (Item, Antiquity, Water, 3,000 Gold)
Randomness- (Item, Material, Chaos, 5,000,000 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
2 Salt-Dispersing Soil- (Item, Antiquity, Earth, 10,100 Gold)
3 Select Flowers- (Item, Antiquity, Earth, 9,000 Gold)
Shadow-Sculpted Plant- (Item, Antiquity, Darkness, 360,000 Gold)
Silo- (Item, Property, Earth & Air, 350,000 Gold)
4 Soil- (Item, Antiquity, Earth, 900 Gold)
2 Superior Wrapped-Up Wonder- (Item, Ticket, Wonder, 360,000,000 Gold) Can be opened at the Warehouse for a roll on the Superior Wrapped-Up Wonder table
Tall Observatory Tower- (Item, Property, Technology & Air & Darkness, 490,000 Gold)
2 Thirsty Nightbloom- (Item, Antiquity, Earth & Darkness, 17,500 Gold)
4 Unopened Holiday Giftbox From An Arena Fan- (Item, Ticket, Earth & Air & Fire & Water & Light & Darkness & Energy & Ice & Acid & Electrical & Physical & Psychic & Magic & Technology, 900 Gold) Can be opened at the Warehouse for a roll on the Unopened Holiday Giftbox From An Arena Fan table
Unopened Spawn Table Giftbox- (Item, Ticket, Earth & Air, 3,000 Gold) Can be opened at the Warehouse for a roll on the Spawn Table Giftbox table
Very, Very Well-Made Chair- (Item, Antiquity, Earth, 86,000 Gold)
Withered Flower Petal- (Item, Antiquity, Earth & Darkness, 20 Gold)
1 Mana Oil of each Base Element (From endurance match)

Spells-
Civilization-Ending Monkey-Howl- (Spell, Chaos Magic, Sonic & Chaos & Beast & Blood, 1,600,000 HP, 160,000,000 Gold) +160,000 Ranged Attack, 200% inflicts Confusion, Targets below Level 80 obtain a non-stacking debuff that makes its possessor's unable to treat other individuals as allies, 1 hit against 200,000,000, Caster must be Level 40 or greater
Craft Krazy Mystery Elixer- (Spell, Alchemy, Water & Earth, 1,250 MP, 15,000,000 Gold) Caster creates 1 'Krazy Mystery Elixer' for 2,500,000 Gold and 200,000 XP
Darkness-Bombing Jack-O-Lantern World Escape- (Spell, Other: Spatial Magic, Darkness & Spatial, 4,000,000 MP, 400,000,000 Gold) Target willing ally of caster is afflicted with an instance of Vanished that lasts 5 rounds that possesses an effect such that said instance of Vanished is removed from its possessor (including via expiration), its possessor deals (10 times the sum of its possessor's stats) Flat Darkness element Damage to up to 200,000,000,000 targets
Destroy Perfection- (Spell, Chaos Magic, Devastation & Fortune, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, Target, if below Level 99 not not greater Level than caster, obtains a non-stacking debuff that gives its possessor's actions a 5% chance of failure, Caster must be Level 40 or greater and possess the ability 'Adept Anarchomancy Attunement'
Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
Hour of the Moon-Sized Fish Which Vomits Supermolten Gold- (Spell, Chaos Magic, Wealth & Astral & Fire, 190,000,000 Gold, 190,000,000 Gold) +190,000 Ranged Attack, 200% inflicts an instance of Entombed that deals Wealth element Damage, 200% inflicts an instance of Burning that deals Wealth element Damage, 100% inflicts Dissolving: Bankrupt: Total Bust, 1 hit against 2,000,000,000, Caster must be Level 40 or greater
Lord Higgson's Inescapable Portrait- (Spell, Chaos Magic, Nobility & Fate, 1,800,000 MP, 180,000,000 Gold) Target offensively obtains a non-stacking buff that cannot be removed or voluntarily discarded by sources below Level 80 that forcibly occupies one of its possessor's buff slots that destroys one other buff possessed by its possessor with a source below Level 80 at the start of each round, Caster must be Level 40 or greater
Nexite Diviner's Minor Revelation Bullet: Strength- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 STR if target's STR is between 1 and 100, +2 STR if target's STR is between 101 and 500, +3 STR if target's STR is between 501 and 1,000, +4 STR if target's STR is between 1,001 and 2,500, or +5 STR if target's STR is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Diviner's Minor Revelation Bullet: Agility- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 AGI if target's AGI is between 1 and 100, +2 AGI if target's AGI is between 101 and 500, +3 AGI if target's AGI is between 501 and 1,000, +4 AGI if target's AGI is between 1,001 and 2,500, or +5 AGI if target's AGI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Constitution- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 CON if target's CON is between 1 and 100, +2 CON if target's CON is between 101 and 500, +3 CON if target's CON is between 501 and 1,000, +4 CON if target's CON is between 1,001 and 2,500, or +5 CON if target's CON is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Mind- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 MIN if target's MIN is between 1 and 100, +2 MIN if target's MIN is between 101 and 500, +3 MIN if target's MIN is between 501 and 1,000, +4 MIN if target's MIN is between 1,001 and 2,500, or +5 MIN if target's MIN is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Spirit- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 SPI if target's SPI is between 1 and 100, +2 SPI if target's SPI is between 101 and 500, +3 SPI if target's SPI is between 501 and 1,000, +4 SPI if target's SPI is between 1,001 and 2,500, or +5 SPI if target's SPI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Planet-Fist Pummelstorm- (Spell, Unarmed Technique, Astral & Physical, 4,250,000 MP, 425,000,000 Gold) +425,000 Melee Attack, This action gains +160% Critical, This action deals double Damage to Large Structures, entities with an Ability or Constant Effect named 'Supermassive', or entities with an Ability or Constant Effect named 'Hypermassive' as an effect that does not stack with other effects that multiply Damage against such entities, 4 hits against 7,000,000,000, Caster must be Level 60 or greater and must possess the ability 'Expert Unarmed Technique Attunement'
Roulette-Head Spatial Doom-Moon Plunge- (Spell, Anarchomancy, Chaos & Fortune & Darkness & Air & Magic & Physical, 1,000,000 MP, 100,000,000 Gold) +100,000 Magical Attack, Wielder's actions involving this spell may gain an additional hit, to a max of 1 total hit per target, against up to 7,777,777 targets below Level 77, Once hits from actions involving this spell are assigned, they are all reassigned to random valid targets, Cannot be equipped or cast by individuals below Level 40, Cannot be equipped or cast by individuals below Level 60 whose name is not 'Roulette Master'
Spell Which Generates a Parade of Ice-Cream-Themed Floats in a Worrying Procession that Involves Randomized Speeds and a Great Deal of Crashing but which Does Not Hurt the Float-Riders Because They are Mage-Constructed Sherbert-Golems with Crash-Protecting Helmets in the Air Above a Zone Which is Filled with the Loud Recitation of Professor Glottbugg-Throniss's Famously-Irritating Lecture on the Mating Habits of Greater Holussian Bore-Worms Spoken in the Voice of Talented Comedian Lenny Gozmer Alongside the Generation of Excess Time-Loops Using the Moordlong-Dessurethhyian Method Developed by Katherine Biggs-Douglass and Lashanna Mulberrybomb in the City of Newt-Dethomyrr on the Ninth of Globus (Which Happened to Conincidentally Be Seven Days After the City was Renamed by Llorrollondur the Newt-Mage Following His Victory Over Kharliss Dethronn the Necromechanic Spell-Barrister) That Distracts the Caster's Opponent While a Skeletal Rhinoman Named 'Miguel of the Southwest' Fires Atomic Missiles Rapidly Into Their Backs- (Spell, Chaos Magic, Ice & Darkness & Air & Sonic & Time & Atomic, 145,000 MP, 14,500,000 Gold) +14,500 Ranged Attack, +14,500 Magical Attack, Caster's Magical Attack bonuses may, with the decision made on a collective basis, count as equal Magical Attack bonuses instead of Ranged Attack bonuses for the duration of an attack involving the casting of this spell, Caster's Ranged Attack bonuses may, with the decision made on a per-bonus basis, count as equal Magical Attack bonuses instead of Ranged Attack bonuses for the duration of an attack involving the casting of this spell, 100% inflicts Confusion: Fear: Disconcerted, 150% inflicts Poison: Irradiated, 3 hits against 12, Caster is afflicted with Fatigued: Stun if caster is not this spell's wielder, Caster's opponents have a 500% chance of being afflicted with Charm: Impressed if this spell is cast while not equipped by anyone, Each of caster's allies counts as possessing 4 additional Ice element Food consumables for the duration of an action involving the casting of this spell, Whenever this spell inflicts Confusion: Fear: Disconcerted on an individual, it has a 100% chance of inflicting Confusion: Fear: Disconcerted on each of that individual's allies, to a max of hitting the collective group of allies of any individual (not counting differently for different individuals) 200 times per round across all castings of this spell, This action count as coming from a source that is additionally an Undead & Animal & Humanoid whose name additionally contains 'Miguel of the Southwest', This action's performer counts as having a Legionairre equipped if its performer would not already count as doing so, This action counts as a Combo Move that involves the participation of a unique human named 'Lenny Gozmer', This action counts as involving an additional individual, This action gains +150% To Hit against entities below Level 65 that are not Immune to one of Confusion, Confusion: Bored, or Confusion: Surprised, Entities below Level 60 may not reset battle to a point earlier than the casting of this spell without caster's permission, Entities below Level 60 may not cause rolls made as part of this action to be rerolled, This spell's MP cost is 0 if its caster's name includes 200 or more words, This spell's caster must be Level 20 or greater and (must possess the ability 'Anarchomancer' or an ability whose name includes the word 'Verbose' or an ability whose name includes at least 200 words)
Wondershow: The Earth Is Now Orihalcum Sawblades!- (Spell, Chaos Magic, Physical & Earth, 1,087,000 MP, 108,700,000 Gold) Caster attaches a non-stacking effect to target terrain or phantom terrain that deals 10,870,000 Flat Physical & Earth element Damage to each individual in said terrain or phantom terrain at the start of each round, with said Damage ignoing the Defense of individuals below Level 40, ignoring the Defense of non-unique individuals below Level 60, and ignoring the Physical and Earth Resistance, Immunity, and Reflection of individuals below Level 40, Caster must be Level 40 or greater

Arcanist Spells:
5 Arcanist’s Three of Hearts- (Spell, Arcanist Magic, Light, 100 MP, 50,000 Gold) +50 Magical Attack, Heals
5 Draw a Card (2)- (Spell, Arcanist Magic, Magic, 10 MP, 5,000 Gold) If caster is a Deck-Based Arcanst, caster draws a card provided that said card draw would not place caster above caster's maximum hand size
Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
Immunity-Pinging Ray- (Spell, Divining, Magic, 600 MP, 90,000 Gold) +91 Magical Attack, If any target of this spell was Immune to any of its component elements, then its caster gains 1% Resistance to Divining spells that are of said elements, stacks 40 times
5 One Card of Aquatic Spheres- (Spell, Arcanist Magic, Water, 80 MP, 34,000 Gold) +38 Magical Attack, 5% 2 hits against 1 and inflicts Drowning
5 One Card of Curing Sparkles- (Spell, Arcanist Magic, Water, 30 MP, 30,000 Gold) +30 Magical Attack, Heals
5 One Card of Homing Bolt- (Spell, Arcanist Magic, Magic, 110 MP, 56,000 Gold) Deals 5,500 Flat Magic element damage
5 One Card of Illness- (Spell, Arcanist Magic, Darkness, 40 MP, 40,000 Gold) 15% inflicts Poison
5 One Card of Mystic Meditation- (Spell, Arcanist Magic, Magic, 300 MP, 70,000 Gold) +50 MIN, stacks 4 times
5 One Card of Paralyzing Droplet- (Spell, Arcanist Magic, Acid, 40 MP, 40,000 Gold) 15% inflicts Paralysis
5 One Card of Poison Droplet- (Spell, Arcanist Magic, Acid, 40 MP, 40,000 Gold) 15% inflicts Poison
5 One Card of Raining Blades- (Spell, Arcanist Magic, Physical, 80 MP, 20,000 Gold) +25 Magical Attack
5 One Card of Rock Drop- (Spell, Arcanist Magic, Earth, 90 MP, 50,000 Gold) +50 Magical Attack, 5% inflicts Fatigued: Stun
5 One Card of Shielding- (Spell, Arcanist Magic, Physical & Magic, 20 MP, 40,000 Gold) +40 Defense, stacks 4 times
5 One Card of the Sleepy Villager- (Spell, Arcanist Magic, Air, 60 MP, 70,000 Gold) 20% inflicts Fatigued: Sleep
5 One Card of Suffocating Spheres- (Spell, Arcanist Magic, Air, 80 MP, 34,000 Gold) +38 Magical Attack, 5% 2 hits against 1 and inflicts Suffocation
5 One Card of The Fist- (Spell, Arcanist Magic, Physical, 90 MP, 95,000 Gold) +90 Magical Attack, 10% inflicts Fatigued: Stun
5 One Card of the Tired Villager- (Spell, Arcanist Magic, Air, 60 MP, 70,000 Gold) 20% inflicts Fatigued
Eye of Visions (2)- (Spell, Arcanist Magic, Light & Magic, 30 MP, 20,000 Gold) Gives caster +30 Melee Attack if caster has no weapons equipped, Gives caster +15 Magical Attack if caster has no weapons equipped, caster may skip a turn at any time to view enemy stats, May be cast once per battle
Mystic's Card I- (Spell, Arcanist Magic, Magic, 100 MP, 50,000 Gold) +50 Magical Attack, user must have a Card equipped
5 Arcanist's Three of Hearts- (Spell, Arcanist Magic, Light, 100 MP, 50,000 Gold) +50 Magical Attack, Heals
5 One Card of Aqua Lash- (Spell, Arcanist Magic, Water, 80 MP, 31,000 Gold) +40 Magical Attack
5 One Card of Enhance Sword- (Spell, Arcanist Magic, Physical, 30 MP, 15,000 Gold) Gives target Sword +20 additional Melee Attack, does not stack
5 One Card of Iron Skin- (Spell, Arcanist Magic, Physical, 70 MP, 61,000 Gold) Gives target 5% Resilience
2 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
2 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
2 One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
2 One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
One Soldier (Summoned)
5 Spade-Tipped Spears- (Spell, Arcanist Magic, Physical, 50 MP, 200,000 Gold) +200 Melee Attack, +200 Magical Attack, 30% inflicts Wounded, 50% deals full damage to targets in the back row that are below Level 20
5 Many-Club Beatdown- (Spell, Arcanist Magic, Physical, 50 MP, 200,000 Gold) +200 Melee Attack, 30% inflicts Fatigued: Stun
5 Healing Heart- (Spell, Arcanist Magic, Magic, 50 MP, 200,000 Gold) +200 Magical Attack, Heals HP, Can heal units
5 Diamonds of Empowerment- (Spell, Arcanist Magic, Magic, 50 MP, 200,000 Gold) +200 to all stats, stacks 5 times
5 Roulette Card- (Spell, Arcanist Magic, Darkness & Chaos, 9,000,000 Gold) 50% inflicts Instant Death on a random individual in battle who is below Level 40
5 Sand Screen Card- (Spell, Arcanist Magic, Earth, 600 MP, 60,000 Gold) Target side of battle gains +20% Dodge against individuals below Level 60, does not stack


Fodder wrote:76 Spade-Tipped Spears- (Spell, Arcanist Magic, Physical, 50 MP, 200,000 Gold) +200 Melee Attack, +200 Magical Attack, 30% inflicts Wounded, 50% deals full damage to targets in the back row that are below Level 20
25 Many-Club Beatdown- (Spell, Arcanist Magic, Physical, 50 MP, 200,000 Gold) +200 Melee Attack, 30% inflicts Fatigued: Stun
17 Healing Heart- (Spell, Arcanist Magic, Magic, 50 MP, 200,000 Gold) +200 Magical Attack, Heals HP, Can heal units
15 Diamonds of Empowerment- (Spell, Arcanist Magic, Magic, 50 MP, 200,000 Gold) +200 to all stats, stacks 5 times/quote]

Tarot Arcanist Cards (shared with Vashna):
Fool Arcana- (Spell, Arcanist Magic, Chaos, 0 MP, 220,000,000 Gold) Caster casts a random Arcanist Magic spell that caster has equipped that caster could have cast instead of this spell, with said spell having a 50% chance of being cast at half MP cost and a 50% chance of being cast at no MP cost, Caster must have 20 or more different Arcanist Magic spells that caster could have cast instead of this spell to cast this spell
Magician Arcana- (Spell, Arcanist Magic, Magic, 10,000 MP, 10,000,000 Gold) Caster obtains +1,000 Magical Attack as a buff that stacks 10 times
High Priestess Arcana- (Spell, Arcanist Magic, Light, 20,000 MP, 20,000,000 Gold) +20,000 Magical Attack, Heals, Cures any one debuff from a source below Level 40
Emperor Arcana- (Spell, Arcanist Magic, Fire & Air & Earth, 40,000 MP, 40,000,000 Gold) Caster may give target a buff that provides +4,000 to all stats as a non-stacking bonus, Caster controls the next action of target individual if target individual is below Level 20 and is 20 or more Levels below caster
Hierophant Arcana- (Spell, Arcanist Magic, Light & Law, 50,000 MP, 50,000,000 Gold) Target, if below Level 60 and below caster's Level, may not inflict debuffs without caster's permission, Caster must be Level 20 or greater
Hanged Man Arcana- (Spell, Arcanist Magic, Physical & Air, 120,000 MP, 120,000,000 Gold) Target, if below Level 60, may not act next round as a debuff, Said effect may only prevent one round's worth of actions per individual per thread, Caster must be Level 40 or greater
2 Wheel of Fortune Arcana- (Spell, Arcanist Magic, Fortune, 100,000 MP, 100,000,000 Gold) One random individual in battle obtains +10,000 or -10,000 (determined randomly) as a non-stacking buff or debuff to any one stat, Caster must be Level 20 or greater
Wheel of Justice Arcana- (Spell, Arcanist Magic, Fortune & Law, 100,000 MP, 100,000,000 Gold) One random opponent in battle obtains -10,000 as a non-stacking debuff to any one stat, 100% inflicts Entombed: Incarcerated or Awestruck: Sealed (determined randomly), This spell gains the subtype Litigamancy, Caster must be Level 20 or greater
Death Arcana- (Spell, Arcanist Magic, Darkness, 130,000 MP, 130,000,000 Gold) 15% inflicts Instant Death, Caster must be Level 40 or greater
Tower Arcana- (Spell, Arcanist Magic, Darkness & Electrical & Earth, 160,000 MP, 160,000,000 Gold) +160,000 Magical Attack, 16,000 Stat Damage to each stat, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster
Moon Arcana- (Spell, Arcanist Magic, Darkness & Magic, 180,000 MP, 180,000,000 Gold) Inflicts three random minor or moderate negative status effects on up to 5 chosen targets, Caster obtains +18,000 MIN as a non-stacking buff, Caster must be Level 40 or greater
Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff
Sun Arcana- (Spell, Arcanist Magic, Light & Fire, 190,000 MP, 190,000,000 Gold) +190,000 Magical Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater
Transcendent Consumption of the False World- (Spell, Geomancy, Psychic & Void, 2,150,000 MP, 210,000,000 Gold) Caster destroys up to 2,000,000,000 Phantom Terrains created by sources below Level 90 that are not 5 or more Levels greater than caster, for each 5 such Phantom Terrains caster destroys, caster immediately gains an action that must be a 'Meditate' action, to a max of 20 such additional actions per round, Caster must be Level 60 or greater or must be Level 40 or greater and possess the ability 'Expert Void Synchronization'
Turkey PAUNCH!- (Spell, Chaos Magic, Physical & Energy & Earth & Destruction, 1,300,000 HP, 130,000,000 Gold) +130,000 Melee Attack, 100% inflicts Fatigued: Knocked Out, If this spell is cast as part of a 'Melee Overdrive' action, all entities on sides of battle where said action hits at least one entity are dealt 1,300,000 Flat Energy & Destruction element Damage, This spell may gain the subtype Combat Arts when cast, Caster must be Level 40 or greater
Judgement Arcana- (Spell, Arcanist Magic, Fate & Glory, 200,000 MP, 200,000,000 Gold) +200,000 Magical Attack, 1 hit against all opposing targets, Caster must be Level 40 or greater
Wave of Ancient Chaos- (Spell, Chaos Magic, Water & Chaos, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, Caster obtains a non-stacking buff that causes all entities in the same battlespace who are either willing or not 20 or more Levels greater than its possessor to treat Water as a non-base element and that allows its possessor to cast Water-element Elemental Magic spells as though they additionally or solely possessed the element Chaos and/or as though they additionally or solely possessed the subtype Anarchomancy, 1 hit against 200,000
World Arcana- (Spell, Arcanist Magic, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Energy & Ice, 210,000 MP, 210,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 60, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, Has RP effects, Caster must be Level 60 or greater



Pets-
Darksea Kelp- (Pet, Plant, Water & Darkness, Lv.15, 1,500,000 Gold)
HP- 83,000
MP- 64,000
STR- 1,800
AGI- 800
CON- 1,450
MIN- 900
SPI- 1,410
XP- 165,500
XP Needed- 50,000 (Standard Multiplier x1)
Minimum Level- 15
Defense- 1,500
Defense against Stat Damage- 51
Critical Chance- 11%
Resilience- 19%
To Hit- 114%
Dodge- 7%
Resistances and Immunities- 75% Darkness Resistance, 75% Water Resistance, Drowning Immunity, Voidstruck Immunity, Impaired Immunity
Prime Attribute- Constitution
Constant Effects-
Aquatic Plant- Possessor may choose at the start of a thread to count as an Aquatic, Constant Effect
Granted Effects-
Mark of the Patterned Lizard- Possessor gains 13% Dodge while in a Zone of Earth or Water, +210 to all stats while in a Zone of Earth or Water, 10% Earth Resistance, 10% Water Resistance, and possessor's abilities that have a chance of "does no damage" (specifically as having a chance of this, not simply a chance of failing to inflict damage) have said chance reduced by 5%, Possessor may, at the start of a thread, change its subtype to Other: Reptile if possessor is an Animal, Constant Effect
Abilities-
Darksea Snare- 2,000 Damage, 50% inflicts Drowning, Darkness & Water, 0 MP
Kelp Strike- 3,000 Damage, Earth or Water, 0 MP
Darksea Bubbles- 4,000 Damage, deals 1/2 Damage, 1 hit against 3, Darkness & Water, 1,000 MP
Enhancements-
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Transformations-
None

Permanant Consumables-
None

Secret Formulas-

Secret Formula- Multi-Man Ram
Point Value- 2
Requires:
Basic Siege Weapon Training
Consumes:
30 Wood
Produces:
Multi-Man Ram- (Weaponx10, Siege Weapon, Physical, 600,000 Gold) +1,200 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive', actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, If this item is unequipped, its carrier's allies may choose to spend an action to obtain a buff that does not stack on the same individual but stacks across 9 different individuals that causes its possessor's allies to require 1 less weapon slot to equip this item, to a minimum of 1 such slot being required

Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer

Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells

Secret Formula- Steel Dragon's Claw
Point Value- 5
Requires:
Basic Siege Weapon Training
Engineer
Consumes:
200 Steel
50 True Dragon Scales
2 Weeks in the Ability Shop (or bonus weeks)
Produces:
Steel Dragon's Claw- (Weaponx2, Siege Weapon, Physical & Metal, 35,000,000 Gold) +35,000 Melee Attack, +35,000 Ranged Attack, 40% Critical, +5% Critical, Wielder's 'Magical Attack' and 'Overdrive' actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, Wielder's 'Melee Attack' and 'Ranged Attack' actions ignore half of the Resilience of Large Structure opponents below level 60, if wielder Criticals a Large Structure then wielder may ignore the Defense of said target for 3 rounds, Wielder must be Level 20 or greater

Artifacts-
*The Worldleech Mind- (Artifact, Level 39, 2,000,000 XP, 9,300,000 XP Required, Standard Multiplier x11)
Bound to- Roulette Master

*Worldleech Force- (Weapon Aspect- The Worldleech Mind, Force, Life & Blood & Energy, X Gold) +80,000 Melee Attack, +80,000 Magical Attack, +80,000 Ranged Attack, Wielder may deal HP Drain or MP Drain instead of HP Damage, MP Damage, HP Drain, or MP Drain, Wielder may use Spirit, Mind, or Constitution as wielder's Prime Attribute for 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Melee Overdrive', and 'Point Blank' actions, Wielder may, as an effect chosen at the beginning of each thread, use Spirit, Mind, or Constitution as wielder's capping-determining stat for Melee Attack bonus, Ranged Attack bonus, and Magical attack bonus, Wielder's actions may gain the element Illusion, Wielder's actions may gain the element Darkness, Wielder may spend an action to destroy up to 5,000 Zones, Terrains, or Phantom Terrains with sources below Level 60

*The Worldleech Mind- (Accessory Aspect- The Worldleech Mind, Bioaugmentation, Life & Blood & Energy, X Gold) +80,000 MIN, +80,000 CON, +80,000 SPI, +800,000 MP, 30% Illusion Resistance, 30% Darkness Resistance, 5% Human Resistance, 5% Plant Resistance, Wielder may deal Stat Point Drain instead of Stat Damage, Wielder's offensive actions may deal 8,000 points of Stat Point Drain to any one stat, Quantities that wielder is healed by Drain are doubled, Wielder may choose to count as possessing the subtype Insect in addition to wielder's other subtypes

*Worldleech- (Pet Aspect- The Worldleech Mind, Insect, Life & Blood & Energy, Lv.39, X Gold)
HP- 1,400,000
MP- 2,000,000
STR- 27,000
AGI- 27,000
CON- 34,000
MIN- 34,000
SPI- 34,000
XP- 0
XP Needed- Tied to related artifact (Standard Multiplier x3 for power)
Minimum Level- 1
Defense- 9,000
Defense Against Stat Damage- 3,500
Critical Chance- 71%
Resilience- 35%
To Hit- 155%
Dodge- 51%
Resistances and Immunities- Absorbs Life, Absorbs Blood, 95% Energy Resistance, 80% Darkness Resistance, 80% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance, 2% Major Status Effect Resistance
Prime Attribute- (Mind + Constitution + Spirit) / 2
Constant Effects-
Drain Master- Whenever possessor drains HP or MP, possessor is healed for double the amount possessor otherwise would be, Constant Effect
Aura Leech- Possessor deals 4,000 points of Stat Point Drain to each of each opponent's stats at the start of each round, Constant Effect
World-Eater- Possessor deals 10x Damage to individuals with the Constant Effect 'Hypermassive', to a max of 100,000,000 additional Damage, Constant Effect
Indexed Effects-
Consumed False-Theranheivan- Possessor gains +15,000 to all stats, Possessor deals 60,000 additional Damage to Illusion-element targets, Constant Effect
Consumed Secondary Evethryss- Possessor gains +7,000 to all stats, Possessor deals 45,000 additional Damage to Darkness-element targets and to Plants (but not twice said amount to targets that are both), Constant Effect
Consumed T'Jakriss- Possessor gains +7,000 to all stats, Possessor deals 45,000 additional Damage to Acid-element targets and to Insects (but not twice said amount to targets that are both), Possessor ignores the Insect Resistance and Immunity of entities below Level 60, Constant Effect
Abilities-
Leech Bite- 60,000 Damage, Deals HP Drain, Life or Blood or Energy or Physical, 0 MP
Spirit Leeching Bite- 60,000 Damage, Deals MP Drain, Life or Blood or Energy or Psychic, 0 MP
Leech Strength- Deals 9,000 STR Drain, Life or Blood or Energy or Physical, 1,500 MP
Leech Constitution- Deals 9,000 CON Drain, Life or Blood or Energy or Physical, 1,500 MP
Leech Agility- Deals 9,000 AGI Drain, Life or Blood or Energy or Physical, 1,500 MP
Leech Mind- Deals 9,000 MIN Drain, Life or Blood or Energy or Psychic, 1,500 MP
Leech Spirit- Deals 9,000 SPI Drain, Life or Blood or Energy or Psychic, 1,500 MP
Devour Land- Destroys target Zone, Terrain, or Phantom Terrain with a source below Level 40, Life or Blood or Energy or Psychic or Acid, 3,000 MP
Indexed Abilities-
Dark-Thorn Constriction- 45,000 Damage, 100% inflicts Pain, 100% inflicts Voidstruck, 100% inflicts Paralyzed, Darkness & Earth, 70,000 MP


Awards-
Was Created by Vashna Saseen
Is the Roulette Master
This Character Possesses a Random Number of Base Stat Points Between 5 and 100
Took 3 Totally Random Warehouse Pulls
Has Won the "First Test Against The Adversary's Forces" Event Match
Researched Plants
Researched Rare Plants
Researched Crops
Researched Botanical Techniques
Researched Mushrooms and Underground Fungi
Researched the Gate Trees
Has Won the "The Rehanging" Event Match
Has Beaten 29 Bosses in Boss Rush Mode
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
'Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)''
Has Won the "Pillar of Self-Doubt" 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 Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "The Dragon-Slaying Knight" Event Match
"Has Won the "Mr. Groggo's Dilemma" Event Match" Award
Has Completed the Task "Test of Echoes"
Has Completed the Task "Test of Seeking"
Has Consumed 5 Essence Sphere: Arcanist
Has Consumed 5 Improved Essence Sphere: Arcanist
Has Won the "Statistical Manipulation" Event Match
Has Won the "Mr. Groggo Goes to the Race" Event Match
Has Completed the Task "Test of War"
Has Completed the Task "Test of Mastery"
Completed the Task 'The Tale of the Woodcarver and the Bee' from the Book of Interesting Occurences
Reset the World of Evethryss, Granting Higher Sentience to Its Inhabitants
Altered Count Luciano of Symvektria's Reality Loom to Manipulate an Artificial Version of Evethryss Instead of Evethryss Itself
Removed Many Contengency Effects Possessed by Count Luciano of Symvektria
Restored Tristriana the Wandering Seer to Her Original Form
Inadvertently Resurrected King Groovman, But Also Kept the Mummy
Advantageously Broke an NPC Using Roulette Powers
Delievered a Letter from the Wise Sage of Blossoms to the Count of Hessrex
Won the Blossom of Night
Altered the Blossom of Night into the Moonfortune Flower
Competed in the Blossom of Night Quest
Rolled for the Prize in the Blossom of Night Quest
Has Won the "Mind Over Matter" Event Match
Has Consumed 5 Essence Sphere: Thief
Has Won the "The Broken-Winged Dragon" Event Match
Obtained Second Place in the Blood Mirage Tournament (Under 20 Bracket)
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
'Has Won the 'Trolling' Event Match' Award
Completed the Task 'The Tale of the Thumb-High Sailor' from the Book of Interesting Occurences
Completed the Task 'The Tale of the Dinosaur-Riding Cowboy' from the Book of Interesting Occurences
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Combat"
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Collecting"
Has Reached Round 41 in an Endurance Match
Has Completed the Task "Test of Stamina"
Has Completed the Task "Test of Remembrance"
Has Won the "It's Just a Single Butterfly, How Hard Can It Be?" Event Match
Has Won the "Color-Coded for Your Convenience" Event Match
'Defeated Ze Eggsecutioner in a Special Arena Match'
Has Consumed 4 Essence Sphere: Gunner
Has Reached Round 41 in a Pet Endurance Match
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Slaying"
Showed Up a Keeper_Of_Rings's Tower
Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
'Participated In The Quest 'A Phonecall from Donna''
'Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation'
'Obtained an Exemplary Commendation from Donna for his Actions Fighting Against the Fourth Group of Ascendants'
'Full PC (No Longer a Subcharacter)'
Has used 10 Manual of A Thousand Arts
Has Completed the Task "Test of Wealth"
Has Completed the Task "Test of Hours"
Has Completed the Task "Test of Versatility"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Fame and Fortune"
Has Consumed 5 Essence Sphere: Transmuter
Has Completed the Task "Test of Opposition"
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Has used 12 Grandmaster's Text
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Reaper
Has Consumed 5 Improved Essence Sphere: Reaper
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Completed the Task "Test of Legacy"
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Geomancer
Won the Art of Battle Tournament
Has Completed the Task "Test of Memories"
Was in the Walrusfest Secret Santa
Has Consumed 2 Essence Sphere: Radiant Heirophant
Has Won the 'Seizing the Center' Event Match
Has Consumed 5 Essence Sphere: Anarchomancer
Has Consumed 5 Improved Essence Sphere: Anarchomancer
Has Completed the Task "Test of Performance"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Bloodshed"
Has Won the 'Evergarden Defense Test' Event Match
Has Won the 'Surprise in the Gift Shop' Event Match
Has Won the 'That Thing Doesn't Want Us Having Lunch' Event Match
Has Won the 'Be the Better Lily Pad!' Event Match
Has Consumed 5 Greater Essence Sphere: Anarchomancer
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 1 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 3 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 3 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 3 Improved Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 3 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 3 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 3 Improved Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 1 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Unfettered One
Has Consumed 5 Improved Essence Sphere: Unfettered One
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 2 Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Improved Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Greater Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Demonologist
Has Consumed 5 Greater Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Involved In Setting Up An Arena Match Against Bluewar
Has Won the 'Heaven, Hell, Or Somewhere In the Middle' Event Match
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gigas Knight
Has used 5 Attunement Book: Anarchomancer
Has used 5 Attunement Book: Arcanist
Has used 5 Attunement Book: Bard
Has used 5 Attunement Book: Diviner
Has used 5 Attunement Book: Elementalist
Has used 5 Attunement Book: Geomancer
Has used 5 Attunement Book: Illusionist
Has used 5 Attunement Book: Priest
Has used 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Defeated Twitch the Spriggan Blade-dancer in the Halls of the Fallen on Noix
Attended The Midnight Carnival (And Walked Away With Mysterious Prizes!) (Mod-Run World Award)
Defeated By The Cardmaster In The Darkness Branch Of The Eight Arm Dungeon On Noix And Trapped Forever In The Realms Of Shadow (Until They Respawned Several Hours Later)
Said To Be Complete (Mod-Run World Award)
Was Defeated in the First Round of the Second Blood Mirage Tournament by Wemblick Batsby
Participated in the Second Blood Mirage Tournament
Consumed the False Copy of Theranheivan Using The Worldleech Mind
Consumed the Loom-Contained Copy of Evethryss (Secondary Evethryss) Using The Worldleech Mind
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Controller
Participated in Quest It! at Walrusfest
Indirectly Responsible for Disco Samurai Gaining the Technique Maxim-Eye Omegaflare (Mod Run World Award)
Was Involved in the Quest 'A Time to Kill'
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has used 5 Attunement Book: Summoner
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Saved Many Worlds from the J'korri
Consumed the Mobile Planetoid T'jakriss Using The Worldleech Mind
Has Won the "How Shall the World End?" Event Match
Has Completed the Task "Tenth Holy Imperial Challenge of Glory: Test of Versatility"
Has Received Two 1/12 Holy Imperial Seal of Glory from the Council of Ten Thousand Gods
Was Fortunate Enough to Stop Forcystus from Getting a Suit Sample to Develop Aggressive Moths
Bested the Porkman in Holiday Combat
Gained 1 Base Stat Point from Battle Fest and gambled it away via Ruin Shuffle on Seirei
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Participated in the 'Press Your Luck Vs. Orlue' Event
Indirectly Responsible for the Roaring Success of the Grand Re-Opening of the Millerside Gallery of Fine Arts on Plenswell VI
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii
Defeated the Perfect Man in the Crisis Across Infinite Nexii
Defeated Gingphatts in the Crisis Across Infinite Nexii
Defeated Orietzev in the Crisis Across Infinite Nexii
Defeated Redscar in the Crisis Across Infinite Nexii
Valiantly Fought The Enemy in the Crisis Across Infinite Nexii
Defeated by The Enemy, but Performed Well Enough to Allow His Allies Survival through William Senior
Defeated General Redscar in One-on-One Battle
Has Completed the Task "Test of Immortality"
Has Completed the Task "Test of Retribution"
Has Completed the Task "Test of Peace"
Has Completed the Task "Test of Vexation"
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Defeated a Spark Mimic and was Lucky
Won the Big Quilt in a Televised Walrusfest Event
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch

Re: Roulette Master

Posted: Mon Jun 01, 2020 7:32 pm
by Modrageball
Fatal Roulette IV Table:
0: Double Damage! Targets a random individual. The next quantity of damage target deals as part of an action is doubled, to a max of 1,000,000,000 additional damage. Affects targets that are either willing or below Level 99.
1: Element Blast! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals an amount of Flat damage equal to the result of a roll on the Roulette Damage Number Table IV of any one element from the Roulette Element Table. Affects targets that are either willing or below Level 99.
2: Time Vortex! Target loses its next 5 actions; things that would normally happen before and after said actions still do. Affects targets that are either willing or below Level 99.
3: Half Health! Targets a random individual. Halves target's HP, causing a maximum of 1,000,000,000 points of HP loss. Affects targets that are either willing or below Level 99.
4: Dud Strike! Targets a random individual. Deals 1 Flat damage of an element rolled on the Roulette Element Table to said target. Affects targets that are either willing or below Level 99.
5: Defense Cancel! Targets a random individual. Sets target's Defense to 0 as a debuff. Affects targets that are either willing or below Level 99.
6: Worst Luck! Targets a random individual. All negative effects with random targets choose said individual as their first target. Any individual of Level 99 or greater may choose before any action or at the start of a round to remove this effect. Affects targets that are either willing or below Level 99.
7: No Escape! No individual below Level 99 may leave this battle or be unsummoned. Does not function if any individual of Level 99 or greater desires for it not to.
8: Mass Infliction! Targets a random individual. Target is afflicted with all Minor and Moderate Negative Status Effects and one random Major Negative Status Effect. Affects targets that are either willing or below Level 99.
9: Death Bomb! Targets a random individual. All of target's allies who are below Level 99 lose their next 3 actions when target dies, with all things that would occur before and after said actions still occurring. Affects targets that are either willing or below Level 99.
10: Hyper Weakness! Targets a random individual. All Weaknesses of said individual are doubled, to a max of 10000% as a non-stacking debuff that lasts 5 rounds. Affects targets that are either willing or below Level 99.
11: Piercing Curse! Targets a random individual. All damage sources gain 10,000,000 additional points of Defense piercing against said target as a debuff that stacks 5 times. Affects targets that are either willing or below Level 99.
12: Slaying Hand! Targets a random individual. For this round and the next round, as a non-stacking buff effect, target causes all individuals below Level 99 who target deals damage to to be afflicted with Instant Death. Affects targets that are either willing or below Level 99.
13: Roulette Blocker! All rolls made on the Fatal Roulette I Table, Fatal Roulette II Table, Fatal Roulette III Table, Fatal Roulette IV Table, Glory Roulette I Table, Glory Roulette II Table, Glory Roulette III Table, and Glory Roulette IV Table, have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 99 or greater desires for it not to.
14: Zone Shatter! All zones and phantom terrains in battle that come from sources below Level 99 that do not have effects attached to them that come from sources that are not below Level 80 are destroyed. Does not function if any individual of Level 99 or greater desires for it not to.
15: Death Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These targets gain death attacks for the next 5 rounds against individuals below Level 99. Affects targets that are either willing or below Level 99.
16: Mana Drain! Targets a random individual. Deals an amount of Flat MP Damage of an element rolled on the Roulette Element Table that is equal to the result of a roll on the Roulette Damage Number IV table.
17: Monster Bash! Selects 5 random entities from the Enemy List that are below Level 80 and above Level 59 that can normally be fought for drops. Each of these entities performs a random ability with randomly selected targets. All summons that would result from this join a new side of battle. All entities created by this result join the same side. Does not function if any individual of Level 99 or greater desires for it not to.
18: Horror Show! Selects 5 random entities from the Enemy List that are below Level 80 and above Level 59 that can normally be fought for drops and adds them to a new side of battle as summoned individuals. All entities created by this result join the same side, which is the same side as the one in the prior result in this table. Does not function if any individual of Level 99 or greater desires for it not to.
19: Fake Spin! Rolls once on the Glory Roulette IV Table. Does not function if any individual of Level 99 or greater desires for it not to.
20: Element Rage! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are afflicted with 8 random moderate negative status effects, 8 random minor negative status effects, and 1 random major negative status effect. Does not function if any individual of Level 99 or greater desires for it not to.
21: Delay Spin! Rolls 1 result on the Fatal Roulette IV Table at the start of the next round. Does not function if any individual of Level 99 or greater desires for it not to.
22: Stopwatch War! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their actions delayed for 5 rounds. Affects targets that are either willing or below Level 99.
23: Resistance Break! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their Resistances reduced by 100%, to a minimum of 0% as a debuff that stacks 3 times and lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 99.
24: Armageddon Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals 1,000,000,000 Flat Universe element damage. Affects targets that are either willing or below Level 99.
25: Cleave Stats! Targets a random individual. Halves all of targets stats as a debuff that does not stack, with a max of 500,000 points being removed from each stat. Affects targets that are either willing or below Level 99.
26: Double Pain! Targets a random individual. Said target gains a debuff that lasts a number of rounds equal to a result on the Roulette Duration Table. This debuff does not stack and causes all Minor and Moderate Negative Status Effects, but not sub-status effects, to deal damage twice at the start of every round instead of once (provided that they would deal damage). Affects targets that are either willing or below Level 99.
27: Forced Conflict! Targets a random individual below Level 99 and a second random individual below Level 99. The first said individual may not conduct offensive actions against any individual except the second individual until the second individual is dead, defeated, or no longer in battle. Does not function if any individual of Level 99 or greater desires for it not to.
28: Shining Wall! Targets a random individual. All actions targeting said individual from sources below Level 99 may be reflected as a buff that lasts 5 rounds. Affects targets that are both either willing or below Level 99.
29: Double Hit! Targets a random individual. Said target's next attack gains 4 hits against 1. Affects targets that are either willing or below Level 99.
30: Multiplied Grudges! All individuals in battle may use all of their abilities that take actions as counters as a buff that lasts until the end of battle. Does not function if any individual of Level 99 or greater desires for it not to.
31: Summon Vanish! All summons in battle are unsummoned. Affects targets that are both below Level 99 and were summoned by sources that are below Level 99.
32: Gear Shatter! Targets a random individual. If said individual is a PC, then said individual has one piece of gear break as an effect caused by a Level 98 source. This cannot select items that are unique or worth above 1,000,000,000 Gold. If said individual is not a PC and is below Level 99 and non-unique, then said individual does not drop anything and loses any drops that it would have possessed.
33: Wheel Curse! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are inflicted with 5,000,000 Flat Universe element damage each time a roll on the Fatal Roulette Table IV or Glory Roulette Table IV is conducted, to a max of 200 times per round. Affects targets that are either willing or below Level 99.
34: Rage Nova! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets may not receive buffs from sources below Level 99 or be targeted by non-offensive actions by such individuals. This effect lasts 5 rounds. Does not function if any individual of Level 99 or greater desires for it not to.
35: Blood Fountain! Targets a random individual. All non-Healing damage dealt to target is doubled as a non-stacking debuff, with said doubling adding a max of 1,000,000,000 damage per action or instance of damage. Affects targets that are either willing or below Level 99.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 99 or greater desires for it not to.
37: Mega Death! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Inflicts Instant Death. Affects targets that are either willing or below Level 99.

Glory Roulette III Table:
0: Cash Bonus! Targets a random individual. Target gains 500% normal Gold drops from this fight and has all enemies drop Gold for said target if target is a winning PC who can normally receive drops from said foes or target drops 1000% normal Gold if target is a non-PC. Affects targets that are either willing or below Level 99. Cannot produce more than 10,000,000 additional Gold per battle.
1: Poverty Strikes! Targets a random individual. Target cannot receive drops this battle. Affects targets that are either willing or below Level 99.
2: Miracle Cure! Targets a random individual. Target is cured of all Minor and Moderate Negative Status Effects and all Major Negative Status Effects from sources below Level 99. Affects targets that are either willing or below Level 99.
3: Bonus Fish! Targets a random individual. Target gains the Fish of the Month. Works a max of 12 times per month. Affects targets that are either willing or below Level 99.
4: Zero Cost! Targets a random individual. All MP costs target would pay that are below 1,000,000,000 are reduced to 0 as a buff that lasts 5 rounds. Affects targets that are either willing or below Level 99.
5: Paltry Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target gains +1 to a random stat as a buff that lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 99.
6: Debilitation Ban! Targets a random individual. Target is cured of all Minor and Moderate Negative Status Effects and all Major Negative Status Effects from sources below Level 99 and becomes immune to Minor and Moderate Status Effects and (Major Negative Status Effects from sources below Level 99) for 5 rounds. Affects targets that are either willing or below Level 99.
7: Auto Crit! Targets a random individual. Target's next action targeting either a willing target or a target below Level 99 is a Critical if it had at least a 1% chance of being a Critical anyway. Affects targets that are either willing or below Level 99.
8: Clean Slate! Targets a random individual. Cures target of all debuffs and negative status effects from sources below Level 99. Affects targets that are either willing or below Level 99.
9: Multi-Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target is afflicted with two random Moderate Positive Status Effects and 8 random Minor Positive Status Effects. Affects targets that are either willing or below Level 99.
10: Full Bonus! Targets a random individual. Target is afflicted with all Minor and Moderate Positive Status Effects. Affects targets that are either willing or below Level 99.
11: Damage Barrier! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals take half damage, to a max of 1,000,000,000 less Damage, from sources below Level 99. Affects targets that are either willing or below Level 99.
12: Element Wall! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals gain immunity to a random element determined from the Roulette Element IV Table for a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 99. Immunities bestowed by this effect are automatically pierced by sources above Level 98 and stack 20 times.
13: Roulette Blocker! All rolls made on the Fatal Roulette I Table, Fatal Roulette II Table, Fatal Roulette III Table, Fatal Roulette IV Table, Glory Roulette I Table, Glory Roulette II Table, Glory Roulette III Table, and Glory Roulette IV Table have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 99 or greater desires for it not to.
14: Element Switch! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals each become a random element from the Roulette Element Table IV as an effect that lasts a number of rounds equal to a result on the Roulette Duration Table. Affects targets that are either willing or below Level 99.
15: Speed Boost! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total doubled, to a max of 500,000 additional points, for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking buff Affects targets that are either willing or below Level 99.
16: Slow Motion! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total halved for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking debuff. Affects targets that are either willing or below Level 99.
17: Identity Blur! Targets a random individual. Target's name becomes a random letter of the English alphabet for 5 rounds. Affects targets that are either willing or below Level 99.
18: Mega Life! Targets a random individual. Target's Max HP is increased by an amount equal to said target's current HP multiplied by 10, to a max of 1,000,000,000, as a non-stacking buff. Affects targets that are either willing or below Level 99.
19: Fake Spin! Rolls once on the Fatal Roulette IV Table. Does not function if any individual of Level 99 or greater desires for it not to.
20: Go Time! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these individuals, in a random order, gains an action immediately after this action. Affects targets that are either willing or below Level 99.
21: Delay Spin! Rolls 1 result on the Glory Roulette IV Table at the start of the next round. Does not function if any individual of Level 99 or greater desires for it not to.
22: No Tick! At the start of next round, all buff and debuff timers that are based on a number of rounds do not decrement. Does not function if any individual of Level 99 or greater desires for it not to.
23: Puppet Time! Targets a random individual and a second random individual. The second individual immediately gains an action that is determined by the first. Affects targets that are either willing or below Level 99.
24: Unbreakable Defense! Targets a random individual. Target becomes Immune to sources below Level 99. Lasts 5 rounds. Affects targets that are either willing or below Level 99.
25: Fun Armadillo! Targets a random individual. Said individual gains 100,000 of the monster 'Fun Armadillo'.
26: Full Heal! Targets a random individual. Target is healed to full HP, to a max of 1,000,000,000 HP being healed. Affects targets that are either willing or below Level 99.
27: Reverse Order! Targets act in reverse turn order based on sums of turn-order-determining stats. Does not function if any individual of Level 99 or greater desires for it not to.
28: Round Undo! Resets battle to the start of the current round. Does not function if any individual of Level 99 or greater desires for it not to.
29: Great Applause! Targets a random individual. Target's Fame counts as being 100 points higher for 5 rounds as a non-stacking buff. Affects targets that are either willing or below Level 99.
30: Second Chance! Targets a random dead individual. Target is resurrected if target was killed by a source that is either willing or below Level 99. Affects targets that are either willing or below Level 99.
31: Bonus Power! Targets a random individual. If target possesses a single Prime Attribute, target gains a second random stat as another Prime Attribute. Affects targets that are either willing or below Level 99.
32: All Forgotten! Targets a random individual. Target's Fame counts as being 100 points lower, to a minimum of 0, for 5 rounds as a non-stacking debuff. Affects targets that are either willing or below Level 99.
33: Round End! Ends the round. All effects that would occur before the round end do not. Does not function if any individual of Level 99 or greater desires for it not to.
34: Max Restore! Targets a random individual. Target is healed to full MP, to a max of 1,000,000,000 MP being healed. Affects targets that are either willing or below Level 99.
35: Motion Swap! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these targets has its turn-order-determining stat set to a single random stat as a non-stacking effect. Affects targets that are either willing or below Level 99.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 99 or greater desires for it not to.
37: Hyper Mode! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their stats doubled, to a max of 500,000 additional points. Affects targets that are either willing or below Level 99.

Roulette Damage Number IV Table:
1: 50,000
2: 100,000
3: 1,000,000
4: 5,000,000
5: 10,000,000
6: 50,000,000
7: 100,000,000
8: 250,000,000
9: 500,000,000
10: 1,000,000,000

Roulette Element Table IV:
1: Earth
2: Air
3: Fire
4: Water
5: Light
6: Darkness
7: Physical
8: Psychic
9: Magic
10: Technology
11: Ice
12: Acid
13: Electrical
14: Fortune
15: Chaos
16: Flux
17: Whimsy
18: Wealth
19: Commerce
20: Hope
21: Treasure
22: Numerals

===========================================

Fatal Roulette III Table:
0: Double Damage! Targets a random individual. The next quantity of damage target deals as part of an action is doubled, to a max of 100,000,000 additional damage. Affects targets that are either willing or below Level 80.
1: Element Blast! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals an amount of Flat damage equal to the result of a roll on the Roulette Damage Number Table II of any one element from the Roulette Element Table. Affects targets that are either willing or below Level 80.
2: Time Vortex! Target loses its next 5 actions; things that would normally happen before and after said actions still do. Affects targets that are either willing or below Level 80.
3: Half Health! Targets a random individual. Halves target's HP, causing a maximum of 100,000,000 points of HP loss. Affects targets that are either willing or below Level 80.
4: Dud Strike! Targets a random individual. Deals 1 Flat damage of an element rolled on the Roulette Element Table to said target. Affects targets that are either willing or below Level 80.
5: Defense Cancel! Targets a random individual. Sets target's Defense to 0 as a debuff. Affects targets that are either willing or below Level 80.
6: Worst Luck! Targets a random individual. All negative effects with random targets choose said individual as their first target. Any individual of Level 80 or greater may choose before any action or at the start of a round to remove this effect. Affects targets that are either willing or below Level 80.
7: No Escape! No individual below Level 80 may leave this battle or be unsummoned. Does not function if any individual of Level 80 or greater desires for it not to.
8: Mass Infliction! Targets a random individual. Target is afflicted with all Minor and Moderate Negative Status Effects. Affects targets that are either willing or below Level 80.
9: Death Bomb! Targets a random individual. All of target's allies who are below Level 80 lose their next 3 actions when target dies, with all things that would occur before and after said actions still occurring. Affects targets that are either willing or below Level 80.
10: Hyper Weakness! Targets a random individual. All Weaknesses of said individual are doubled, to a max of 1000% as a non-stacking debuff that lasts 5 rounds. Affects targets that are either willing or below Level 80.
11: Piercing Curse! Targets a random individual. All damage sources gain 1,000,000 additional points of Defense piercing against said target as a debuff that stacks 5 times. Affects targets that are either willing or below Level 80.
12: Slaying Hand! Targets a random individual. For this round and the next round, as a non-stacking buff effect, target causes all individuals below Level 80 who target deals damage to to be afflicted with Instant Death. Affects targets that are either willing or below Level 80.
13: Roulette Blocker! All rolls made on the Fatal Roulette I Table, Fatal Roulette II Table, Fatal Roulette III Table, Glory Roulette I Table, Glory Roulette II Table, and Glory Roulette III Table, have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 80 or greater desires for it not to.
14: Zone Shatter! All zones and phantom terrains in battle that come from sources below Level 80 that do not have effects attached to them that come from sources that are not below Level 80 are destroyed. Does not function if any individual of Level 80 or greater desires for it not to.
15: Death Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These targets gain death attacks for the next 5 rounds against individuals below Level 80. Affects targets that are either willing or below Level 80.
16: Mana Drain! Targets a random individual. Deals an amount of Flat MP Damage of an element rolled on the Roulette Element Table that is equal to the result of a roll on the Roulette Damage Number III table.
17: Monster Bash! Selects 5 random monsters from the Enemy List that are below Level 60 that can normally be fought for drops. Each of these monsters performs a random ability with randomly selected targets. All summons that would result from this join a new side of battle. All monsters created by this result join the same side. Does not function if any individual of Level 80 or greater desires for it not to.
18: Horror Show! Selects 5 random monsters from the Enemy List that are below Level 60 that can normally be fought for drops and adds them to a new side of battle as summoned individuals. All monsters created by this result join the same side, which is the same side as the one in the prior result in this table. Does not function if any individual of Level 80 or greater desires for it not to.
19: Fake Spin! Rolls once on the Glory Roulette III Table. Does not function if any individual of Level 80 or greater desires for it not to.
20: Element Rage! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are afflicted with 4 random moderate status effects and 4 random minor status effects. Does not function if any individual of Level 80 or greater desires for it not to.
21: Delay Spin! Rolls 1 result on the Fatal Roulette III Table at the start of the next round. Does not function if any individual of Level 80 or greater desires for it not to.
22: Stopwatch War! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their actions delayed for 5 rounds. Affects targets that are either willing or below Level 80.
23: Resistance Break! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their Resistances reduced by 50%, to a minimum of 0% as a debuff that stacks 3 times and lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 80.
24: Armageddon Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals 100,000,000 Flat Universe element damage. Affects targets that are either willing or below Level 80.
25: Cleave Stats! Targets a random individual. Halves all of targets stats as a debuff that does not stack, with a max of 50,000 points being removed from each stat. Affects targets that are either willing or below Level 80.
26: Double Pain! Targets a random individual. Said target gains a debuff that lasts a number of rounds equal to a result on the Roulette Duration Table. This debuff does not stack and causes all Minor and Moderate Negative Status Effects, but not sub-status effects, to deal damage twice at the start of every round instead of once (provided that they would deal damage). Affects targets that are either willing or below Level 80.
27: Forced Conflict! Targets a random individual below Level 80 and a second random individual below Level 80. The first said individual may not conduct offensive actions against any individual except the second individual until the second individual is dead, defeated, or no longer in battle. Does not function if any individual of Level 80 or greater desires for it not to.
28: Shining Wall! Targets a random individual. All actions targeting said individual from sources below Level 80 may be reflected as a buff that lasts 5 rounds. Affects targets that are both either willing or below Level 80.
29: Double Hit! Targets a random individual. Said target's next attack gains 3 hits against 1. Affects targets that are either willing or below Level 80.
30: Multiplied Grudges! All individuals in battle may use all of their abilities that take actions as counters as a buff that lasts until the end of battle. Does not function if any individual of Level 80 or greater desires for it not to.
31: Summon Vanish! All summons in battle are unsummoned. Affects targets that are both below Level 80 and were summoned by sources that are below Level 80.
32: Gear Shatter! Targets a random individual. If said individual is a PC, then said individual has one piece of gear break as an effect caused by a Level 79 source. This cannot select items that are unique or worth above 100,000,000 Gold. If said individual is not a PC and is below Level 80 and non-unique, then said individual does not drop anything and loses any drops that it would have possessed.
33: Wheel Curse! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are inflicted with 500,000 Flat Universe element damage each time a roll on the Fatal Roulette Table III or Glory Roulette Table III is conducted, to a max of 200 times per round. Affects targets that are either willing or below Level 80.
34: Rage Nova! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets may not receive buffs from sources below Level 80 or be targeted by non-offensive actions by such individuals. This effect lasts 5 rounds. Does not function if any individual of Level 80 or greater desires for it not to.
35: Blood Fountain! Targets a random individual. All non-Healing damage dealt to target is doubled as a non-stacking debuff, with said doubling adding a max of 100,000,000 damage per action or instance of damage. Affects targets that are either willing or below Level 80.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 80 or greater desires for it not to.
37: Mega Death! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Inflicts Instant Death. Affects targets that are either willing or below Level 80.

Glory Roulette III Table:
0: Cash Bonus! Targets a random individual. Target gains 200% normal Gold drops from this fight and has all enemies drop Gold for said target if target is a winning PC who can normally receive drops from said foes or target drops 500% normal Gold if target is a non-PC. Affects targets that are either willing or below Level 80. Cannot produce more than 1,000,000 additional Gold per battle.
1: Poverty Strikes! Targets a random individual. Target cannot receive drops this battle. Affects targets that are either willing or below Level 80.
2: Miracle Cure! Targets a random individual. Target is cured of all Minor and Moderate Negative Status Effects. Affects targets that are either willing or below Level 80.
3: Bonus Fish! Targets a random individual. Target gains the Fish of the Month. Works a max of 12 times per month. Affects targets that are either willing or below Level 80.
4: Zero Cost! Targets a random individual. All MP costs target would pay that are below 100,000,000 are reduced to 0 as a buff that lasts 5 rounds. Affects targets that are either willing or below Level 80.
5: Paltry Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target gains +1 to a random stat as a buff that lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 80.
6: Debilitation Ban! Targets a random individual. Target is cured of all Minor and Moderate Negative Status Effects and becomes immune to Minor and Moderate Status Effects for 5 rounds. Affects targets that are either willing or below Level 80.
7: Auto Crit! Targets a random individual. Target's next action targeting either a willing target or a target below Level 80 is a Critical if it had at least a 1% chance of being a Critical anyway. Affects targets that are either willing or below Level 80.
8: Clean Slate! Targets a random individual. Cures target of all debuffs and negative status effects from sources below Level 80. Affects targets that are either willing or below Level 80.
9: Multi-Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target is afflicted with a random Moderate Positive Status Effect. Affects targets that are either willing or below Level 80.
10: Full Bonus! Targets a random individual. Target is afflicted with all Minor and Moderate Positive Status Effects. Affects targets that are either willing or below Level 80.
11: Damage Barrier! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals take half damage, to a max of 100,000,000 less damage, from sources below Level 60. Affects targets that are either willing or below Level 80.
12: Element Wall! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals gain immunity to a random element determined from the Roulette Element Table for a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 80. Immunities bestowed by this effect are automatically pierced by sources above Level 79 and stack 20 times.
13: Roulette Blocker! All rolls made on the Fatal Roulette I Table, Fatal Roulette II Table, Fatal Roulette II Table, Glory Roulette I Table, Glory Roulette II Table, and Glory Roulette III Table have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 80 or greater desires for it not to.
14: Element Switch! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals each become a random element from the Roulette Element Table III as an effect that lasts a number of rounds equal to a result on the Roulette Duration Table. Affects targets that are either willing or below Level 80.
15: Speed Boost! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total doubled, to a max of 50,000 additional points, for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking buff Affects targets that are either willing or below Level 80.
16: Slow Motion! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total halved for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking debuff. Affects targets that are either willing or below Level 80.
17: Identity Blur! Targets a random individual. Target's name becomes a random letter of the English alphabet for 5 rounds. Affects targets that are either willing or below Level 80.
18: Mega Life! Targets a random individual. Target's Max HP is increased by an amount equal to said target's current HP multiplied by 10, to a max of 100,000,000, as a non-stacking buff. Affects targets that are either willing or below Level 80.
19: Fake Spin! Rolls once on the Fatal Roulette III Table. Does not function if any individual of Level 80 or greater desires for it not to.
20: Go Time! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these individuals, in a random order, gains an action immediately after this action. Affects targets that are either willing or below Level 80.
21: Delay Spin! Rolls 1 result on the Glory Roulette III Table at the start of the next round. Does not function if any individual of Level 80 or greater desires for it not to.
22: No Tick! At the start of next round, all buff and debuff timers that are based on a number of rounds do not decrement. Does not function if any individual of Level 80 or greater desires for it not to.
23: Puppet Time! Targets a random individual and a second random individual. The second individual immediately gains an action that is determined by the first. Affects targets that are either willing or below Level 80.
24: Unbreakable Defense! Targets a random individual. Target becomes immune to sources below Level 80. Lasts 5 rounds. Affects targets that are either willing or below Level 80.
25: Fun Armadillo! Targets a random individual. Said individual gains 10,000 of the monster 'Fun Armadillo'.
26: Full Heal! Targets a random individual. Target is healed to full HP, to a max of 100,000,000 HP being healed. Affects targets that are either willing or below Level 80.
27: Reverse Order! Targets act in reverse turn order based on sums of turn-order-determining stats. Does not function if any individual of Level 80 or greater desires for it not to.
28: Round Undo! Resets battle to the start of the current round. Does not function if any individual of Level 80 or greater desires for it not to.
29: Great Applause! Targets a random individual. Target's Fame counts as being 25 points higher for 5 rounds as a non-stacking buff. Affects targets that are either willing or below Level 80.
30: Second Chance! Targets a random dead individual. Target is resurrected if target was killed by a source that is either willing or below Level 80. Affects targets that are either willing or below Level 80.
31: Bonus Power! Targets a random individual. If target possesses a single Prime Attribute, target gains a second random stat as another Prime Attribute. Affects targets that are either willing or below Level 80.
32: All Forgotten! Targets a random individual. Target's Fame counts as being 25 points lower, to a minimum of 0, for 5 rounds as a non-stacking debuff. Affects targets that are either willing or below Level 80.
33: Round End! Ends the round. All effects that would occur before the round end do not. Does not function if any individual of Level 80 or greater desires for it not to.
34: Max Restore! Targets a random individual. Target is healed to full MP, to a max of 100,000,000 MP being healed. Affects targets that are either willing or below Level 80.
35: Motion Swap! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these targets has its turn-order-determining stat set to a single random stat as a non-stacking effect. Affects targets that are either willing or below Level 80.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 80 or greater desires for it not to.
37: Hyper Mode! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their stats doubled, to a max of 50,000 additional points. Affects targets that are either willing or below Level 80.

Roulette Damage Number III Table:
1: 5,000
2: 10,000
3: 100,000
4: 500,000
5: 1,000,000
6: 5,000,000
7: 10,000,000
8: 25,000,000
9: 50,000,000
10: 100,000,000


Roulette Element Table III:
1: Earth
2: Air
3: Fire
4: Water
5: Light
6: Darkness
7: Physical
8: Psychic
9: Magic
10: Technology
11: Ice
12: Acid
13: Electrical
14: Fortune
15: Chaos
16: Flux
17: Whimsy

===========================================

Fatal Roulette II Table:
0: Double Damage! Targets a random individual. The next quantity of damage target deals as part of an action is doubled, to a max of 30,000,000 additional damage. Affects targets that are either willing or below Level 60.
1: Element Blast! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals an amount of Flat damage equal to the result of a roll on the Roulette Damage Number Table II of any one element from the Roulette Element Table. Affects targets that are either willing or below Level 40.
2: Time Vortex! Target loses its next 5 actions; things that would normally happen before and after said actions still do. Affects targets that are either willing or below Level 60.
3: Half Health! Targets a random individual. Halves target's HP, causing a maximum of 30,000,000 points of HP loss. Affects targets that are either willing or below Level 60.
4: Dud Strike! Targets a random individual. Deals 1 Flat damage of an element rolled on the Roulette Element Table to said target. Affects targets that are either willing or below Level 60.
5: Defense Cancel! Targets a random individual. Sets target's Defense to 0 as a debuff. Affects targets that are either willing or below Level 60.
6: Worst Luck! Targets a random individual. All negative effects with random targets choose said individual as their first target. Any individual of Level 60 or greater may choose before any action or at the start of a round to remove this effect. Affects targets that are either willing or below Level 60.
7: No Escape! No individual below Level 60 may leave this battle or be unsummoned. Does not function if any individual of Level 60 or greater desires for it not to.
8: Mass Infliction! Targets a random individual. Target is afflicted with all Moderate Negative Status Effects. Affects targets that are either willing or below Level 60.
9: Death Bomb! Targets a random individual. All of target's allies who are below Level 60 lose their next 3 actions when target dies, with all things that would occur before and after said actions still occurring. Affects targets that are either willing or below Level 60.
10: Hyper Weakness! Targets a random individual. All Weaknesses of said individual are doubled, to a max of 1000% as a non-stacking debuff that lasts 5 rounds. Affects targets that are either willing or below Level 60.
11: Piercing Curse! Targets a random individual. All damage sources gain 100,000 additional points of Defense piercing against said target as a debuff that stacks 5 times. Affects targets that are either willing or below Level 60.
12: Slaying Hand! Targets a random individual. For this round and the next round, as a non-stacking buff effect, target causes all individuals below Level 60 who target deals damage to to be afflicted with Instant Death. Affects targets that are either willing or below Level 60.
13: Roulette Blocker! All rolls made on the Fatal Roultte I Table, Fatal Roulette II Table, Glory Roulette I Table, and Glory Roulette II Table, have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 60 or greater desires for it not to.
14: Zone Shatter! All zones and phantom terrains in battle that come from sources below Level 60 that do not have effects attached to them that come from sources that are not below Level 60 are destroyed. Does not function if any individual of Level 60 or greater desires for it not to.
15: Death Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These targets gain death attacks for the next 5 rounds against individuals below Level 60. Affects targets that are either willing or below Level 60.
16: Mana Drain! Targets a random individual. Deals an amount of Flat MP Damage of an element rolled on the Roulette Element Table that is equal to the result of a roll on the Roulette Damage Number II table.
17: Monster Bash! Selects 5 random monsters from the Enemy List that are below Level 40 that can normally be fought for drops. Each of these monsters performs a random ability with randomly selected targets. All summons that would result from this join a new side of battle. All monsters created by this result join the same side. Does not function if any individual of Level 60 or greater desires for it not to.
18: Horror Show! Selects 5 random monsters from the Enemy List that are below Level 40 that can normally be fought for drops and adds them to a new side of battle as summoned individuals. All monsters created by this result join the same side, which is the same side as the one in the prior result in this table. Does not function if any individual of Level 60 or greater desires for it not to.
19: Fake Spin! Rolls once on the Glory Roulette II Table. Does not function if any individual of Level 60 or greater desires for it not to.
20: Element Rage! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are afflicted with 4 random moderate status effects. Does not function if any individual of Level 60 or greater desires for it not to.
21: Delay Spin! Rolls 1 result on the Fatal Roulette II Table at the start of the next round. Does not function if any individual of Level 60 or greater desires for it not to.
22: Stopwatch War! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their actions delayed for 5 rounds. Affects targets that are either willing or below Level 60.
23: Resistance Break! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their Resistances reduced by 50%, to a minimum of 0% as a debuff that stacks 3 times and lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 60.
24: Armageddon Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals 30,000,000 Flat Universe element damage. Affects targets that are either willing or below Level 60.
25: Cleave Stats! Targets a random individual. Halves all of targets stats as a debuff that does not stack, with a max of 19,000 points being removed from each stat. Affects targets that are either willing or below Level 60.
26: Double Pain! Targets a random individual. Said target gains a debuff that lasts a number of rounds equal to a result on the Roulette Duration Table. This debuff does not stack and causes all Modreate Negative Status Effects, but not sub-status effects, to deal damage twice at the start of every round instead of once (provided that they would deal damage). Affects targets that are either willing or below Level 60.
27: Forced Conflict! Targets a random individual below Level 60 and a second random individual below Level 60. The first said individual may not conduct offensive actions against any indivdual except the second individual until the second individual is dead, defeated, or no longer in battle. Does not function if any individual of Level 60 or greater desires for it not to.
28: Shining Wall! Targets a random individual. All actions targetting said individual from sources below Level 60 may be reflected as a buff that lasts 5 rounds. Affects targets that are both either willing or below Level 60.
29: Double Hit! Targets a random individual. Said target's next attack gains 2 hits against 1. Affects targets that are either willing or below Level 60.
30: Multiplied Grudges! All individuals in battle may use all of their abilities that take actions as counters as a buff that lasts until the end of battle. Does not function if any individual of Level 60 or greater desires for it not to.
31: Summon Vanish! All summons in battle are unsummoned. Affects targets that are both below Level 60 and were summoned by sources that are below Level 60.
32: Gear Shatter! Targets a random individual. If said individual is a PC, then said individual has one piece of gear break as an effect caused by a Level 59 source. This cannot select items that are unique or worth above 30,000,000 Gold. If said individual is not a PC and is below Level 60 and non-unique, then said individual does not drop anything and loses any drops that it would have possessed.
33: Wheel Curse! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are inflicted with 100,000 Flat Universe element damage each time a roll on the Fatal Roulette Table II or Glory Roulette Table II is conducted, to a max of 200 times per round. Affects targets that are either willing or below Level 60.
34: Rage Nova! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets may not receive buffs from sources below Level 60 or be targetted by non-offensive actions by such individuals. This effect lasts 5 rounds. Does not function if any individual of Level 40 or greater desires for it not to.
35: Blood Fountain! Targets a random individual. All non-Healing damage dealt to target is doubled as a non-stacking debuff, with said doubling adding a max of 30,000,000 damage per action or instance of damage. Affects targets that are either willing or below Level 60.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 60 or greater desires for it not to.
37: Mega Death! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Inflicts Instant Death. Affects targets that are either willing or below Level 60.

Glory Roulette I Table:
0: Cash Bonus! Targets a random individual. Target gains 200% normal Gold drops from this fight and has all enemies drop Gold for said target if target is a winning PC who can normally recieve drops from said foes or target drops 500% normal Gold if target is a non-PC. Affects targets that are either willing or below Level 60. Cannot produce more than 500,000 additional Gold per battle.
1: Poverty Strikes! Targets a random individual. Target cannot recieve drops this battle. Affects targets that are either willing or below Level 60.
2: Miracle Cure! Targets a random individual. Target is cured of all Minor and Moderate Negative Status Effects. Affects targets that are either willing or below Level 60.
3: Bonus Fish! Targets a random individual. Target gains the Fish of the Month. Works a max of 12 times per month. Affects targets that are either willing or below Level 60.
4: Zero Cost! Targets a random individual. All MP costs target would pay that are below 30,000,000 are reduced to 0 as a buff that lasts 5 rounds. Affects targets that are either willing or below Level 60.
5: Paltry Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target gains +1 to a random stat as a buff that lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 60.
6: Debilitation Ban! Targets a random individual. Target is cured of all Moderate Negative Status Effects and becomes immune to Moderate Status Effects for 5 rounds. Affects targets that are either willing or below Level 60.
7: Auto Crit! Targets a random individual. Target's next action targeting either a willing target or a target below Level 60 is a Critical if it had at least a 1% chance of being a Critical anyway. Affects targets that are either willing or below Level 60.
8: Clean Slate! Targets a random individual. Cures target of all debuffs and negative status effects from sources below Level 60. Affects targets that are either willing or below Level 60.
9: Multi-Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target is afflicted with a random Moderate Positive Status Effect. Affects targets that are either willing or below Level 60.
10: Full Bonus! Targets a random individual. Target is afflicted with all Moderate Positive Status Effects. Affects targets that are either willing or below Level 60.
11: Damage Barrier! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals take half damage, to a max of 30,000,000 less damage, from sources below Level 60. Affects targets that are either willing or below Level 60.
12: Element Wall! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals gain immunity to a random element determined from the Roulette Element Table for a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 60. Immunities bestowed by this effect are automatically pierced by sources above Level 59 and stack 20 times.
13: Roulette Blocker! All rolls made on the Fatal Roulette I Table, Fatal Roulette II Table, Glory Roulette I Table, and Glory Roulette II Table have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 60 or greater desires for it not to.
14: Element Switch! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals each become a random element from the Roulette Element Table II as an effect that lasts a number of rounds equal to a result on the Roulette Duration Table. Affects targets that are either willing or below Level 60.
15: Speed Boost! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total doubled, to a max of 19,000 additional points, for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking buff Affects targets that are either willing or below Level 60.
16: Slow Motion! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total halved for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking debuff. Affects targets that are either willing or below Level 60.
17: Identity Blur! Targets a random individual. Target's name becomes a random letter of the English alphabet for 5 rounds. Affects targets that are either willing or below Level 60.
18: Mega Life! Targets a random individual. Target's Max HP is increased by an amount equal to said target's current HP multiplied by 10, to a max of 30,000,000, as a non-stacking buff. Affects targets that are either willing or below Level 60.
19: Fake Spin! Rolls once on the Fatal Roulette II Table. Does not function if any individual of Level 60 or greater desires for it not to.
20: Go Time! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these individuals, in a random order, gains an action immediately after this action. Affects targets that are either willing or below Level 60.
21: Delay Spin! Rolls 1 result on the Glory Roulette II Table at the start of the next round. Does not function if any individual of Level 60 or greater desires for it not to.
22: No Tick! At the start of next round, all buff and debuff timers that are based on a number of rounds do not decrement. Does not function if any individual of Level 60 or greater desires for it not to.
23: Puppet Time! Targets a random individual and a second random individual. The second individual immediately gains an action that is determined by the first. Affects targets that are either willing or below Level 60.
24: Unbreakable Defense! Targets a random individual. Target becomes immune to sources below Level 60. Lasts 5 rounds. Affects targets that are either willing or below Level 60.
25: Fun Armadillo! Targets a random individual. Said individual gains 100 of the monster 'Fun Armadillo'.
26: Full Heal! Targets a random individual. Target is healed to full HP, to a max of 30,000,000 HP being healed. Affects targets that are either willing or below Level 60.
27: Reverse Order! Targets act in reverse turn order based on sums of turn-order-determining stats. Does not function if any individual of Level 60 or greater desires for it not to.
28: Round Undo! Resets battle to the start of the current round. Does not function if any individual of Level 60 or greater desires for it not to.
29: Great Applause! Targets a random individual. Target's Fame counts as being 10 points higher for 5 rounds as a non-stacking buff. Affects targets that are either willing or below Level 60.
30: Second Chance! Targets a random dead individual. Target is resurrected if target was killed by a source that is either willing or below Level 60. Affects targets that are either willing or below Level 60.
31: Bonus Power! Targets a random individual. If target possesses a single Prime Attribute, target gains a second random stat as another Prime Attribute. Affects targets that are either willing or below Level 60.
32: All Forgotten! Targets a random individual. Target's Fame counts as being 10 points lower, to a minimum of 0, for 5 rounds as a non-stacking debuff. Affects targets that are either willing or below Level 60.
33: Round End! Ends the round. All effects that would occur before the round end do not. Does not function if any individual of Level 60 or greater desires for it not to.
34: Max Restore! Targets a random individual. Target is healed to full MP, to a max of 30,000,000 MP being healed. Affects targets that are either willing or below Level 60.
35: Motion Swap! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these targets has its turn-order-determining stat set to a single random stat as a non-stacking effect. Affects targets that are either willing or below Level 60.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 60 or greater desires for it not to.
37: Hyper Mode! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their stats doubled, to a max of 19,000 additional points. Affects targets that are either willing or below Level 60.

Roulette Damage Number II Table:
1: 500
2: 1,000
3: 10,000
4: 50,000
5: 100,000
6: 500,000
7: 1,000,000
8: 2,500,000
9: 5,000,000
10: 10,000,000

===========================================

Fatal Roulette I Table:
0: Double Damage! Targets a random individual. The next quantity of damage target deals as part of an action is doubled, to a max of 15,000,000 additional damage. Affects targets that are either willing or below Level 40.
1: Element Blast! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals an amount of Flat damage equal to the result of a roll on the Roulette Damage Number Table of any one element from the Roulette Element Table. Affects targets that are either willing or below Level 40.
2: Time Vortex! Target loses its next 5 actions; things that would normally happen before and after said actions still do. Affects targets that are either willing or below Level 40.
3: Half Health! Targets a random individual. Halves target's HP, causing a maximum of 15,000,000 points of HP loss. Affects targets that are either willing or below Levle 40.
4: Dud Strike! Targets a random individual. Deals 1 Flat damage of an element rolled on the Roulette Element Table to said target. Affects targets that are either willing or below Level 40.
5: Defense Cancel! Targets a random individual. Sets target's Defense to 0 as a debuff. Affects targets that are either willing or below Level 40.
6: Worst Luck! Targets a random individual. All negative effects with random targets choose said individual as their first target. Any individual of Level 40 or greater may choose before any action or at the start of a round to remove this effect. Affects targets that are either willing or below Level 40.
7: No Escape! No individual below Level 40 may leave this battle or be unsummoned. Does not function if any individual of Level 40 or greater desires for it not to.
8: Mass Infliction! Targets a random individual. Target is afflicted with all Minor Negative Status Effects. Affects targets that are either willing or below Level 40.
9: Death Bomb! Targets a random individual. All of target's allies who are below Level 40 lose their next 3 actions when target dies, with all things that would occur before and after said actions still occurring. Affects targets that are either willing or below Level 40.
10: Hyper Weakness! Targets a random individual. All Weaknesses of said individual are doubled, to a max of 1000% as a non-stacking debuff that lasts 5 rounds. Affects targets that are either willing or below Level 40.
11: Piercing Curse! Targets a random individual. All damage sources gain 10,000 additional points of Defense piercing against said target as a debuff that stacks 5 times. Affects targets that are either willing or below Level 40.
12: Slaying Hand! Targets a random individual. For this round and the next round, as a non-stacking buff effect, target causes all individuals below Level 40 who target deals damage to to be afflicted with Instant Death. Affects targets that are either willing or below Level 40.
13: Roulette Blocker! All rolls made on the Fatal Roultte I Table and Glory Roulette I Table have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individual of Level 40 or greater desires for it not to.
14: Zone Shatter! All zones and phantom terrains in battle that come from sources below Level 40 that do not have effects attached to them that come from sources that are not below Level 40 are destroyed. Does not function if any individual of Level 40 or greater desires for it not to.
15: Death Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These targets gain death attacks for the next 5 rounds against individuals below Level 40. Affects targets that are either willing or below Level 40.
16: Mana Drain! Targets a random individual. Deals an amount of Flat MP Damage of an element rolled on the Roulette Element Table that is equal to the result of a roll on the Roulette Damage Number table.
17: Monster Bash! Selects 5 random monsters from the Enemy List that are below Level 20 that can normally be fought for drops. Each of these monsters performs a random ability with randomly selected targets. All summons that would result from this join a new side of battle. All monsters created by this result join the same side. Does not function if any individual of Level 40 or greater desires for it not to.
18: Horror Show! Selects 5 random monsters from the Enemy List that are below Level 20 that can normally be fought for drops and adds them to a new side of battle as summoned individuals. All monsters created by this result join the same side, which is the same side as the one in the prior result in this table. Does not function if any individual of Level 40 or greater desires for it not to.
19: Fake Spin! Rolls once on the Glory Roulette I Table. Does not function if any individual of Level 40 or greater desires for it not to.
20: Element Rage! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are afflicted with 4 random moderate status effects. Does not function if any individual of Level 40 or greater desires for it not to.
21: Delay Spin! Rolls 1 result on the Fatal Roulette I Table at the start of the next round. Does not function if any individual of Level 40 or greater desires for it not to.
22: Stopwatch War! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their actions delayed for 5 rounds. Affects targets that are either willing or below Level 40.
23: Resistance Break! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets have all of their Resistances reduced by 50%, to a minimum of 0% as a debuff that stacks 3 times and lasts a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 40.
24: Armageddon Strike! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Deals 15,000,000 Flat Universe element damage. Affects targets that are either willing or below Level 40.
25: Cleave Stats! Targets a random individual. Halves all of targets stats as a debuff that does not stack, with a max of 9,500 points being removed from each stat. Affects targets that are either willing or below Level 40.
26: Double Pain! Targets a random individual. Said target gains a debuff that lasts a number of rounds equal to a result on the Roulette Duration Table. This debuff does not stack and causes all Modreate Negative Status Effects, but not sub-status effects, to deal damage twice at the start of every round instead of once (provided that they would deal damage). Affects targets that are either willing or below Level 40.
27: Forced Conflict! Targets a random individual below Level 40 and a second random individual below Level 40. The first said individual may not conduct offensive actions against any indivdual except the second individual until the second individual is dead, defeated, or no longer in battle. Does not function if any individual of Level 40 or greater desires for it not to.
28: Shining Wall! Targets a random individual. All actions targetting said individual from sources below Level 40 may be reflected as a buff that lasts 5 rounds. Affects targets that are both either willing or below Level 40.
29: Double Hit! Targets a random individual. Said target's next attack gains 2 hits against 1. Affects targets that are either willing or below Level 40.
30: Multiplied Grudges! All individuals in battle may use all of their abilities that take actions as counters as a buff that lasts until the end of battle. Does not functio nif any individual of Level 40 or greater desires for it not to.
31: Summon Vanish! All summons in battle are unsummoned. Affects targets that are both below Level 40 and were summoned by sources that are below Level 40.
32: Gear Shatter! Targets a random individual. If said individual is a PC, then said individual has one piece of gear break as an effect caused by a Level 39 source. This cannot select items that are unique or worth above 15,000,000 Gold. If said individual is not a PC and is below Level 40 and non-unique, then said individual does not drop anything and loses any drops that it would have possessed.
33: Wheel Curse! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets are inflicted with 50,000 Flat Universe element damage each time a roll on the Fatal Roulette Table I or Glory Roulette Table I is conducted, to a max of 200 times per round. Affects targets that are either willing or below Level 40.
34: Rage Nova! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. All such targets may not receive buffs from sources below Level 40 or be targetted by non-offensive actions by such individuals. This effect lasts 5 rounds. Does not function if any individual of Level 40 or greater desires for it not to.
35: Blood Fountain! Targets a random individual. All non-Healing damage dealt to target is doubled as a non-stacking debuff, with said doubling adding a max of 15,000,000 damage per action or instance of damage. Affects targets that are either willing or below Level 40.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 40 or greater desires for it not to.
37: Mega Death! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Inflicts Instant Death. Affects targets that are either willing or below Level 40.

Glory Roulette I Table:
0: Cash Bonus! Targets a random individual. Target gains 200% normal Gold drops from this fight and has all enemies drop Gold for said target if target is a winning PC who can normally recieve drops from said foes or target drops 500% normal Gold if target is a non-PC. Affects targets that are either willing or below Level 40. Cannot produce more than 100,000 additional Gold per battle.
1: Poverty Strikes! Targets a random individual. Target cannot recieve drops this battle. Affects targets that are either willing or below Level 40.
2: Miracle Cure! Targets a random individual. Target is cured of a random Minor Negative Status Effect. Affects targets that are either willing or below Level 40.
3: Bonus Fish! Targets a random individual. Target gains the Fish of the Month. Works a max of 12 times per month. Affects targets that are either willing or below Level 40.
4: Zero Cost! Targets a random individual. All MP costs target would pay that are below 15,000,000 are reduced to 0 as a buff that lasts 5 rounds. Affects targets that are either willing or below Level 40.
5: Paltry Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target gains +1 to a random stat as a buff that lasts a number of rounds euqal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 40.
6: Debilitation Ban! Targets a random individual. Target is cured of all Minor Negative Status Effects and becomes immune to Minor Status Effects for 5 rounds. Affects targets that are either willing or below Level 40.
7: Auto Crit! Targets a random individual. Target's next action targetting either a willing target or a target below Level 40 is a Critical if it had at least a 1% chance of being a Critical anyway. Affects targets that are either willing or below Level 40.
8: Clean Slate! Targets a random individual. Cures target of all debuffs and negative status effects from sources below Level 40. Affects targets that are either willing or below Level 40.
9: Multi-Bonus! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each target is afflicted with a random Minor Positive Status Effect. Affects targets that are either willing or below Level 40.
10: Full Bonus! Targets a random individual. Target is afflicted with all Minor Positive Status Effects. Affects targets that are either willing or below Level 40.
11: Damage Barrier! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals take half damage, to a max of 15,000,000 less damage, from sources below Level 40. Affects targets that are either willing or below Level 40.
12: Element Wall! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals gain immunity to a random element determined from the Roulette Element Table for a number of rounds equal to the result of a roll on the Roulette Duration Table. Affects targets that are either willing or below Level 40. Immunities bestowed by this effect are automatically pierced by sources above Level 39 and stack 20 times.
13: Roulette Blocker! All rolls made on the Fatal Roultte I Table and Glory Roulette I Table have no effect for a number of rounds equal to the result of a roll on the Roulette Duration Table. Does not function if any individualof Level 40 or greater desires for it not to.
14: Element Switch! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals each become a random element from the Roulette Element Table II as an effect that lasts a number of rounds equal to a result on the Roulette Duration Table. Affects targets that are either willing or below Level 40.
15: Speed Boost! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total doubled, to a max of 9,500 additional points, for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking buff Affects targets that are either willing or below Level 40.
16: Slow Motion! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their turn-order-determining stat total halved for turn-order-determining purposes for a number of rounds equal to a result on the Roulette Duration Table as a non-stacking debuff. Affects targets that are either willing or below Level 40.
17: Identity Blur! Targets a random individual. Target's name becomes a random letter of the English alphabet for 5 rounds. Affects targets that are either willing or below Level 40.
18: Mega Life! Targets a random individual. Target's Max HP is increased by an amount equal to said target's current HP multiplied by 10, to a max of 15,000,000, as a non-stacking buff. Affects targets that are either willing or below Level 40.
19: Fake Spin! Rolls once on the Fatal Roulette I Table. Does not function if any individual of Level 40 or greater desires for it not to.
20: Go Time! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these individuals, in a random order, gains an action immediately after this action. Affects targets that are either willing or below Level 40.
21: Delay Spin! Rolls 1 result on the Glory Roulette I Table at the start of the next round. Does not function if any individual of Level 40 or greater desires for it not to.
22: No Tick! At the start of next round, all buff and debuff timers that are based on a number of rounds do not decrement. Does not function if any individual of Level 40 or greater desires for it not to.
23: Puppet Time! Targets a random individual and a second random individual. The second individual immediately gains an action that is determined by the first. Affects targets that are either willing or below Level 40.
24: Unbreakable Defense! Targets a random individual. Target becomes immune to sources below Level 40. Lasts 5 rounds. Affects targets that are either willing or below Level 40.
25: Fun Confetti! Targets a random individual. Said individual gains the item:
Confetti!- (Item, Antiquity, Air, 60 Gold)
26: Full Heal! Targets a random individual. Target is healed to full HP, to a max of 15,000,000 HP being healed. Affects targets that are either willing or below Level 40.
27: Reverse Order! Targets act in reverse turn order based on sums of turn-order-determining stats. Does not function if any individual of Levle 40 or greaterr desires for it not to.
28: Round Undo! Resets battle to the start of the current round. Does not function if any individual of Level 40 or greater desires for it not to.
29: Great Applause! Targets a random individual. Target's Fame counts as being 5 points higher for 5 rounds as a non-stacking buff. Affects targets that are either willing or below Level 40.
30: Second Chance! Targets a random dead individual. Target is ressurected if target was killed by a source that is either willing or below Level 40. Affects targets that are either willing or below Level 40.
31: Bonus Power! Targets a random individual. If target possesses a single Prime Attribute, target gains a second random stat as another Prime Attribute. Affects targets that are either willing or below Level 40.
32: All Forgotten! Targets a random individual. Target's Fame counts as being 5 points lower, to a minimum of 0, for 5 rounds as a non-stacking debuff. Affects targets that are either willing or below Level 40.
33: Round End! Ends the round. All effects that would occur before the round end do not. Does not function if any individual of Level 40 or greater desires for it not to.
34: Max Restore! Targets a random individual. Target is healed to full MP, to a max of 15,000,000 MP being healed. Affects targets that are either willing or below Level 40.
35: Motion Swap! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. Each of these targets has its turn-order-determining stat set to a single random stat as a non-stacking effect. Affects targets that are either willing or below Level 40.
36: Hyper Circus! Roll twice on this table, rerolling this result. Take both effects. Does not function if any individual of Level 40 or greater desires for it not to.
37: Hyper Mode! Targets a number of random individuals equal to the result of a roll on the Roulette Target Number Table. These individuals have their stats doubled, to a max of 9,500 additional points. Affects targets that are either willing or below Level 40.

Roulette Target Number Table:
1: 1
2: 2
3: 3
4: 5
5: 10
6: 15
7: 20
8: 40
9: 50
10: 100

Roulette Duration Table:
1: 1
2: 2
3: 4
4: 5
5: 10
6: 12
7: 15
8: 20
9: 24
10: 200

Roulette Element Table:
1: Earth
2: Air
3: Fire
4: Water
5: Light
6: Darkness
7: Physical
8: Psychic
9: Magic
10: Technology
11: Ice
12: Acid
13: Electrical

Roulette Element Table II:
1: Earth
2: Air
3: Fire
4: Water
5: Light
6: Darkness
7: Physical
8: Psychic
9: Magic
10: Technology
11: Ice
12: Acid
13: Electrical
14: Fortune
15: Chaos

Roulette Damage Number Table:
1: 50
2: 100
3: 1,000
4: 5,000
5: 10,000
6: 50,000
7: 100,000
8: 250,000
9: 500,000
10: 1,000,000



The following is a complete list of all monsters below the Roulette Master's level on his Summon Roulette Lists.

Summon Roulette III List:
Bone Golem
Fire Demon
Glass Golem
Ice Demon
Foulness Demon
Magical Girl
Orthrus
Wood Golem
Boneform Demon
Horde Demons
Legion of Daemon Toys
Maw Demon
Stone Golem
Crusader Paladin
Irrindil Medic
Tentacle Demon
Tsuchigumo
Smoke Devil
Lesser Cerberus
Tjourquimaddan Advisor
War Demon
Blackclad Magus
Blue Oni
Concordant Adjudicator of Beneficent Harmony
High Priest of the King of Storms
Iron Golem
Ladjgurot Taskmaster
Nue
Stormbirthed Thundertheign
Treant
Red Oni
Sand Wurm of Sildriza
Succubus
Medusa
Banshee
Vampire
Demon
Linnorm
Blackclad Force Commander
Crusader General
Dragonslayer of the King of Storms
Dragon
Red Dragon
Risen Demon
Bane Knight
Lich
Corpse-Eater Demon
Forest Dragon
Magical Lich Loli
Armory Dragon
Pharoah
Air Giant
Blossom Dragon
Earth Giant
Fire Giant
Water Giant
Ash Dragon
Blackclad Monolith
Core Dragon
Sand Dragon
Snow Dragon
Crystal Golem
Day Dragon
Factory Dragon
Great White Whale
Night Dragon
Sea Serpent
Aos Si
Grid Dragon
Vampire Count
Mirage Dragon
Sea Dragon
Celestial Soldier
Wind Demon
Reaver
Oni Deva
Word On the Street
Galaxiriat
Wandering Hero
Lightclad Celestial
Deva of the Flowering Lands
Celestial of the Pearl Wall
Celestial Shepherd
Celestial of the Hundred Wings
Spider Storyteller
Blade of Artolius
Celestial Archivist
Goldclad War-Ender
Celestial of Holy Fire
Cartographer of Dreams
Heavenly Charioteer
Keeper of Wild Places
Celestial Jailer
Gardener of Heroes
Celestial Tactician
Celestial Harpist
Wind of Salvation
Maiden of Alzarian Heartfire
Singer of Life
Celestial Champion of Valor
Celestial Guardian
Celestial Judge
Celestial Choirmaster
Pontiff
Redwood Treant
Cyclopean Woolstilt
Loch Dweller
Tengu Truth-Poisoner
Casino Jack
Nocturnal Chameleon-Dragon
Forest Kami
Mister Baron Wimpleby Senior's Jeweled Legs
Mr. Baggerty Went Off To War, But He Forgot His Britches: An Interperative Monster
Rutherford Von Antelopeface
Alkonost
Queen of Winter

Summon Roulette II List:
Hound of Heaven
Botanist (2)
Fruit Dragon
Myrmecoleon
Greater Mecha Tank
Griffin
Heretic of Phalerin
Lesser Air Elemental
Lesser Alien Battle Walker
Lesser Earth Elemental
Lesser Fire Elemental
Lesser Water Elemental
Ogre
Pegasus
Hippogriff
Kitsune
Malevolent Necromancer
Mushroom Colonel
Tengu
Upper Priest of the King of Storms
Naga
Totem of Fire
Swan Maiden
Triceratops
Vampire Spawn
Fungal Drake
Gargoyle
Greater Putti
Selkie
Totem of Life
Moon Rabbit
Mushroom General
Satori
Totem of Wards
Tyrannosaurus
Amphisbaena
Dove of Sereyn
Totem of Death
Unicorn
Yeti
Chol-Donnati Moleworm
Hag
Mind-Networked, Broken Moon Rabbit
Star Adept
Troll
Celestial Hound (2)
Clockwork Battle Walker
Ettin
Hell Hound
Minotaur
Tanuki
Frankenstein
Leprechaun
Siren
Evanlari Slayer
Mind-Networked, Broken Moon Rabbit Loyalist
Will-o-Wisp
Gem Lord
Hover Tank
Hulking Molebeast
Werewolf
Air Elemental
Earth Elemental
Electrical Elemental
Fire Elemental
Mob of Shadows
Water Elemental
Lamia
Manticore
Pied Piper
Raaic Guard Bot
Animated Skyship
Chimera
Dryad
Gazing Eye
Han-Miragas
Sphinx
Giant Blob
Grinning Manipulator
Salamander
Sandman
Spectre
Ghost
Nekomata
Thoughtcloud
Tower Jelly
Yuki Onna
Basilisk
Cupid
Flying Saucer
Legion of Vampirically-Augmented Thralls
Pack of Vampirically-Augmented Wolves
Swarm of Vampirically-Augmented Bats
Blodeuwedd
Guardian Angel
Lesser Hippocampus
Mimic
Alraune
Kasha
Mummy
Spectral Legionairre
Tennin
Bunyip
Cyclops
Great Tengu
Common Hydra
Giant
Jiang Shi
Nuckelavee
Torn-Corpse Nekomata
Triton
Peryton
Kappa Bloodmind
Redcap
Brass Chimera Head
Sonic Goat
Nogitsune
Kuda
Chonchon
Hitodama
Tree Kami

Summon Roulette I List:
Angered Clerk
Animated Armor
Bluegreen Shroom
Burmalong
Cave Lizard
Cleric
Common Jell
Fighter
Giant Cat
Giant Rat
Goblin
Great Shroom
Green Jell
Guardsman of Avandos
Living Flame
Mechanical Guard Bot
Mana Raptor
Moose Axeman
Moss Goblin
Noble of Avandos
Orc
Poylazo Lizard
Prazondracon Flameworm (2)
Rogue Dwarf
Rogue Dwarven Marauder
Royal Gardener
Skeleton
Skeleton Archer
Skeleton Swordsman
Stalactite Lurker
Thief
Thug
Wizard
Zombie
Acidwhisper Drakespawn
Aquatic Goblin
Archer of Avandos
Boom Urchin
Burly Thug
Carctori
Corrupt Nexus Police Officer
Desert Corsair Raider
Disillusioned Wannabe Hero
Drunken Outlaw
Dwarven Spirit
Fairy Botonomancer Apprentice
Fairy Gardener
Fish Man
Flamestroke Drakespawn
Giant Frog
Icebreath Drakespawn
Icthorimir
Irjdopli
Kjall'Nathyl
Living Calendar
Mage of Avandos
Magmatongue Drakespawn
Natural Parakeet
Old Green Shroom
Orc Axeman
Orc Swordsman
Prazondracon Flameworm
Priest of Avandos
Python Ogre
Rogue Dwarf Darkchanneler
Rogue Chef
Rogue Dwarf Priest
Swordsman of Avandos
Tendrilled Mushroom
The Reverend's Flock
Weakened Bone Drake
Zeligori Eel
Assault Coral
Basic Gear Soldier
Bear-Headed Mauler
Blue Jell
Bone Thing
Corrupt Nexus Police Robot
Crimson Knight of Avandos
Desert Corsair Archer
Green Slime
Julob-Julob
Franghlon Skeleton
Gnomish Gearwright Apprentice
Gnomish Geologist
Green Cube Jell
Green Slime
Himmarantz
Hired Thug
House Hellstrom Archer
House Hellstrom Avenger
House Hellstrom Warrior
House Hellstrom Wizard
Imperial Avandosi Wyvern
Lashmordu
Mine Zombie
Miragas
Mechanized Gunman
Outlaw Gunman
Priestly Ghost
Shadow Tear Drakespawn
Skeletal Claw Fiend
Stone Swordsman
Tiny Pebble Elemental
Vicious Abragian Piranha
Violet Syndicate Cohort
White Septheris Drakespawn
Wottfus
Being from Ulaat Thamarr
Blue Cube Jell
Bone Champion
Botanica Guard Robot
Cloudlet
Corrupt Nexus Police Commando
Dancing Flower
Discontinued Sepherys Guard-Bot Version 2.04
Frujative
Eye of Avandos
Gazing Ball
Ghost Cow
Golem Curator
Hired Outlaw
Izyt'Khal
Man Trap
Mechanized Grenadier
Mylark Bird
Plant-Controlled Botanica Worker
Rain Waker Drakespawn
Spook
Stone Dance Elemental
Thunder Arcer Drakespawn
Topiary Dinosaur
Tortoise Bush
Trap-Door Spider
Winter Bush
Zanabrous Vinefiend
Belfry Golem
Blue Syrup
Botanica Defense Turret
Corrupt Lawman
Cowboy Gunman
Crabman Brawler
Desert Corsair Horsemaster
Desert Corsair Priest
Desert Corsair Sand Mage
Desert Scorpion
Discontinued Sepherys Mine-Droid Version 6.18
Eegat
Frontier Mercenary
Ghoul
Raging Cactus
Shade Wisp
Starfish Gunner
Thesaline Rose
Undead Cowboy
Zulubo
Barrage Urchin
Bladed Guardian
Businessman Conch
Giant Sidewinder
Gnome in a Hot Air Balloon
House Hellstrom Captain
Insect Swarm
Lesser Spirit of the Airs
Mud Man
Mushroom Soldier
Poison Zombie
Red Brick Guardian of Avandos
Sand Faerie
Sildrizan Dead
Wall Mussel
Bel-Miragas
Cube Golem
Dread Mine Zombie
Fairy of Growth
Ghast
Greater Desert Scorpion
Killer Condor
Kryzz'Fhyll
Mine Taskmaster
Phantom Cowboy
Phantom Gunman
Phantom Martial Artist
Plant Child
War Crab
Ashen Dead of the Sildrizan Waste
Bluish Red Jell
Briar Lord Tree
Centaur
Darksky Sniper
Discontinued Sepherys Defense-Bot Version 6.09
Discontinued Sepherys Guard-Bot Version 6.09
Great Sarisscos Beetle
Mindwight
Spirit of the Sand
Centaur Bowmaster
Desert Corsair Life Reaper
Desert Corsair Swordmaster
Guardian of the Dead Sultan
Killer Bee
Brass Man
Centaur Chieftan
Mad Cartographer
Noise Beetle
Upgraded Botanica Guard Bot
Ebony Pawn
Fruit-Flinging Tree
Hound of Galbrecht
Ivory Pawn
Spiny Cactus of Belsubia
Army Tank
Unit of Archers
Unit of Cavalry
Unit of Pikemen
Unit of Spearmen
Unit of Swordsmen
Bone Scribe
Flesh Brute
Unit of Crossbowmen
Unit of Skeletons
Unit of Skeletal Archers
Gate Watcher Shrubbarid
Gun Helicopter
Magic Doll
Mecha Tank
Sand Worm of Sildriza
Skazzedrum
Storm Knight
Wodoshohai
Army Platoon
Bird Shifter
Chained Man
Crazed Candle
Scissorman
Skull-Head Cactus
Zoning Office
Celestial Messenger
Desert Corsair Sand Ship
Fleshwarper
Gargamir
Unit of Black Powder Gunners
Unit of Knights
Unit of Ninjas
Unit of Samurai
Yahzrat'Forruldoom
Executioner
Gaze Bird
Killer Swordsman
Moonflower
Sun-Drinker Mushroom
Wailing Maiden
Yellow Flameman
Bad News
Dread Bladesman
Frozen Wraith
Gallowhand
Philosopher-Sage of the Dead Realms
Paint Drop Elemental
Fruit Golem
Needle Bee
Lost Priest
Harpy
Burning Skeleton
Blazing Skull
Flying Head
Wraith
Large Skeleton
Undead Shadow
Drowned Zombie
Skeletal Wolf
Glove Merchant
Goblin with Bagpipes
Bandit on a Gondola
Pusbelly
Dead Soldier
Centaur Shaman
Kasa-Obake
Bakeneko
Twisted Fairy of Recursive Suffering
Clever Artificer
Great Tengu
Chupacabra
Large Mud Man
Mole Man
Higabon
Bigfoot
Dire Wolf
Plant Spirit
Woodborn Samurai
Crazed, Bubbly Fangirl
Unit of Fancy-Accented, Well-Trained, Horseborne Hunters
Putti
Unit of Card Soldiers
Helicopter Drone
Mushroom Empire War Engineer
Shuchuu
Tsurube-Otoshi
Wax Leopard
Parvikk's Mystic Cat
Militant Goose
Sasquatch
War Dog
Mushroom Corporal
Mushroom Sergeant
Mushroom Major
Mushroom Army Standard Bearer
Icefairy Crier of Winter
Forestlurker Lizard
Inner Botanica Guardian Robot
Blossom Hawk
Fungal Siege Weapon
Shroomtech Tank
Iceforest Pineman
Lostwinter Vinefiend
Mushroom Empire Botanist
Imp
Spark Jell
Orc Warrior
Huge Rat
Giant Bee
Bandit
Fengrii of Glarsoon
Skeleton Fighter
Lastrill
Soldier
World Defense Force Soldier
High Knight
Dwarf
Dwarf Warrior
Hill Dwarf
Noble Lord
Kaldrinian Warrior
Lesser Gargoyle
False Rose Guardian
Grulock
Gylgras Poisoner
Shadow Lurker
Marlzawk
Mermaid
Merman
Large Shark
Slasher
Murderer
Pseudodragon
Wolf
Tengu Truth-Poisoner
Rotting Bird Which Torments the Dead
Unit of Bagpiping Bards
Priest of the King of Storms
Kappa
Tengu
Crazed, Bubbly Fangirl with Energy Projection Powers
Iceforest Pineman
Mushroom Sergeant
Icefairy Crier of Winter
Mushroom Army Standard Bearer
Mushroom Corporal
Blossom Hawk
Forestlurker Lizard
Imp
Large Shark
False Rose Guardian
World Defense Force Soldier
Pseudodragon
Priest of the King of Storms
Merman
Mermaid
Soldier
Lesser Gargoyle
Wax Leopard
Spark Jell
Parvikk's Mystic Cat
Militant Goose
Fengrii of Glarsoon
Wolf
Dwarf Warrior
Giant Bee
Gylgras Poisoner
Huge Rat
Lastrill
Murderer
Noble Lord
Orc Warrior
Skeleton Fighter
Shadow Lurker
Marlzawk
Kaldrinian Warrior
Hill Dwarf
Grulock
Dwarf
Bandit
Tap-Dancing Ooze
Coblynau
Arkan Sonney
Moh Shuvuu
Knocker
Kobold
Fae Kobold
Bluecap
Old Cutty Soames
Polar Wolf
Pixie
Angry Cactus
Fun Armadillo
Mou-Ryo
Absorbing Jelly
Flesh Mound
Hippo-Kin Baneful Weatherman
Hippo-Kin Dread Pharmacist
Hippo-Kin Mad Plumber
Mushroom Empire Bureaucrat
Slasher
Venomous Monkey
Rotting Bird Which Torments the Dead
Oozlum Bird
Rice-Grain Kami
Emberfly
Emberfly Swarm