Anathema

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

Anathema

Post by Modrageball »

Anathema (Celas)
Level 79 Smorgasborg (BA Member & Samurai Detective) <Note: Smorgasborg and Samurai Detective rules not yet created>
Undead & Unknown & Kami & Outsider, Darkness & Evil & Law & Dream
HP- 24,375
MP- 4,550
STR: 1,437 (18)
AGI: 3,040 (30)
CON: 1,275 (15)
MIN: 242 (3)
SPI: 158 (2)
XP- 82,877,025
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 52
Gold- 0
Bonus Weeks: 143 (+1 Enslaver, +1 Pactmaker (Which cannot be sold, traded or altered), +2 Biomancer, +1 Scientist, +5 Ravager, +1 Botantist, 1 Evergarden Event Bonus Week, +5 Diviner, +51 Blight Druid, +12 Puppet Master, +5 Deathless One, +2 Ebon Chancellor, +30 Gatekeeper, +3 Mountain King, +1 Summoner, +3 Scholar, +8 Kensei)

Devout Worshipper of Doctor Beak

Worshipper Benefits
Base:
Poison Expertise- Possessor's attacks gain a (Possessor Level)% chance of inflicting Poison, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak
Cost: Automatically Obtained Upon Meeting Prerequisities

Plaguemaster's Servant- Possessor's attacks gain a (Possessor Level)% chance of inflicting Disease, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak
Cost: Automatically Obtained Upon Meeting Prerequisities

Resistance to Poisons and Diseases- If possessor is Level 5 or greater, possessor gains +15% Poison Resistance and +15% Disease Resistance, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 5
Cost: Automatically Obtained Upon Meeting Prerequisities

Craft Disease- If possessor is Level 5 or greater, possessor may spend an action to have a 70% chance of inflicting Disease on a target, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 5
Cost: Not Available

Dark Healer- If possessor is Level 10 or greater, Darkness element spells that possessor casts that Heal HP heal an additional 500 points, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 10
Cost: Automatically Obtained Upon Meeting Prerequisities

Doctor's Presence- If possessor is Level 10 or greater, possessor's allies (including possessor) gain 5% Poison Resistance and 5% Disease Resistance, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 10
Cost: Not Available

Plague Meditation- If possessor is Level 12 or greater, possessor may choose at the beginning of a round to not be able to take any actions during that round, with things that would occur before and after said skipped actions still occurring, and, if possessor chooses such, possessor suffers no HP Reduction from the status effect Diseased that round, instead regenerating an amount of HP to the amount of HP that any such avoided HP Reduction would have consisted of (with the HP Reduction being referenced here being the status effect Diseased's normal HP Reduction, along with an additional amonut of similar HP Reduction added to said effect), Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 12
Cost: Automatically Obtained Upon Meeting Prerequisities

Special:
Messiah of the Reborn Plague- (Worshipper Benefit, Doctor Beak) Possessor is Immune to Plague. Possessor may spend an action to inflict Plague on each individual in possessor's battlespace that previously was afflicted with Plague or one of its sub-status effects. Possessor's base stats are increased by 1. Possessor is Immune to Smitten: Excommunicated.

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
Overdrive
Melee Overdrive

Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. 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. User must be in the front row.
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).


-Antifoundational Metaphysicist-
The First Antifoundational Metaphysicist- (Passive Ability, Other: Antifoundational Metaphysicist) This ability does nothing on its own outside of being usable for combos

-Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Flame Arrow- (Technique Ability, Archer) Possessor may use 'Flame Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.

-Archpoisoner of 1,000 Venoms-
Apprentice Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats for each Toxin element item equipped, Possessor's Toxin element pets and summons gain +250 to all stats
Archpoisoner of 1,000 Venoms- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor ignores (1 * (Possessor Level/5), rounded down)% Toxin Resistance, Possessor ignores Toxin Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Toxin's Dominion- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Toxin
Basic Affinity to Healing Via Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor obtains Toxin element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element pets and summons gain +50 to all stats
Basic Defenses Against Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 Defense against Toxin
Basic Toxin Resistance- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 1% Toxin Resistance
Basic Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to all stats if Toxin element
Basic Understanding of the Heart of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element allies gain +10 to all stats
Basic Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats while in a Zone of Toxin
Partial Channeling of the Wrath of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed

-Binder-
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit

-Biomancer-
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Increase Virulence- (Passive Ability, Biomancer) Possessor's chances of inflicting Diseased are increased by 20%
Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual

Blazing Sultan
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round

-Blight Druid-
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Blight Druid- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Blight Magic spells that possessor casts that deal Stat Point Drain deal an additional +(50 * Possessor Level) points of each such stat
Foul Odor- (Passive Ability, Blight Druid) Allies and foes with a CON lower than 500 have a 5% chance of having Stun inflicted on them at the beginning of battle
Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Withering Aura- (Stance Ability, Blight Druid) All non-Blight Magic Plants takes 300 damage each time possessor has an action

-Channeler-
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.

-Chef-
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
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
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Poison Foodstuffs- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Poison' during said action
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

-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 Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' 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 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-
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
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
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
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
Flame Fist- (Technique Ability, Combatant) Possessor may use 'Flame Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
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
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.
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.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP

-Commander-
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 possessor 10 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
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with 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
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 spells cost possessor 250 less MP to cast
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
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
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
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

-Count of Blood-
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood 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 Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats for each Blood element item equipped, Possessor's Blood element pets and summons gain +250 to all stats
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Conversion- (Active Ability, Other: Count of Blood) Possessor may spend an action to convert up to 5,000 points of HP that possessor possesses into MP
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood 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 Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, 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 Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodburn- (Passive Ability, Other: Count of Blood) Possessor may pay up to 5,000 HP when casting a spell to reduce said spell's MP cost by an indentical amount
Bloodfire- (Passive Ability, Other: Count of Blood) Possessor gains +250 Magical Attack if Blood element, Possessor may add the element Blood to any of possessor's Fire-element actions
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Bloodsliding- (Passive Ability, Other: Count of Blood) Possessor gains +200 AGI if an individual present in battle is afflicted with Wounded: Bleeding
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Bloodwarp- (Passive Ability, Other: Count of Blood) If possessor is Blood element, if an individual in the same battle as possessor is afflicted with Wounded: Bleeding (including possessor), and if an individual in a different battle in the same thread is afflicted with Wounded: Bleeding, and no individual of Level 40 or greater in either the battle possessor is in or the other battle wishes to veto such, possessor may, at the beginning of any round of battle, leave the battle possessor is in and enter the other aforementioned battle
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Greater Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 25,000 points
Immortality Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Instant Death immunity against sources below Level 40 if possessor is Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Induce Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Pain at the start of every round
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Limited Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor gains +1% Dodge if any individual present is afflicted with Wounded: Bleeding
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Regeneritive Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Short-Distance Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a present ally, not inclding possessor, is afflicted with Wounded: Bleeding, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Veinleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a willing ally is present, not inclding possessor, inflict Wounded: Bleeding on said ally, and, if said infliction is successful, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood 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

-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

-Deathless One-
Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
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
Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
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
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
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
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
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
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
Dreaded- (Passive Ability, Deathless One) Possessor gains +5 Fame, Possessor's Confusion: Fear infliction chances are increased by 30%, Possessor's attacks deal 50,000 additional Damage
Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.
Form of Skeleton- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +10 AGI and 5% Dodge
Form of Zombie- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI (to a minimum of 1)
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
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
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
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
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
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Undead Weakness: Beheading- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wounded Weakness
Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Hammer, Staff, or Mace deal 500 additional Damage to possessor
Undead Weakness: Garlic- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Food consumable equipped gain +500 Defense against possessor
Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Holy Symbol equipped gain +500 Defense against possessor
Undead Weakness: Running Water- (Passive Ability, Deathless One) If possessor is Undead, any of possessor's opponents may choose to prevent possessor from leaving battle if possessor is in a Zone of Water
Undead Weakness: Stake Through the Heart- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wood Weakness
Undead Weakness: Sunlight- (Passive Ability, Deathless One) At the start of each round, if possessor is in a Zone of Light and is Undead, possessor takes 50,000 Flat Light element Damage and is afflicted with Awestruck, Possessor gains a 30% Light Weakness
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
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
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
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
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Driver-
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice

-Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness 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
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Battle-Aura- (Stance Ability, Ebon Chancellor) Possessor deals 10,000 Flat Darkness element Damage to each opponent at the start of each round
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness 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 Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, 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 Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element Damage to up to 10 targets
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness 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 Darkness
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
Improved Zonal Darkness Empowerment- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Darkness
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Nourish Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor deals HP or MP healing to an Darkness element individual, possessor deals 300 additional points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Prosperous Venting of Excess Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element and performs an 'Elemental Attack' action that is solely Darkness element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Project Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Darkness
Reflect Darkness- (Passive Ability, Ebon Chancellor) Possessor Reflects Darkness against sources below Level 20 if Level 20 or greater
Stability Within Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 25% minor negative status effect resistance while in a Zone of Darkness

-Elementalist-
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells

-Exchequer of Loss-
A Wretched Shadow- (Passive Ability, Other: Exchequer of Loss) Has RP effects

-Friendship-
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Bad Blood Consortium Founding Executive- (Passive Ability, Friendship) Possessor deals (Possessor Level) * 1,000 additional Damage for each ally possessor possesses who possesses an ability or constant effect with the name 'Bad Blood Consortium Founding Executive' or who is a member of a Guild named 'Bad Blood Consortium'
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles

-Gatekeeper-
Adept Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Outsider
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Outsider Synchronicity- (Passive Ability, Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Corpsesmith's Hand-Wings- (Passive/Active Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may spend an action to create up to 20 corpses or to summon up to 20 Undead below Level 80 from the Enemy List that are normally fightable for drops, Possessor counts as possessing two additonal Weapon slots, gains +50,000 Melee Attack, and gains +50% Critical against Undead
Disease of Decaying Hours- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, instances of Diseased with possessor as a source may gain 'Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time' and may not be cured or automatically recovered from by sources below Level 60
Dusk-Bodied Twilight Colossus- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may create a Chronogeomantic Zone of Dusk at the start of end of any round and, while in a Chronogeomantic Zone of Dusk, gains +1,000,000 HP, +100,000 SPI, +100,000 CON, 100% Dodge, 100% Resilience, and may count as up to 60 individuals for row-order purposes
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). 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.
Outsider Traits- If possessor is an Outsider, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. 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.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time

-General-
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Offensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 50 points
Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor

-Guardian-
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Supernatural Abilities As a Doctor Obtained by Having Death as a Godfather- (Passive Ability, Healer) Possessor may, when casting a Healing Magic spell, choose to obtain a randomly determined 'yes' or 'no' answer for each target, with said answer being permanent for the duration of the thread; possessor's Healer Magic spells may resurrect individuals who possess a 'yes' answer, Possessor may not resurrect individuals who possess a 'no' answer

-Other: Hemotheurge-
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood 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 Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack

-High Judge-
Basic Law Synchronization- (Passive Ability, Other: High Judge) Possessor gains +25 to all stats if possessor is Law element

-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Soul-Blade Wielder- (Passive Ability, Kensei) Possessor may, at the start of any of possessor's action, create and equip a Temporary weapon named Soul Blade that is a sword and provides +X Melee Attack and +X to all stats, where X is equal to (100 * Possessor Level); said weapon is the same element as its creator; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

-Kinetic Emperor-
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

-Other: Living Legend-
A Name To Be Feared- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values

-Magewright-
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.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
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
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
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
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
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
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

-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Competitive Gamer- (Passive Ability, Monk) Possessor gains +250 AGI and +250 MIN
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

-Mountain King-
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
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
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20

-Necromancer-
Apprentice Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +100 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
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Unslumbering Inner Spirit- (Passive Ability, Necromancer) Possessor gains Fatigued Immunity if possessor possesses at least one Undead ally and has at least one Necromancy spell equipped

-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fire Devil Bound to Heart- (Active Ability, Pactmaker) Possessor may take an action to gain 25% Fire Resistance, 10% Darkness Resistance, 5% Ice Weakness, +200 CON, +100 Melee Attack, and +400 Magical Attack as a Bound Devil Buff, with said buff also allowing its possessor to optionally deal 10,000 Flat Fire element Damage to any individual who Damages said possessor once per round across all such Damage sources. The Magical Attack bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 20 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

-Puppet Master-
Advanced Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 60% Charm Resistance
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 40% Charm Resistance
Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Form of Cholkosh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and Charm: Lust Immunity
Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Form of Fulgerstahd- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and +100 Ranged Attack
Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Irrimachi- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +50 to all stats and Stat Drain: CON Drain Immunity
Form of Irrumei- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +200 SPI
Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Living Plague- (Passive Ability, Puppet Master) Possessor gains Diseased Immunity, Possessor's Diseased Immunity cannot be removed by individuals below Level 20, At the start of each round, possessor may attempt to inflict Diseased, Diseased: Immunodeficiency, or Diseased: Contagious Ailment on up to 30 targets with an 80% chance of success per target, Inflictions of Diseased and Diseased: Contagious Ailment reduce HP values by an additional amount equal to 100 HP times possessor level (to a max of Level 99), Possessor may choose, at the beginning of a thread, to add Bio-Horror to possessor's subtypes, Possessor's Ranged, Melee, and Magical Attacks gain a 90% chance of inflicting Diseased, Possessor ignores Diseased immunity on individuals below Level 20, Possessor regenerates 400 HP per round, Possessor counts as being 4 levels higher for purposes of Doctor Beak's worshipper benefits if a devout worshipper of Doctor Beak
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet 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 Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 80% Charm Resistance

-Radiant Hierophant-
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% 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
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Ravager-
Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons 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 an Axe
Annihilatory Malice- (Passive Ability, Ravager) Possessor's first attack of each round deals 40,000,000 additional Damage to bosses if possessor is afflicted with Confusion: Enraged or Confusion: Berserk
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
Fury Burns in This Old Heart- (Passive Ability, Ravager) Possessor ignores all penalties from the ability Elderly and possesses Fatigued: Elderly Immunity, Possessor gains +25 STR, +25 CON, +25 AGI, and +25 Melee Attack, Possessor may inflict Confusion: Berserk on self 10 additional times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Languishes During Peacetime- (Passive Ability, Ravager) Possessor suffers a debuff of -200 to all stats each round that possessor does not perform an offensive action against another individual or object, this debuff stacks 200 times and all stacked instances of it are removed upon possessor conducting an offensive action against another individual or object
Raging Strike- (Technique Ability, Ravager) Possessor may use 'Raging Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if possessor is afflicted with Confusion: Berserk. Said action gains +500 Melee Attack as an uncapped bonus.
Raging Swordsmaster- (Passive Ability, Ravager) Each Sword 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.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
The War Is Gone, But It Still Blazes Within My Heart- (Passive Ability, Ravager) Possessor may choose to conduct an action at the end of battle; said action may not give anyone additional actions. Taking such an action counts as going a round without performing an offensive action for all purposes unless said action was an offensive action.
War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target


-Other: Reality Arranger-
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points'
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times

-Scientist-
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic

-Smith-
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Swordsmith- (Passive Ability, Smith) All Swords does +200 damage
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

-Snow Queen-
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

-Other: Subspace Architect-
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure

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 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 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 Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-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
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
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

-Swordsman-
♢Deadly Finesse- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Agility as their Prime Attribute; Possessor's per-item Melee Attack bonus capping may be based on Agility.
♢Unmatched Fencer's Grace- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Sword, Possessor gains (Possessor Level)% Dodge while wielding a Sword
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword 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 Sword
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Blade of Eternal Red- (Technique Ability, Swordsman) Possessor may use 'Blade of Eternal Red' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Damage from this attack cannot be healed by individuals below Level 60'.
Blade Parry- (Active Ability, Swordsman) This character may use Blade Parry in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains one weapon's melee attack bonus as a bonus to defense for 2 turns
Bloodcount Thrust- (Technique Ability, Swordsman) Possessor may use 'Bloodcount Thrust' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Deals HP Drain'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee 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.
Colorless Slash- (Technique Ability, Swordsman) Possessor may use 'Colorless Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +800 Melee Attack, cannot be countered by individuals below Level 50, and may become solely the element 'Null' or the element 'Void'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Dead Giant's Strike- (Technique Ability, Swordsman) Possessor may use 'Dead Giant's Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +5,000 Melee Attack and replaces target's corpse with a summoned Darkness Giant if target is killed by this action, Max 10 summoned.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword 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 Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Explosive Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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 Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer (2)- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Forest of Silver Thorns- (Technique Ability, Swordsman) Possessor may use 'Forest of Silver Thorns' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack, gains the element Metal, and gains 'this action repeats itself after each attack that targets possessor that comes from a source with under 80% Dodge, changing its target(s) to be solely the source of said attack, with said repeated attacks not also causing attacks to be repeated, to a max of 5 times per round'.
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Glory element.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
King's Blade- (Technique Ability, Swordsman) Possessor may use 'King's Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +2,500 Melee Attack, inflicts Charm on target if target is an uncontrolled summon, and becomes solely the element Nobility.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Rustblade- (Technique Ability, Swordsman) Possessor may use 'Rustblade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +300 Melee Attack and applies a debuff that stacks 200 times that provides Robots, Mechas, Clockworks, and Machines with -300 Defense.
Screaming Terrorstrike- (Technique Ability, Swordsman) Possesor may use 'Screaming Terrorstrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +4,000 Melee Attack and '80% inflicts Confusion: Fear'.
Second Sword's Shadow- (Technique Ability, Swordsman) Possessor may use 'Second Sword's Shadow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +250 Melee Attack, gains +5% To Hit, and, for the duration of said action, possessor may create a Temporary copy of a Sword wielded by possessor worth under 50,000,000 Gold, equipping that in any one empty weapon slot of possessor's.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' 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.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Void Slash- (Technique Ability, Swordsman) Possessor may use 'Void Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.

-Temporal Primarch-
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time 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 Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Clock Watcher- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detachable Secondary Timestream- (Passive Ability, Other: Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Detect Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Elemental Attack-Conversion: Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Time element and no other technique is used. Said action becomes solely the element Time.
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time 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 Time
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Improved Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Improved Hasting- (Passive Ability, Other: Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Slowing- (Passive Ability, Other: Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Infinite Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains the element Time while in Temporal Primarch stances
Keeper of Temporal Hourglasses- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the status effect Doomed (but not its sub-status effect), if coming from a source of lower Level than possessor, may not kill possessor or possessor's allies without possessor's permission
Makes an Incessant Ticking Sound- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may choose to have a 30% chance of inflicting Fatigued: Stress on each opponent
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Personal Time-Preservation- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Predict the Flow of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5% Dodge against Time element individuals
Project Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Time
Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Relentless Tempest of Time- (Passive Ability, Other: Temporal Primarch) If possessor's last action was solely Time element either due to this ability or the technique 'Elemental Attack-Conversion: Time', possessor may make any of possessor's offensive actions solely Time element.
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shatter Temporal Hourglass- (Active Ability, Other: Temporal Primarch) Possessor, if Time element, may spend an action to have a 100% chance of inflicting Instant Death: Doomed and Suffocation: No Future on a target below Level 80 that is not greater Level than possessor, is not Time element, and does not possess Time Resistance, Immunity, Absorption, or Reflection
Shielded by Personal History- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Slowing Invocation- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Stability Within Time- (Passive Ability, Other: Temporal Primarch) Possessor gains 25% minor negative status effect resistance while in a Zone of Time
Supernaturally Good Timing- (Passive Ability, Other: Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporal Father-Time Defenses- (Passive Ability, Other: Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Temporally-Shackling Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Shackling Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action's first hit per target gains a 25% chance of causing each of its targets who is not higher Level than possessor, is not Immune to Petrified: Time Stop, does not Resist, Absorb, or Reflect Time, is not Immune to Time, and is not Level 80 or greater to skip its next action (to a max of 4 actions skipped in said manner in a row).
Time Battle-Aura- (Stance Ability, Other: Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Time Body Form- (Stance Ability, Other: Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time 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 Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, 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 Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Timesand Keeper- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may change the element Earth in any of possessor's actions or any quantity of Damage dealt by possessor into the element Time, If possessor is Earth element, possessor may add the element Time to any of possessor's Earth element actions
Twitching Clock-Hand Talons- (Passive Ability, Other: Temporal Primarch) While possessor is Time element, possessor gains +30,000,000 Melee Attack and possessor's 'Melee Attack' and 'Melee Overdrive' actions may gain '60% inflicts Fatigued: Elderly', Possessor's 'Melee Overdrive' actions gain a 20% chance of inflicting Instant Death on targets afflicted with Fatigued: Elderly
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Understanding of the Bonds of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Time element individual
Undo Minor Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Visualise Nearby Timelines- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Wisdom of the Ages- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and afflicted with Fatigued: Elderly, possessor gains +500 MIN

-Thief-
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Untrappable Trapper- (Passive Ability, Thief) Possessor's actions involving Traps may not be countered except by entities that are 5 or more Levels above possessor or by entities that are Level 95 or greater, Possessor is Immune to delayed actions from sources below Level 80, Possessor's opponents who delay an action may not, later on the same round, if not greater Level than possessor or Level 80 or greater, replicate any actions if possessor has performed an action involving a Trap within the past 5 rounds, including the current round in the count of 5

-Thunder Czar-
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points

~Unreality Coordinator~
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element

-Villain-
Basic Evil Synchronization- (Passive Ability, Other: Villain) Possessor gains +25 to all stats if possessor is Evil element

-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
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
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

-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

-War Mage-
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack; All War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage

-Warlock-
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
  • Curse of Withered Flesh- (Passive Ability, Curse) -500 STR, -500 CON, Possessor's Charm infliction chances are reduced by 30%
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%
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
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
Wracking Spell- (Technique Ability, Warlock) Possessor may use Wracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting


-Warlord-
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor

-Wind Duke-
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points

-Wizard-
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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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

-Misc-
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 Dance Attunement- (Passive Ability, Dancer) All Dance spells with a duration that cost an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost 10 less MP
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessing of Doctor Beak- (Passive Ability, Blessing) Possessor is immune to Disease, with this effect counting as though it came from a source that is either its possessor's level or level 80, whichever is higher, to a max of level 100, Possessor's offensive actions may attempt to inflict Disease with a (30 + possessor level)% chance of doing so, Possessor may deal (2 x possessor level) additional stat damage to any stat as part of any offensive action, 15% Darkness Resistance, Possessor regenerates 1,000 HP per round while any opponent is afflicted with Disease, Possessor counts as being 3 levels higher for purposes of being a worshipper of Doctor Beak
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Combat Flute Use- (Passive Ability, Musician) Possessor gains +200 Melee Attack if possessor has an instrument with 'Flute' or 'Lute' or 'Recorder' in its name equipped; said bonus increases to +1,000 and becomes an uncapped, nonstacking bonus for purposes of offensive actions targetting only individiuals afflicted with Fatigued: Stun
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Essence Algorithm: Seafoam Paladin- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 15, CON 15, AGI 10, MIN 10, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Seafoam Paladin', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Has Consumed 5 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +250 Melee Attack, Cannot be used in combos
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Mind-Blade Wielder- (Passive Ability, Mentalist) Possessor may, at the start of any of possessor's action, create and equip a Temporary weapon named Mind-Blade that is a sword and provides +X Melee Attack and +X to all stats, where X is equal to (100 * Possessor Level); said weapon is Psychic element; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Raging Coaching- (Passive Ability, Leadership) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Slayer of Digital Santas- (Passive Ability, Other: Reality Coder) Possessor gets +50% uncapped Critical against entities that possess both the subtype Santa and the subtype Coded Being
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
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
Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
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
♢Weapon Combination: Bailartix and Blade- (Technique Ability, Soldreidrethanoi) Possessor may use 'Weapon Combination: Bailartix and Blade' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has both a Bailartix and a Sword equipped. Said action's performer's equipped Swords have their Melee Attack bonuses incorporated into said action as equal Ranged Attack bonuses.

-Flaw-
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype


Tasks:

Weapons-
*47th Failure (Weapon, Sword, Darkness & Earth & Magic, Lv.3, 218,000 Gold) +310 Melee Attack, +280 Magic Attack, +330 Defense, +85 to all stats, +25 additional STR, +25 additional AGI, +20 additional CON, +300 damage for all attacks involving this weapon that deal damage, Dark Magic spells possessed by wielder gain +40 Magical Attack if they already possess said bonus and cost 30 less MP to cast, 7% Critical, 105% to Hit, 7% Dodge, 7% Resilience, Provides an additional +30 to all stats and +20 Defense for each Darkness element Crown, Hat, or Helm possessor has equipped, Abjuration spells cost 30 less MP to cast, Possessor gains +50 to all stats while above 50% Max HP, 7% Physical Resistance, 6% Magic Resistance
w/ Walrusy- (Enchantment) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
w/ Rather Walrusy- +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats, Enchantment
w/ Absurdly, Shockingly Walrusy- +9,500 Melee Attack, +9,500 Ranged Attack, +9,500 Magical Attack, +9,500 to all stats"
w/ Absurdly, Shockingly, Scandelously Walrusy- +19,500 Melee Attack, +19,500 Ranged Attack, +19,500 Magical Attack, +19,500 to all stats, Enchantment
w/ Absurdly, Shockingly, Scandelously, Jaw-Droppingly Walrusy- +49,500 Melee Attack, +49,500 Ranged Attack, +49,500 Magical Attack, +49,500 to all stats, Enchantment
w/ Blank Tether- (Quest Upgrade) Wielder, at the beginning of each thread, chooses up to one other item that cannot be stolen or destroyed by sources below level 50 unless the same happens to this item
Grants Abilities:
The Diabolical Plan?- Dark Magic spells gain an additional +50 Magical Attack when cast by wielder and cost 80 less MP, Item-Based Effect
Oppressive Magic Radience- Shadow Magic, Necromancy, and Blight Magic spells gain an additional +140 Magical Attack when cast by wielder and cost 90 less MP, Darkness element Hats, Crowns, and Helms that increase stats increase those stats by 90 more for wielder, Item-Based Effect
Aura of the Black Door- Possessor’s pet and summoned Umbrals gain +600 HP and +30 to all stats, Item-Based Effect
Crafting Augmentation- Enhancements based on Dark Magic or Enchantment spells cost 20 less XP to create, Item-Based Effect
Harming Goop I- Deals 600 Flat Damage, Earth, 5 MP
Harming Goop II- Deals 150 Flat MP Damage, Earth & Magic, 30 MP
Tentacle Grasp- 14% Paralyze, Earth & Darkness, 10 MP
Tentacle Constrict- 500 Damage, only affects Paralyzed targets, Darkness, 10 MP
Ominous Rhythm- +45 AGI, Air & Earth, 10 MP
Mana Charge- +200 MP, Magic, 0 MP
Mana Bolt- 450 Damage, Magic, 0 MP
Bloody Seeking Missile- 460 Damage, +25% to hit for purposes of this attack, Magic & Darkness, 120 MP
Mega Slice- 1,500 Damage, 4% Critical against foes with over 700 Defense, Physical, 50 MP
Stone- 350 Damage, Earth, 10 MP
Blast- 500 Damage, Magic, 10 MP
Cure- 400 Damage, Heals, Light, 10 MP
Assault- 300 Damage, Physical, 10 MP
Healing Shadows- 600 Damage, Heals, hits up to 15 Undead or Umbral allies, caster may select to have a 25% chance of curing any one minor status effect for any or all of these targets, Darkness & Earth & Water, 145 MP
Restore Umbral- 1,900 Damage, Heals, only affects Shadow Magic summons and Umbrals, Light, 900 MP
Shield- +200 Defense, Does not stack, May only be affecting 3 targets at a time, Physical & Magic, 900 MP
XP: 30,092,500
XP Needed: 5,000

*Hellstrom- (Weapon, Sword, Darkness, 240,000 Gold) +180 Melee Attack, +390 Magic Attack, +80 to all stats, +10% Critical, This sword now hears the whispers of its dead master and conspires to return to him
/with Weapon of Blade Mastery- Provides +50 Melee Attack, Affects Weapons, Enchantment
*Jack Action Skycleaver- (Weapon, Sword, Water & Air, 3,700,000 Gold) +3,700 Melee Attack, +2,000 Ranged Attack, +3,000 AGI, -2,500 SPI, 30% inflicts Drowning or Suffocation on odd-numbered rounds
*Master Skull Custom Seven-Barrel Laser Rifle- (Weapon, Gun, Technology & Energy, 60,000,000 Gold) +60,000 Ranged Attack, Wielder may choose at the beginning of a 'Ranged Attack' or 'Ranged Overdrive' action to have said action deal seven times normal Damage to a target below Level 60 and then blank out this item's text for 8 rounds
*Phantom-Blade of the Last Wind-Champion- (Weapon, Sword, Air & Ice & Fate, 10,000,000 Gold) +10,000 Melee Attack, +10,000 AGI, +10,000 Defense against Agility Damage, Wielder's turn-order-determining stat becomes Agility, Wielder's Prime Attribute for Melee Attack actions becomes Agility, Wielder's per-item Melee Attack bonus capping becomes based on Agility, Wearer must have a Base AGI of at least 30 to have this item equipped
*Vehgalik, the Ghoulblade- (Weapon, Sword, Darkness, 125,000 Gold) +250 Melee Attack, +110 MIN, Deals HP Drain to Humans and Humanoids if wielded by an Undead, Deals Drain to Fire element individuals, 10% Fire Resistance, Wielder regenerates 200 HP per round if Undead

*Sword of the Jack of Blades- (Weapon, Sword, Air, Lv. 79, 479,000,000 Gold) +479,000 Melee Attack, +479,000 Ranged Attack, +479,000 STR, +479,000 AGI, +479,000 CON, Wielder may choose to use AGI instead of STR for the purpose of abilities and effects that use STR in calculations as well as use AGI instead of STR for determining Melee Attack bonus caps, +120% Critical, +120% to Hit, +100% Dodge, Pierces 450,000 Defense, 40% inflicts Instant Death, Wielder gains +1,000 Melee Attack per Level to a max of +200,000 Melee Attack, Wielder's 'Attack with Finesse' actions deal full damage to targets whose Level is equal to or lower than wielder's Level
Grants Abilities:
Blade Storm X- Deals 50,000,000 Flat Air element Damage to all unique opponents, this ability may be used a max of twice per round, Air, 1,000,000 MP
Blade Storm II- Deals 500,000 Flat Air element Damage, 5 Hits against 3, Air, 3,000 MP
Bestow Sharpness- Target ally gets +50% critical, lasts 5 rounds, does not stack, Physical, 500 MP
True Blade- 'Melee Attack' actions performed by the wielder of the item '*Sword of the Jack of Blades' do solely Physical element damage for the remainder of the battle, Physical, 200 MP
Wounding Thrust- 100,000 Damage, 160% inflicts Wounded, This attack uses Strength or Agility as its Prime Attribute, Physical, 5,000 MP
Hurricane Thrust- 105,000 Damage, 160% inflicts Suffocation, 150% may inflict Wounded, 25% gains '4 hits against 1', This attack uses Strength or Agility as its Prime Attribute, Air, 12,000 MP
Usher the Sword Rain- Creates an effect that sits as a buff on caster that stacks 200 times that deals 250,000 Flat Physical element damage to all individuals in battle who do not have the item '*Sword of the Jack of Blades' equipped at the start of every round, Physical & Air, 30,000 MP
Supreme Overcrash: Boundless Field of Unending Blades- Possessor may bring up to 12 unique Swords into threads that are not equipped that can only be equipped through this ability, Caster loses all weapon slots and unequips all weapons, Possessor then immediately gains 10 weapon slots that can only contain unique swords, Caster equips up to 12 unique swords as part of this action, For the next 5 turns caster's attacks involving at least 5 unique Swords may deal solely Universe element or solely War element damage, For the remainder of the thread, caster's weapon slots and equipped weapons may not be altered by sources below level 100, For the remainder of the thread, once per round, at a time when caster could perform an action, immediately before said action caster may choose a target to take (10 x the Melee Attack Bonus of all unique Swords equipped by caster added together) Damage, this may miss as though it were a non-flat-damage attack an has the elements of all unique Swords equipped by possessor, 1 MP, Reduces user's MP to 0 for remainder of thread
XP: 0
XP Needed: # (Standard Multiplier x5, Standard Multiplier raised to x# to bypass Level 80 cap)
w/
Opulent- This item is worth 4 times its prior value, Affects any type of possession, Smithing Technique
Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
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

*The Downfall- (Weapon, Force, Rust & Time & Fate, 2,300,666,130 Gold) +2,300,666 Melee Attack, +2,300,666 Ranged Attack, +2,300,666 Magical Attack, +2,300,666 to all stats, 40% Civilization Resistance, 260% To Hit, 1 hit against 100,000,000, Wielder treats entities' Resistance values as though they were 40% lower, Wielder's opponents below Level 99 who are either non-unique or who have a lower SPI than wielder have buffs they apply while wielder is present that would not possess a duration acquire a duration of 5 rounds and have buffs they would apply while wielder is present with a duration greater than 5 rounds reduced to 5 rounds, Wielder's opponents below Level 99 lose all positive status effects they acquired from sources below Level 99 at the start of each round, Wielder's opponents below Level 99 (and their actions and attacks) lose the element Civilization if wielder chooses for them to, At the start of each round, wielder's opponents below Level 99 who are equal Level to wielder or lower Level than wielder have their Max HP reduced by 5% of its value not counting this debuff's effect as a debuff that stacks 20 times, Wielder's opponents below Level 99 who are lower Level than wielder cannot remove debuffs, Wielder must be Level 60 or greater and possess the ability 'Expert Forceworker Knowledge', the ability 'Adept Rust Synchronization', or the award 'Harbinger of The Downfall'

*The Lightwalker's Brilliant Blade- (Weapon, Sword, Light, 60,000,000 Gold) +(1,000 x Wielder Level) Melee Attack, +(500 x Wielder Level) STR, +(500 x Wielder Level) AGI, (Wielder Level x 2)% inflicts Awestruck, (Wielder Level x 2)% Critical, (100 + Wielder Level )% To Hit


Amplified Assault Matrix B-Type- (Weapon, Assault Matrix, Technology, 150,000 Gold) +150 Ranged Attack, +150 to all stats, Wielder's 'Ranged Attack' attacks use MIN as their Prime Attribute instead of AGI
Backscratcher of Terrorflaying- (Weapon, Deadly Item, Agony & Physical, 45,000,000 Gold) +45,000 Melee Attack, 100% inflicts Pain and Stat Drain: DEF Drain
Badly-Photocopied Axe- (Weapon, Axe, Technology, 700 Gold) +14 Melee Attack, -14% To Hit, Wielder's attacks cannot gain the element Dopple
Book of 1,000 Ailments- (Weapon, Book, Darkness & Acid, 10,000,000 Gold) +10,000 Magical Attack, 60% inflicts Diseased, Wielder's chances of inflicting Diseased are increased by 10% as a non-stacking effect
Car that Runs Over People While Insulting Them- (Weapon, Deadly Item, Sonic & Fire & Fury & Technology, 4,500,000 Gold) +4,500 Damage, 60% inflicts Confusion: Depression, Wielder counts as possessing a Vehicle ally
17 Deadly Stinger- (Accessory, Bioaugmentation, Acid, 65,000,000 Gold) +65,000 Melee Attack, 5% inflicts Instant Death, 5% inflicts Venom, Wielder must be Level 40 or greater
Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Ghargmabomb- (Weapon, Throwing Weapon, Earth & Air, 20,000,000 Gold) +20,000 Ranged Attack, target, if below Level 80, suffers -10% Earth Resistance and -10% Air Resistance as a non-stacking debuff, 140% To Hit
Orlumais Staff- (Weapon, Staff, Light & Darkness & Magic, 2,117,000 Gold) +40 Magical Attack, +200 MP on odd-numbered rounds, 1% inflicts Confusion
13 Orihalcum Greatsword- (Weapon, Sword, Earth, 108,700,000 Gold) +109,500 Melee Attack, +110,300 STR, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, Wielder must be at least Level 40
Smilerazor- (Weapon, Knife, Darkness & Destruction & Whimsy, 5,000,000 Gold) +5,000 Melee Attack, 50% inflicts Wounded: Maimed, 50% inflicts Invigorated: Zesty as part of offensive actions
Sword Made of Jellybeans that was Accidentally Placed in the Wrong Box- (Weapon, Sword, Air & Water, 2,100 Gold) +2 Melee Attack, Wielder may spend an action to regenerate 400 HP
Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats

Armor-
*Sergeant Toaster's Unusually Wide Shirt- (Armorx.5, Clothes, Physical & Technology, 30,000,000 Gold) +30,000 Defense, +30,000 CON, 70% Mindblasted Resistance, One of wearer's allies may spend an action to also equip this item (provided that said ally could normally equip this item if said ally were carrying it), with either wearer being able to be treated as having this item both carried and equipped and this item randomly assigning itself to one of the two wearers if it becomes unequipped by one of more of those individuals and which individual it would be carried or equipped by becomes unclear (with effects that would otherwise remove it from being equipped or carried by one of said individuals removing it from both)
*The Bald Solution's Sweater- (Armorx.5, Clothes, Technology & Physical, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Defense, 80% Resilience, 180% To Hit, 30% Physical Resistance, 15% Animal Resistance, 15% Human Resistance
Armor of Demon Eyes- (Armor, Heavy Armor, Darkness & Magic, 30,000,000 Gold) +30,000 Defense, +60,000 HP, +60,000 MP, Wearer scans the stats of up to 10 chosen individuals at the start of each round, 30% Darkness Resistance
Crimson Killer's Longcoat- (Armor, Light Armor, Blood, 1,450,000 Gold) +1,500 Defense, +1,500 Ranged Attack, +1,200 Melee Attack, 40% Critical, 135% To Hit, Wearer's chances of inflicting Wounded and Wounded: Bleeding are increased by 5% as an effect that stacks 3 times
Old, Wandering Swordsman's Mage-Stiched Coat- (Armor, Light Armor, Earth & Magic, 1,450,000 Gold) +1,500 Defense, +1,400 Melee Attack, +1,200 Magical Attack, +985 Ranged Attack, 40% Resilience, 135% To Hit, 30% Physical Resistance, 25% Magic Resistance, Wearer gains +1,400 STR if wearer is afflicted with Fatigued: Elderly or possesses the ability 'Elderly'
Sand Samurai's Battle Coat- (Armor, Light Armor, Earth & Physical, 1,500,000 Gold) +1,500 Defense, +1,500 Melee Attack, 150% To Hit, 50% Critical, 50% Dodge, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth
Soulflame Wayfarer's Longcoat- (Armor, Light Armor, Darkness & Light & Mystic & Fire & Hope, 5,500,000 Gold) +5,500 Defense, +5,400 Melee Attack, +5,200 Magical Attack, +3,985 Ranged Attack, +500 Defense against SPI Damage, 60% Resilience, 165% To Hit, 60% Critical, Wielder's 'Melee Attack' actions may count as including a Spirit Magic spell and/or may gain both the element Mystic and the element Fire (choosing both together as one choice), 30% Physical Resistance, 30% Magic Resistance
Street Master Jeans- (Armorx.5, Clothes, Physical, 60,000,000 Gold) +60,000 Melee Attack, 80% Critical, 80% Dodge, 35% Physical Resistance, 15% Vehicle Resistance, +15% Dodge if the terrain or phantom terrain is City
Swampscourge Coat- (Armor, Light Armor, Water & Darkness, 1,450,000 Gold) +1,500 Defense, +1,400 Magical Attack, +1,200 Melee Attack, +985 Ranged Attack, 40% Resilience, 135% To Hit,Wearer gains +950 additional Defense while the terrain or phantom terrain is Swamp or while in a Zone of Water that is also a Zone of Darkness, Wearer may treat non-unique Geomancy spells that require the terrain or phantom terrain to be Swamp as though they were Dark Magic spells, with the Pain infliction chance of any such spell being raised by 30% as a non-stacking effect
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Winter Giftmaster's Greatcoat- (Armor, Light Armor, Ice & Air & Light, 3,100,000 Gold) +3,100 Defense, +3,100 Magical Attack, +2,000 Melee Attack, +3,000 to all stats, 25% Ice Resistance, 25% Fire Resistance, 5% Large Structure Resistance

Accessories-
*Anathema's Nametag- (Accessory, Trinket, Darkness & Knowledge, 500,000 Gold) Wielder's name counts as including 'Anathema'
*Diploma from Volatilis for Anathema- (Acessory, Quest Item, Magic, 100,000 Gold) +100 MIN
*God-Eating Prison- (Accessory, Container, Glory & Warding & Spatial & Void, 2,000,000,000 Gold) +20,000,000 to all stats, +200,000,000 MP as a non-stacking bonus, Wielder deals HP and MP Drain to Planetaries and to beings that are deities, Wielder's opponents below Level 99 who are not 20 or more Levels greater than wielder lose all of their worshipper benefits, Wielder obtains copies of said lost benefits, provided that said benefits did not possess a Level requirement that wielder did not meet, with said benefit loss being a debuff but said benefit acquisition not being a buff, Wielder cannot obtain multiple copies of the same benefit in this manner, Wielder does not count as a devout worshipper of any deity due to obtaining befits in this manner, but still continues to count as a devout worshipper of deities that wielder would otherwise count as a devout worshipper of, Wielder's lower-Level opponents below Level 80 may not cast Divine Magic spells, Wielder must be Level 60 or greater
*Heart of the Balanced Combatant- (Accessory, Bioaugmentation, Physical, 100,000,000 Gold) Wielder's base stats that are at least 11 increase by 1
*Larry's Gun Collection- (Accessory, Container, Water & Technology, 60,000,000 Gold) At the start of each round, wielder may create up to 50 temporary Gun weapons that are worth under 60,000,000 Gold, are non-unique, and either drop from entities below Level 60 on the enemy List that can normally be fought for drops or that are in-stock in the shop
*Larry's Knife Collection- (Accessory, Container, Water & Physical, 60,000,000 Gold) At the start of each round, wielder may create up to 50 temporary Knife weapons that are worth under 60,000,000 Gold, are non-unique, and either drop from entities below Level 60 on the enemy List that can normally be fought for drops or that are in-stock in the shop
*Larry the Catfish's Lensed Hat- (Accessory, Hat, Technology, 60,000,000 Gold) +60,000 MIN, Wearer may choose to become afflicted with Confusion: Enraged at the start of any round or action, Wearer may scan a single target's stats at the start of each round if said target is not transformed, Wearer gains 180% To Hit, Wearer's second hit of each attack suffers no To Hit penalty
*Master Skull's Insignia- (Accessory, Quest Item, Technology & Energy, 15,000,000 Gold) +2 Ranged Attack
*Orlue's Distractor Module- (Accessory, Gadget, Psychic & Technology, 100,000,000 Gold) Wielder cannot be targeted by uncontrolled summons below Level 80 that are not 20 or more Levels greater than wielder unless wielder has been afflicted with Electrocuted
*The Iron Witch's Hair- (Accessory, Upgrade, Metal & Magic, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, Wielder may cast Dark Magic spells as Technomancy spells, may cast Enchantment spells as Healer Magic spells, and may cast Science spells as Druid Magic spells
*Trophy from the Zircon Gearshift Truck Racing Competition (First Place Trophy Number VIII)- (Accessory, Quest Item, Earth & Technology, 400,000 Gold) Wielder's Vehicle transformations gain +400 AGI and +400 CON
Bag of Weird Drugs- (Accessory, Container, Earth & Magic, 500,000 Gold) 30% inflicts Confusion, Confusion: Fear, Confusion: Enraged, Confusion: Hallucinating, Confusion: High, Confusion: Overcome by Laughter, Confusion: Paranoia, and Poison
Blood-Drinker Gauntlets- (Accessory, Gauntlets, Darkness & Blood, 8,800,000 Gold) +8,000 Melee Attack, +8,000 STR, +8,000 CON, 15% Darkness Resistance, Wielder's 'Melee Attack' and 'Melee Overdrive' actions gain 'deals HP Drain'
50 Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Burning, Hope-Consuming Demonblood Extract- (Accessory, Weapon Coating, Fire & Light, 12,500,000 Gold) +12,500 Melee Attack, +12,500 Ranged Attack, +12,500 Magical Attack, 30% inflicts Voidstruck, 30% inflicts Stat Drain: SPI Drain, 30% inflicts Burning, Wielder's offensive actions may remove 1 Hope element buff from a source below Level 60 from each target
50 Deathskull Pin- (Accessory, Trinket, Darkness & War, 15,500,000 Gold) +15,000 Ranged Attack, +15,000 to all stats, 10% War Resistance, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
Deepforest Slippers- (Accessory, Shoes, Earth, 70,000,000 Gold) 85% Dodge, +10% Dodge against individuals wielding Bows
Doom Juggernaut Frame- (Accessory, Bioaugmentation, Darkness & War & Ice & Physical, 75,000,000 Gold) +75,000 Defense, +750,000 HP as a non-stacking bonus, +75,000 STR, +75,000 CON, Wielder may, up to 5 times per round, redirect attacks from sources below Level 80 to itself, with all hits that could not target wielder vanishing instead of failing to be redirected, 130% Resilience, Wielder must be Level 40 or greater
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Great Plague Doctor of Gilbezber's Mask- (Accessory, Mask, Darkness & Toxin & Life, 275,000,000 Gold) +275,000 Defense, +275,000 CON, +275,000 MIN, +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wearer is Immune to Plague from sources below Level 80, 100% Plague Resistance, 30% inflicts Plague, Wearer must be Level 60 or greater and must possess 'Doctor Beak' as a Patron Deity
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Hundredfold Steel Werebeast Tongue- (Accessory, Bioagumentation, Beast & Metal & Dopple, 80,000,000 Gold) Wielder gains the subtype Shapeshifter, Wielder, before wielder's first action of each round that would occur in standard turn-order, obtains a buff that stacks 40 times that, at the time of its application, allows wielder to choose a Humanoid, Animal, Aerial, Aquatic, Insect, Plant, Shapeshifter, Reptile, Dragon, Monster, Horror, Bio-Horror, Machine, or Astral Being that is Level 60 or lower and normally fightable for drops on the Enemy List, with the buff granting its possessor copies of the active abilities, but not constant effects, possessed by an instance of that entity on the Enemy List, but with their elements changed to solely be Metal
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
Oldschool Racemaster's Mad Speed Shoes- (Accessory, Shoes, Physical & Air, 10,500,000 Gold) +10,500 AGI, +10,500 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking effect if wearer's turn-order-determining stat is AGI, Wearer's turn-order-determining stat becomes AGI
64 Red Death's Masque- (Accessory, Mask, Darkness & Fate, 5,500,000 Gold) +5,000 Defense, +5,000 CON, +5,000 SPI, Wearer gains Diseased Immunity and all of possessor's infliction chances of Diseased (but not its sub-status effects, excluding Diseased: Contagious Ailment) are increased by 10% as a non-stacking effect
50 Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus becomes 2x the relevant stat
Tectonic Teeth- (Accessory, Bioaugmentation, Earth, 25,000,000 Gold) +25,000 Melee Attack, If wielder deals HP Drain, wielder may choose to inflict Entombed on individuals who took at least 1 point of the Damage after the formula is finished calculating
Tournament Master Gloves- (Accessory, Gloves, Physical & Air, 30,000,000 Gold) +30% To Hit

Consumables-
Boss Rush Rocket-Ticket- (Consumable, Ticket, Universe, 100,000,000 Gold) This item's possessor may expend it at the start of an Alternative Boss Rush thread, destroying it and any copies of it, and, upon such successful destruction, immediately switch to any round of said Alternative Boss Rush of lower Level than possessor
68 Concentrated Disease Sample- (Consumable, Lethal Item, Technology & Acid & Darkness, 1 Charge, 85,000 Gold) 70% inflicts Disease, 70% inflicts Disease: Contagious Ailment
68 Concentrated STD Sample- (Consumable, Lethal Item, Technology & Acid & Darkness, 1 Charge, 85,000 Gold) 70% inflicts Disease, 70% inflicts Disease: Immunodeficiency
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
15 Vial of Hemorhagic Plague- (Consumable, Lethal Item, Darkness & Acid, 2,500,000 Gold) Inflicts Diseased, 50% inflicts Diseased: Contagious Ailment, 30% inflicts Wounded: Bleeding

Items-
2 1/12 Holy Imperial Seal of Triumph- (Item, Antiquity, Universe, 96,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

*Anathema's Letter from Jenna- (Accessory, Quest Item, Darkness, 600 Gold) +30 HP

Acid Mana Oil- (Item, Material, Acid, 5,000 Gold)
Advertisement From Lorreman Televisions- (Item, Antiquity, Technology, 500 Gold)
Air Mana Oil- (Item, Material, Air, 5,000 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
Collection of Dimensionally-Travelling Jellyfish- (Item, Antiquity, Spatial & Magic & Water & Acid, 40,000,000 Gold)
Darkness Crystal Piece- (Item, Material, Darkness, 5,000 Gold)
Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
Drawer-Sized Demiplane Filled with Irritatingly Toxic Spikes- (Item, Property, Acid & Spatial, 4,000,000 Gold)
Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
Elder Geist Essence- (Item, Material, Darkness, 100,000,000 Gold)
Electrical Mana Oil- (Item, Material, Electrical, 5,000 Gold)
Energy Mana Oil- (Item, Material, Energy, 5,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
Fire Mana Oil- (Item, Material, Fire, 5,000 Gold)
Hope Mana Oil- (Item, Material, Hope, 5,000 Gold)
Ice Mana Oil- (Item, Material, Ice, 5,000 Gold)
Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
Magic Mana Oil- (Item, Material, Magic, 5,000 Gold)
68 Massive Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 7,602,000 Gold)
2 Mirror-Realm Diamond- (Item, Material, Ice & Spatial, 36,000,000 Gold)
Optimax 7800 (75" Version)- (Item, Antiquity, Technology & Magic, 40,000 Gold)
1 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Physical Mana Oil- (Item, Material, Physical, 5,000 Gold)
Pocket Dimension: Honeypot of Quiet Contemplation- (Item, Property, Light & Earth & Sonic & Air, 35,000,000 Gold)
Portable Mini-Forge- (Item, Crafting Equipment, Fire, 60,000 Gold) Is not consumed in combos unless specifically noted
Poster of Anathema In a Heavy-Metal Pose Atop a Pile of Enemy Corpses- (Item, Antiquity, Darkness & War & Metal & Blood, 500,000 Gold)
Psychic Mana Oil- (Item, Material, Psychic, 5,000 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
Rare Coffee Table Photo Book of Bowling Balls Bearing the Images of Clowns- (Item, Antiquity, Psychic & Physical & Darkness & Earth & Air, 475,500 Gold)
Technology Mana Oil- (Item, Material, Technology, 5,000 Gold)
Temperamental Photocopier- (Item, Antiquity, Technology, 700 Gold)
60 Tome of Cautionary Tales- (Item, Antiquity, Darkness & Light, 475,000 Gold)
Water Mana Oil- (Item, Material, Water, 5,000 Gold)

Spells-
51 Corpse Wind- (Spell, Necromancy, Darkness & Air, 7,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 40% inflicts Confusion: Fear, 30% may inflicts Diseased, 30% may inflict Poison, 30% may inflict Hexed, deals 1/3 Damage, 1 hit against 5,000
70 Greater Variable Curse- (Spell, Dark Magic, Darkness & Magic, 10,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 500 Stat Damage to any one stat, 40% inflicts any one minor negative status effect, -500 to any three chosen stats, 40% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times
21 Infect- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Diseased
74 Infect with Contagion- (Spell, Dark Magic, Acid & Air & Darkness, 500 MP, 500,000 Gold) 40% inflicts Diseased: Contagious Ailment
Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater
Invoke Blood Guardian- (Spell, Other: Blood Magic, Blood, 600 MP, 160,000 Gold) Target A gains a buff that causes target A to hit target B with a buff upon target A’s death that causes the first individual who targets target B with an offensive action to immediately be counter-attacked with a solely-Blood-element 'Melee Attack' action performed by a copy of Target A at target A’s time of death, with said copy not dying again until the end of said action, This second buff is not applied if target A is killed by a source of Level 45 or greater or by an allied source, This is a corpse-consuming effect in regards to target A and may not be placed on a target who is already the target of another corpse-consuming effect, This effect may replace corpse-consuming effects from equal or lower level sources, Does not stack on target A, stacks 10 times across all instances for each target B
I Opened Your Veins For You, Kay?- (Spell, Other: Murder Arts, Blood & Physical, 6,000 MP, 6,000,000 Gold) +6,000 Melee Attack, 60% inflicts Wounded: Bleeding, Inflicts Wounded: Bleeding on targets below Level 40
Memory Lock- (Spell, Psychic Power, Psychic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 cannot remove buffs or debuffs from target through means other than their duration expiring or their not being selected to be carried in slots between battles, Caster must be Level 40 or greater
Parallel Mageblast: Mirror-Gate Hunter Matrix-Blast- (Spell, Technomancy, Ice & Magic & Spatial & Mystic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, This action may not be countered by sources below Level 60, This action may not be Dodged by sources below Level 60, This action gains +120% To Hit, This action counts as involving an Assault Matrix (or an additional Assault Matrix if it already involves at least one Assault Matrix), This action may not be Reflected by sources below Level 60 that are not 5 or more Levels greater than caster, Caster must be Level 20 or greater
Phantom Scream: The Malice of Mr. P. H. Turkey- (Spell, Necromancy, Darkness & Fire & Aether, 6,000,000 MP, 350,000,000 Gold) +3,500,000 Magical Attack, 700% inflicts Burning, 700% inflicts Voidstruck, 350% may inflict Wounded, All individuals afflicted by Voidstruck or Burning by this action have a 100% chance of being afflicted with Cursed, 1 hit against 5,000,000,000, All Zones in caster's battlespace created by sources that are below Level 100 and are equal or lower Level are converted to Zones of Fire & Darkness, Actions involving the casting of this spell count as involving an individual who is an Aerial & Golem & Robot & Undead, This spell's name counts as including 'Fading Call', Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement' or the ability 'Adept Skykeeper Knowledge', Sometimes has RP effects
Red King's Frenzy- (Spell, Other: Blood Magic, Destruction & Darkness & Blood & Chaos, 560,000 MP, 136,000,000 Gold) +136,000 Magical Attack, +136,000 Ranged Attack, +136,000 Melee Attack, may gain '1 hit against 50,000' and deal 1/3 Damage, Caster must be Level 40 or greater
Selective Extinction- (Spell, Druid Magic, Destruction, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not summon Animals, Aerials, Aquatics, Cthonians, or Astral Beings without caster's permission, Caster must be Level 40 or greater
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Unleash the Living Plague- (Spell, Biomancy, Darkness & Acid, 2,500,000 MP, 250,000,000 Gold) Caster may either choose to have a 50% chance of inflicting Plague on up to 100 targets or may attach a non-stacking (on the same zone or across zones) effect to a Zone of Darkness or Acid or Air that causes each individual in said zone to have a 30% chance of being afflicted with Plague at the start of each round, with this spell's caster to be able to choose for instances of Plague that come from this spell or effects it generates (or from instances of Plague that come from this spell or effect it generates or future generations of status effect instances descendant from those) to not afflict individuals when they otherwise would do so, Caster must be Level 60 or greater
12 Zone of Restoration- (Spell, Healer Magic, Light, 90 MP, 120,000 Gold) All of caster's allies are healed for 20 every turn until this spell is cancelled, this spell is a Persistent Enchantment, does not stack


Permanent Consumables-

*Grail of the Vile Rainbow- (Permanent Consumable, Minor Artifact, Infinity & Turpitude, 1 Charge, 6 Gold) Gives its user abilities and an award

10 Attunement Book: Wind Duke- (Permanent Consumable, Grimoire, Air, 1 Charge, 10,000,000 Gold) Gives user 1 bonus week that can only be used for Wind Duke abilities and the award ‘Has used X Attunement Book: Wind Duke’, cannot be used if X would become greater than 5
Book of 1,000 Treatments- (Permanent Consumable, Grimoire, Physical & Light, 1 Charge, 10,000,000 Gold) Teaches user "Doctor"
5 Essence Sphere: Reality Arranger- (Permanent Consumable, Essence Sphere, Spatial, 1 Charge, 2,000,000 Gold) Gives user 1 bonus week that may only be used on Reality Arranger abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Reality Arranger’, May not be used by a user who already has X equaling 5 or greater for such an award
5 Greater Essence Sphere: Reality Arranger- (Permanent Consumable, Essence Sphere, Spatial, 1 Charge, 50,000,000 Gold) Gives user 1 bonus week that may only be used on Reality Arranger abilities, Gives user the award ‘Has Consumed X (where X = X+1) Greater Essence Sphere: Reality Arranger’, May not be used by a user who already has X equaling 5 or greater for such an award, May only be used by individuals who possess the ability 'Apprentice Spatial Synchronization'
5 Improved Essence Sphere: Reality Arranger- (Permanent Consumable, Essence Sphere, Spatial, 1 Charge, 10,000,000 Gold) Gives user 1 bonus week that may only be used on Reality Arranger abilities, Gives user the award ‘Has Consumed X (where X = X+1) Improved Essence Sphere: Reality Arranger’, May not be used by a user who already has X equaling 5 or greater for such an award, May only be used by individuals who possess the ability 'Basic Spatial Synchronization'
27 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater

Pets-
Many-Faced Totem- (Pet, Golem, Magic, Lv.1, 170,000 Gold)
HP- 300
MP- 300
STR- 25
AGI- 15
CON- 25
MIN- 25
SPI- 30
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 10
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 0%
Resistances and Immunities- 10% Light Resistance
Prime Attribute- Spirit
Constant Effects-
Immobile- Possessor does not possess the ability 'Switch Rows', Constant Effect
Totemic Magical Focus- Possessor counts as a Totemic Magical Focus, Possessor's controller may place up to one buff from a spell beginning with the phrase "Totemic Magic" on possessor even if said spell can normally only place said buff on its caster, Possessor gains 1 buff slot as a non-stacking effect that does not stack with other sources of additional buff slots, Constant Effect
Abilities-
Magical Bolt- 45 Damage, Magic, 0 MP
Heal- 90 Damage, Heals, Magic, 0 MP
Bolster- +10 to any one stat, stacks 20 times, Magic, 0 MP

Psychotic Moon-Base With Doom Lasers- (Pet, Large Structure, Technology, Lv.41, 27,500,000 Gold)
HP- 13,000,000
MP- 13,000,000
STR- 11,500
AGI- 8,400
CON- 13,600
MIN- 16,300
SPI- 15,400
XP- 0
XP Needed- 5,280,000 (Standard Multiplier x4)
Minimum Level- 41
Defense- 14,000
Defense against Stat Damage- 1,340
Critical Chance- 71%
Resilience- 146%
To Hit- 163%
Dodge- 7%
Resistances and Immunities- 70% Fire Resistance, 70% Physical Resistance, 70% Technology Resistance, Immune to Pain, Confusion, Impaired, Poison, Charm, and Diseased (except Computer Virus)
Prime Attribute- Any Three without buffs included or Any One
Constant Effects-
Automated Base- Possessor gains the subtypes Robot and Machine, Constant Effect
It's a Killborg Running a Moonbase!- Possessor gets +105% Critical, Possessor's damage-dealing actions and effects deal an additional 65,000 Damage with their first hit against each target, Constant Effect
Based On Killborg Technology- Possessor's name counts as including 'Killborg', Constant Effect
Must Not Be Placed Near Other Killborgs or It Explodes- If possessor is in the same battle as another andividual whose name includes 'Killborg', both are afflicted with Instant Death at the start of every round, All allies of a an individual named 'Killborg' that dies in this manner take 2,500,000 Flat Fire & Technology element damage, Constant Effect
Lives on the Moon- Possessor may not be targeted with offensive actions by lower level individuals who are below Level 40 during the first 5 rounds of battle, Constant Effect
Pinpoint Targeting- Possessor gains +75% To Hit, Constant Effect
Crazed AI- Possessor's offensive actions' targets have a 5% chance of being randomized, Constant Effect
Abilities-
Kill-Laser- 45,000 Damage, This attack deals 1.5 times extra damage (to a max of 1,000,000 extra) if at least 5 weaknesses are hit by it, Any combination of base elements, 0 MP
Doom Laser- 48,000 Damage, 5% inflicts Instant Death, Technology & Darkness & Energy, 100,000 MP
Moon Missile Armada- 44,000 Damage, 1 hit against 5,000,000, Technology, 1,000,000 MP

"Nex"
Undead Zombie Puppy- (Pet, Undead, Darkness, Lv.1, 45,000 Gold)
HP- 95
MP- 56
STR- 22
AGI- 21
CON- 16
MIN- 11
SPI- 13
XP- 7,000
XP Needed- 1,000
Minimum Level- 1
Defense- 10, +10 against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 0%
Resistances and Immunities- Immune to Pain, Poison, Diseased, Fatigue
Prime Attribute- Strength
Constant Effects-
Harvestable Corpse- Possessor may at any time change this item to the item Dead Zombie Puppy, Transmutable Trait
Abilities-
Bite- 15 Damage, Physical, 0 MP
Moaning Howl- 1% inflicts Fear, Darkness & Physical, 14 MP
Necrosis Cuddle- 110 Damage, Heals Undead, Darkness, 25 MP

Secret Formulas-

Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times

Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated

Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated

Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater

Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater

Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN

Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell

Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'

Secret Formula- Skilled Necromancer's Staff
Secret Formula- Skilled Purifier's Staff

Artifacts-
*Blood Grail of the Red Sun Prince- (Artifact, Level 59, 0 XP, # XP Required, Standard Multiplier x10, Standard Multiplier raised to x <CHECK CAPS THREAD> to bypass Level 60 cap)

*Blood Grail of the Red Sun Prince- (Accessory Aspect- Blood Grail of the Red Sun Prince, Magic Item, Darkness & Nobility, X Gold) +49,000 to all stats, +49,000 Magical Attack, +1,800,000 HP, +1,800,000 MP, Wielder regenerates 500,000 HP and 500,000 MP per round at the start of the round, Wielder’s Undead pets and summons, Necromancy summons, and Dark Magic summons gain +20,000 to all stats and regenerate 500,000 HP per round, This item auto-inflicts Rejuvenation on wielder and all of wielder’s allies and summons that are either Undead or come from Dark Magic or Necromancy, with said infliction occurring upon summoning for summons and at the start of each round for all said individuals, HP Drain that would affect wielder from sources that are below level 79 becomes HP Damage instead, MP Drain that would affect wielder from sources that are below level 79 become MP Damage instead, Wielder's Undead pets and summons gain Immunity to Pain, Poison, Disease, Fatigue, Charm, and Impaired, along with immunity to Dominion from sources below level 60, Wielder may spend an action to become solely Astral, Nobility, Blood, Darkness, Light, or Destruction element, Wielder's Undead pets and summons gain +10,000 to all stats (on top of the prior bonus to summons' stats), 30% Astral Resistance, 35% Blood Resistance, 30% Darkness Resistance, 30% Light Resistance. Undead summoned by wielder may, when summoned, become solely Blood element and lose any Light Weakness they possess. Non-undead who are not named 'Celas' may not equip this item, This item normally only works for Undead, but Beak messed with it and changed that to make Celas an exception as an RP effect

*Grailbleeder- (Weapon Aspect- Blood Grail of the Red Sun Prince, Sword, Darkness & Nobility & Destruction, X Gold) +50,000 Melee Attack, +49,500 Magical Attack, 110% Critical, 110% Dodge, 210% To Hit, 110% Resilience, 35% Physical Resistance, 35% Blood Resistance, 150% may inflict Voidstruck: Blood Rebellion, 150% may inflict Wounded: Maimed, Deals HP Drain and MP Drain, May become a Fist Weapon at the start of a thread, Wielder may spend an action to make this item solely Blood element



*The Angel Flayer's Knives- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x13) (Bound to Anathema)

*The Angel Flayer's Knives- (Weapon Aspect: The Angel Flayer's Knives, Knife, Darkness & Physical, X Gold) +2,000,000 Melee Attack, +2,000,000 STR, +2,000,000 AGI, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Agility or (Agility + Mind)/2 as their Prime Attribute, 400% inflicts Pain, 300% inflicts Wounded, 300% inflicts Wounded: Bleeding, 300% inflicts Wounded: Maimed, 300% inflicts Wounded: Laid Open, Wielder's first hit of wielder's first attack each round that deals non-Healing Damage to each entity that is an Angel, Arch-Angel, Celestial, Arch-Celestial, Deva, Arch-Deva, or Radiant has said quantity of Damage increased by 20,000,000 points as a non-stacking bonus, This item additionally possesses the subtype Tool

*The Angel Flayer's Workbench- (Accessory Aspect: The Angel Flayer's Knives, Container, Darkness & Physical, X Gold) Wielder may spend an action to have a 500% chance of inflicting an instance of Paralyzed with no natural per-round recovery rate that cannot be cured by sources below Level 80 or a 30% chance of inflicting an instance of Petrified: Pattern Freeze or Petrified: Ossified Potential that cannot be cured by sources below Level 80 on a target, Wielder may, if wielder is wielding *The Angel Flayer's Knives, to a max of once per round, spend an action to deal 20,000,000 Flat Darkness & Physical element Damage to a Paralyzed or Petrified entity (with this quantity of Damage increasing by 180,000,000 points against targets that are Angels, Arch-Angels, Celestials, Arch-Celestials, Devas, or Arch-Devas), inflicting Pain, Wounded, Wounded: Bleeding, Wounded: Maimed, and Wounded: Laid Open on said entity and then scanning its stats, Wielder's opponents possess no natural per-round recovery chance from minor or moderate negative status effects unless wielder desires for them to, Wielder deals HP Drain to Angels, Arch-Angels, Celestials, Arch-Celestials, Devas, and Arch-Devas

*Instrument of Old Yazbellan: The Flayer of Angels- (Passive Ability Aspect: The Angel Flayer's Knives, Curse) Possessor, in RP threads, unless Prioress Seretian objects, has its location and general status semi-regularly broadcast to Celestials, Angels, and Devas between Level 60 and Level 99 with the rough range of an average solar-system's diameter and attracts the focused ire of these beings; For each unique entity attracted by this Curse that possessor defeats and flays/dissects/vivisects, possessor, in addition to entity-specific rewards, gains an Indexed Aspect for this ability's Artifact; This Curse tracks how many of these entities have been defeated, and, once 13 have been defeated, its owner may make the choice between keeping the Artifact associated with it or unbinding and losing it


Awards-
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Has completed (1) Forays into the Temple of Orithon for Oortharr Vharduris
Has Won the "Adventurers!" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Eliminated in Round One of the Brass Disc Tournament
Has Saved Imbelsberg from the Bluewar Ministry
Doctor Beak Can See You Now
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twelfth Holy Imperial Challenge of Worth: Test of Choices
Met Disco Horse
Has Completed the Nexus Bonus Dungeon: 'The Mad Artists's Studio' on Disc 9,476,311 + 1/2
Was Defeated by a Primal Magma Titan in the Dungeon 'The Halls of Origin' on Disc 9,476,311 + 1/2
10 Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
"Has Won the "The Broken-Winged Dragon" Event Match" Award
'Defeated Ze Eggsecutioner in a Special Arena Match'
'Completed the Quest Career Day'
'Obtained Accolades from Multiple Worlds for stopping the Hippo-Kin Forces'
'Defeated the Hippo-Kin Career Institute Dread Headmaster'
Has 67 Base Stat Points
"Has Won the "An Infamous Gang of Thieves!" Event Match" Award
"Has Won the "Four Elementals" Event Match" Award
"Has Won the "Necromancer Lord Practice Bout" Event Match" Award
'Has Won the 'Seizing the Center' Event Match'
Has Reached Round 41 In An Endurance Match
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Trained Under General McGathridge at the Holy Festival

Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Necromancer
Has used 5 Attunement Book: Necromancer
Has Consumed 2 Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Wizard
Has used 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has used 5 Attunement Book: Biomancer
Has Consumed 5 Improved Essence Sphere: Living Legend
Has Consumed 5 Greater Essence Sphere: Living Legend
Has Consumed 5 Superior Essence Sphere: Living Legend
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Essence Sphere: General
Has Consumed 5 Greater Essence Sphere: General
Has Consumed 5 Improved Essence Sphere: General
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Greater Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Warlord
Has Consumed 5 Greater Essence Sphere: Warlord
Has Consumed 5 Improved Essence Sphere: Warlord
Has Consumed 5 Attunement Book: Commander
Has Consumed 5 Attunement Book: Radiant Hierophant
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 3 Essence Sphere: Lawbringer
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Count of Blood
Has Consumed 5 Improved Essence Sphere: Count of Blood
Has Consumed 5 Greater Essence Sphere: Count of Blood
Has Consumed 5 Essence Sphere: Hemotheurge
Has Consumed 5 Improved Essence Sphere: Hemotheurge
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Superior Essence Sphere: Ebon Chancellor
Has Consumed 2 Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 2 Essence Sphere: Hunter
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Greater Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has used 5 Attunement Book: Kensei
Has used 5 Attunement Book: Diviner
‘Has used 5 Attunement Book: Blazing Sultan’
‘Has used 5 Attunement Book: Ebon Chancellor’
Has Consumed 5 Essence Sphere: Reality Arranger
Has Consumed 5 Greater Essence Sphere: Reality Arranger
Has Consumed 5 Improved Essence Sphere: Reality Arranger
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Essence Sphere: Temporal Primarch
Has Consumed 5 Improved Essence Sphere: Temporal Primarch
Has Consumed 5 Greater Essence Sphere: Temporal Primarch
Has used 10 Manual of A Thousand Arts
Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 8 Frequent Formula Tasks
Has Completed the Mini Quest 'Trial of Remembrance'
Was on Larry's Team in 'Larry the Catfish Retires'
Won the Official Quest 'Larry the Catfish Retires'
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Has Completed the Task "Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"
Has Completed the mini-quest 'Trial of Versatility'
Has Reached Round 41 in a Pet Endurance Match
Has Won the "Evergarden Defense Test" Event Match
Signed a Contract to Rent an Optimax 7800 (75" Version) From Lorreman Televisions
Paid off the Rented TV
Started an Illness on Disc 2 of Nexus In Lorreman Televisions
Owes the Nexus Administrative Bureau a 750,000 Gold Fine (or Requires a Permit from the Subcommitee of Doom)
Defeated Orik, Bogward, Herok, Arbolt II, and Arbeoh of the Undefeated on Noix
Has Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Killed Sol Bardol (and Sent Him to Storage)
Responsible for Helping Hugo Bekkler Get the Order of the Silent Hall Out of Nexus
Defeated the Tripartate Yazbellan Dancers of Shadow and Spite
Disabled the Relocated Yazbellan Cathedral's Entity-Spawning
Participated in the quest 'Tale of the Horrific Zoning Violation'
Helped Prevent a Yazbellic Incident in Nexus
Tangentially Interacted with a Plot of the Buzzard Priest
Cracked the 47th Failure
Has Completed the Task "Ninth Holy Imperial Challenge of Glory: Test of Bloodshed"
Impressed the Veil Render
Defeated Lubel Vyre
Stopped Lubel Vyre from Establishing Control over the Root of Lost Things
Assisted the Veil Render in Besting Irrian Illumos
Saved the Veil Render
Gained an Imperial Seal of Glory Piece from Assisting the Veil Render in Defeating Lubel Vyre
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Greater Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Superior Essence Sphere: Gatekeeper
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Fourth Holy Imperial Challenge of Glory: Test of War"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Participated in the 'Press Your Luck Vs. Orlue' Event
Harbinger of The Downfall
Indirectly Responsible for the Extinction of the Dragon-Bonded Priestesses of the Goldwood
'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
'Won the Trial of Demise and Brought Doctor Beak Back from Storage'
'Revived her Divine Patron'
'Prevented Forcystus from Escaping'
'Triumphed in the Trial of Concordance'
'Undid the Archon System'
'Made it to the Final Battle of the Crisis Across Infinite Nexii'
'Put in a Strong Effort and Almost Won Things for the Veil Render'
Helped Test Santa Sleighers for Noel and Mary
Maxed Out the Score in Santa Sleighers
Acquired 1 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii


Fortunes:

* The military governor will have a good sword that you can take if you kill him
* Learning the basics of science, dark magic, and biotechnology would be a boon to you, as it will improve your plague-crafting abilities
* You vastly outclass the archer who will come to kill you
* Sticking your head in the lion's mouth will be an unabashedly stupid move, but only because of the ravener-parasite lurking inside
* Seek not Disaster, lest it consume you

* Your cold heart will keep you firmly planted away from matters of romance. Einarr will try to hit on your anyway.


Cosmic To-Do List

If Anathema:
1) Dethrones a sitting monarch or imperial ruler by method of one-on-one combat
2) Eliminates all potential successors to the throne
3) Takes over said monarch's kingdom

Anathema will get:
'Acquired Vyatzenmartach, the King-Killing Razor'
*Vyatzenmartach, the King-Killing Razor- (Weapon, Sword, Nobility & Destruction & Blood, 2,405,000,000 Gold) +2,405,000 Melee Attack, +2,000,000 AGI, +2,000,000 MIN, +20,000,000 HP as a non-stacking bonus, +20,000,000 MP as a non-stacking bonus, 150% Critical, If wielder kills an entity that is not 10 or more Levels greater than wielder, wielder gains control of all instances of Charm and Dominion with said entity as a source and gains control of all of said entity's summons that are normally fightable for drops on the Enemy List, Wielder must be Level 60 or greater and must possess the ability 'Expert Murder Arts Attunement', the ability 'Expert Nobility Synchronization', the ability 'Expert Sword Training', or the award 'Acquired Vyatzenmartach, the King-Killing Razor'
MODRAAAAAAAAAAAAAGE
Post Reply