Kazivon explores Seirei

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Kazivon explores Seirei

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This quest ran from Oct 29, 2017 to Sep 01, 2019.
Geddoe42 wrote:Postby Geddoe42 » Sun Oct 29, 2017 4:55 pm

Kazivon (Geddoe42)
Dragon, Electrical
Level 59
HP - 29,350
MP - 14,775
STR – 1,173 (15)
AGI – 296 (5)
CON – 1,469 (20)
MIN - 591 (10)
SPI - 591 (10)

Weapons-
Panopticum Shield- (Weapon, Shield, Earth, 94,500,000 Gold) +95,500 Melee Attack, +96,700 Defense, +21,000 CON, 30% Physical Resistance, 10% Base Element Resistance, Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wearer may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, Wearer must be at least Level 4
*Rhazek-Thar's Hypernium Shield- (Weapon, Shield, Energy, 45,000,000 Gold) +25,000 Melee Attack, +45,000 Defense, +450,000 HP, 90% Resilience, Wielder gains Impaired, Paralyzed, Hexed, and Antimatter Immunity

Armor-
Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater


Accessories-
Panopticum Scales- (Accessory, Bioaugmentation, Earth, 94,500,000 Gold) +96,700 Defense, +97,000 CON, 30% Physical Resistance, 10% Base Element Resistance, Wielder may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wielder may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, Wielder loses 1 Armor slot if wearer has any other Bioaugmentation whose name includes 'Scales', 'Hide', 'Flesh', or 'Chitin' equipped, Wielder must possess the ability 'Deflective Scales', Wielder must be at least Level 40
Glorious Divine Radiance Focus- (Accessory, Holy Symbol, Light, 150,000,000 Gold) +150,000 Magical Attack, +75,000 Defense, +150,000 SPI, +75,000 CON, +75,000 AGI, +1,500,000 MP as a non-stacking effect, +750,000 HP as a non-stacking effect, 40% Physical Resistance, 40% Darkness Resistance, 40% Light Resistance, 10% Base Element Resistance, Wielder is immune to individuals below Level 40, Wielder may Reflect actions from sources of lower Level than wielder who are below Level 40, Wearer ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Flat Light element HP Healing and MP Healing, 60% inflicts Awestruck, Wielder must be at least Level 40 and must have a patron deity
Nightbringer Wyrm's Teeth- (Accessory, Bioaugmentation, Darkness, 185,000,000 Gold) +185,000 Melee Attack, +185,000 STR, 110% Critical, 120% inflicts Impaired: Blind, 100% inflicts Voidstruck, 70% inflicts Voidstruck: Turned to Shadow, 50% inflicts Voidstruck: Blackout, Wielder must be Level 55 or greater
Ruin-Diamond Teeth- (Accessory, Bioaugmentation, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +120,000 Melee Attack, +120,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
*Crowns of the Wyrmsovereign- (Level 59, 0 XP, # XP Required, Standard Multiplier x15, Raised to x60 to bypass Level 59)

Consumables-
None

Spells-
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Pets-
Dark War Iron Dragon- (Pet, Dragon, Darkness & War & Destruction, Lv.55, 60,000,000 Gold)
HP- 3,600,000
MP- 3,600,000
STR- 31,000
AGI- 21,000
CON- 31,000
MIN- 31,000
SPI- 31,000
XP- 0
XP Needed- 12,640,000 (Standard Multiplier x 2)
Minimum Level- 55
Defense- 17,000, +25,000 Defense against Fire, +25,000 Defense against Darkness, +25,000 Defense against Physical, +25,000 Defense against War, +25,000 Defense against Destruction
Defense against Stat Damage- 1,300
Critical Chance- 60%
Resilience- 55%
To Hit- 160%
Dodge- 45%
Resistances and Immunities- 95% Fire Resistance, 95% War Resistance, 95% Darkness Resistance, 95% Physical Resistance, 95% Destruction Resistance, 50% Psychic Weakness, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Dark War Iron Scales- +20,000 Defense, +40% Resilience, possessor gains Wounded Immunity, Constant Effect
Dark War Iron Spines- Possessor deals 40,000 Flat War & Darkness & Destruction element Damage to the source of each offensive action that targets possessor at the end of each such action, Constant Effect
Fury Aura- Possessor may deal 35,000 Flat War or Destruction element Damage to each opponent at the start of each round, Constant Effect
Colossal- Possessor gains +800,000 HP, +5,000 STR, +5,000 CON, +40% Resilience, and may count as up to 80 individuals for row-order-determining purposes, Constant Effect
Piercing Attacks- Possessor's attacks pierce 37,000 Defense, Constant Effect
Abilities-
Dark War Iron Claw- 60,000 Damage, This action gains +45% Critical, Darkness & War & Destruction, 0 MP
Dark War Iron Teeth- 60,000 Damage, deals HP Drain, Darkness & War & Destruction, 0 MP
Brawl- 70,000 Damage, Physical, 0 MP
Death-Shrapnel Breath- 54,000 Damage, 100% inflicts Wounded, 200% inflicts Hexed, 1 hit against 60, Darkness & War & Destruction, 0 MP
Moment of Violence- All attacks deal 50,000 additional Damage, does not stack, lasts 1 round, Fire & Destruction, 250,000 MP

Kazivon
Dragon, Electrical
Level 59
HP - 3,392,250
MP - 1,670,250

STR – 20,330
AGI – 5,860
CON – 23,290
MIN - 16,310
SPI - 13,810

To Hit: 205%
Melee Attack: [[2,500]]+
Magical Attack: [[4,000]]+

Defense: [[2,000]]+279,248 =281,248
Resilience: 182%
Dodge: 22%
Critical: 60%

50% inflicts any 3 minor or moderate negative status effects

Deals full damage to targets below Level 80 in the back row on rounds after rounds during which wielder's row was switched at any point
Pierces 15,000 Defense
40% inflicts Wounded, 40% inflicts Burning

Regenerates 660,000 HP per round

All Damaging moves deal another 15,000 damage
Breath Weapon[Breath: [1,000*LV+65,000+15,000[Acid,Air,Darkness,Earth,Electrical,Energy,Fire, Ice, Light, Magic, Physical, Psychic, Technology, Water]]

Wielder is immune to individuals below Level 40, Wielder may Reflect actions from sources of lower Level than wielder who are below Level 40, Wearer ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Flat Light element HP Healing and MP Healing, 60% inflicts Awestruck, Wielder must be at least Level 40 and must have a patron deity
At the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal


Resistances:
Immunities: Fatigued: Elderly, Hexed: Ill Fortune, Voidstruck Immunity, Wielder gains Impaired, Paralyzed, Hexed, and Antimatter Immunity
40% Physical Resistance, 40% Physical Resistance, 40% Light Resistance, 10% Life Resistance, 10% Base Element Resistance, 50% Darkness Resistance, 40% Ice Resistance, 35% Air Resistance, 30% Bow, 30% Sword, 10% Base Element
50% Minor Status Effect Resistance
27% Moderate Status Effect Resistance
7% Major Status Effect Resistance



5% gains an additional action each round.






The supreme ruler of dragon kind endeavors to find power through an alternate means. Perhaps the spirit of another dragon or other power lurks through the baroquely-ornamented set of white-and-gold doors.

He takes 1,000,000,000 gold and
*Amethyst All-Key- (Item, Key, Darkness, 250,000,000 Gold)
*Gemstone Bearing Ameryu's True Name- (Permanent Consumable, Jewel, Electrical, X Gold) Teaches user 'May Summon Ameryu the Storm-Born'

Aeromage wrote:A quick request before I get to processing this: I'd like the list of his current abilities put in here, too. Seirei quests tend to run for quite a while, and this causes discrepancies between what you start with and what you have later on (as I found with Zwei).


[quote="Geddoe42" Abilities

Arcane Vizier
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic

Auramancer
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense

Blazing Sultan
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire

Caliph of Corrosion
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid

Countess of Power
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy

Dragon Lord
Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 200 points if possessor is a Dragon
Advanced Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 60% Charm Resistance
Agile Greatness of the Colossus-Dragon- (Passive Ability, Dragon Lord) Possessor's 'Large Dragon', 'Huge Dragon', 'Enormous Dragon', 'Massive Dragon', 'Gargantuan Dragon', and 'Colossal Dragon' abilites do not give possessor an Agility penalty
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Assumption of the Essence of the Dragon- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to become the subtype Dragon
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Beheading Bite- (Technique Ability, Dragon Lord) Possessor may use 'Beheading Bite' in conjunction with a 'Melee Attack' action against an opponent who just skipped an action. Said action gains +25,000 Melee Attack and a 15% chance of inflicting Instant Death against targets below level 60
Benighted Breath- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Force items, inflicts Voidstruck, possesses '1 hit against 30', is solely Darkness element, and costs 100,000 MP
Bring the Night- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to create a Zone of Darkness with an attached effect that gives all Darkness element indivdiuals inside said Zone +1,000 to all stats as an effect htat stacks 10 times per zone or across all zones, with said action being Darkness & Magic element and costing 100,000 MP
Chameleon-Dragon's Tongue- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Chlorine Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Poison and a 30% chance of inflicting Suffocation
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Cloud Breath- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Coiling Wurm- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains 20% Dodge
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Colossal Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Cone Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Constrict- (Technique Ability, Dragon Lord) Possessor may use 'Constrict' in conjuction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '60% inflicts Paralyzed'
Consume- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, Absorbs HP if dealing a killing blow, is solely Physical element, and costs 0 MP
Contempt Towards Non-Dragons- (Passive Ability, Dragon Lord) Possessor may not equip non-Dragon pets or summons, possessor gains -5,000 to all stats if possessor possesses any non-Dragon allies
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Deep Inhalation- (Passive Ability, Dragon Lord) Possessor may spend an action that causes possessor's next 'Dragon's Breath' action to deal double Damage, to a max of 2,000,000 additional Damage, with this effect not stacking
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Diamondshear Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 60% Critical
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)[Sept 30, 2012]
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)[Sept 30, 2012]
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)[Sept 30, 2012]
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)[Sept 30, 2012]
Draconic Camouflage- (Passive Ability, Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Draconic Magics- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 43,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Dragon Magic items, inflicts Manablasted and up to 1 selected minor status effect, possesses '1 hit against 5', is solely Magic element, and costs 200,000 MP
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Calling I- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +20 to all stats
Dragon Calling II- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +200 HP
Dragon Calling III- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +500 MP
Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 40% Charm Resistance
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Fury- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Dragon Traits- (Passive Ability, Dragon Lord) 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 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, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Dragon's Breath- (Active Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Dragon's Pride- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 to all stats and -20% Dodge against non-Dragons
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Darkness- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Darkness element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Electrical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Electrical element Damage
Elemental Breath: Energy- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Energy element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Hope- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Hope element Damage
Elemental Breath: Ice- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Ice element Damage
Elemental Breath: Light- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Light element Damage
Elemental Breath: Magic (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Magic element Damage
Elemental Breath: Physical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Physcial element Damage
Elemental Breath: Psychic- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Psychic element Damage
Elemental Breath: Technology- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Technology element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Enormous Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Essence Algorithm: Night Dragon- (Passive Ability, Dragon Lord) At the beginning of a thread, possessor may choose to become the subtype Dragon and gains the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Night Dragon', 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
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Furnace-Stoked Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Gargantuan Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Ghost-Slapping Tail Strike- (Technique Ability, Dragon Lord) Possessor may use 'Ghost-Slapping Tail Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is a Dragon. Said action ignores Dodge bonuses granted by Constant Effects named 'Incorporeal', moves its target to the back row if its target possesses a lower CON than its user's STR, and gains a 60% chance of inflicting Fatigued: Stun on Undead.
Glob-Breath- (Technique Ability, Dragon Lord) Possessor may use 'Glob-Breath' in conjunction with a 'Dragon's Breath' action. Said action repeats at the start of each round (so long as none of possessor's other actions have repeated on said round) against each target that does not spend an action to cancel said repetition targeting it.
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Huge Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Impenetrable Dragon Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Large Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Line Breath- (Technique Ability, Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Magma Breath- (Passive Ability, Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Mass Dispell- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove up to 30 selected buffs, debuffs, or summons (as an unsummoning effect), with said action being unable to effect targets that are over Level 80 or effects that come from sources above Level 80, with said action being Magic element and costing 200,000 MP
Massive Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Night Dragon's Glory- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor is immune to individuals below Level 20, and possessor takes half damage from sources below Level 40
Night Dragon's Large Size- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor may choose to count as 5 individuals in the front row while in the front row, and possessor gains +1,800,000 HP
Night Dragon's Resistances- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains 50% Darkness Resistance, 40% Ice REsistance, 35% Air REsistance, Voidstruck Immunity, 50% Minor Status Effect Resistance, 27% Moderate Status Effect Resistance, and 7% Major Status Effect Resistance
Night Dragon's Shadow-Striking- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains +45% To Hit
Night Dragon's Swift Healing- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor regenerates 100,000 HP per round
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
See Through All Dragons' Eyes- (Passive Ability, Dragon Lord) Possessor may choose to have successfully scanned the stats of any individual an equal or lower Level Dragon below Level 100 scanned the stats of (including in other battlespaces within the same battle)
Shifting Scale Colors- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Stifle Light- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove all Zones of Light from battle, to causes all Light element individuals in battle to obtain -1,000 to all stats, and to cause all individuals in battle to have all of their Light element spells and abilities to cost 25,000 extra MP, with said debuffs stacking 5 times each, with said action being Darkness element and costing 200,000 MP
Strafing Breath- (Technique Ability, Dragon Lord) Possessor may use 'Strafing Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the same row' and said action deals full Damage to individuals below Level 60 in the back row
Superior Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 80% Charm Resistance
Supreme Ruler of Dragonkind- (Passive Ability, Dragon Lord) If possessor is a Dragon controls the decisions of all lower Level Dragons below Level 99
Swift Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability loses the text 'and possessor has not used this ability within the last four rounds'
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Thrash- (Passive Ability, Dragon Lord) If possessor is a Dragon, whenever a minor or moderate negative status effect that is not Charm prevents possessor from taking an action, possessor may choose to deal 100,000 Flat Damage of any base element to any one target, to a max of 10 times per round
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Wide Exhalation- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'
Will Not Submit to Non-Dragons- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Charm Immunity against non-Dragons
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Diviner
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
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
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's

Ebon Chancellor
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Bladed Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains +1,700 Melee Attack and +1,700 Ranged Attack; Possessor's 'Melee Attack' and 'Ranged Attack' actions may gain Darkness as an element
Living Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains a 5% chance of gaining an additional action per round, with said action having to be solely Darkness element
Traverse Shadow Corridors- (Passive Ability, Ebon Chancellor) If possessor is in a Zone of Darkness and is Darkness element, whenever possessor conducts a 'Shift Rows' action, possessor may move to a different battlespace that is part of the same battle, provided that no individual of Level 70 or greater in either the battlespace possessor is entering or the battlespace possessor is leaving objects and that there is a Zone of Darkness present in the battlespace possessor is entering

Eternal Champion
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Hope's Shining Beacon- (Stance Ability, Eternal Champion) Possessor's allies have a 25% chance of being cured of each minor or moderate negative status effect at the start of each round if possessor is Hope element, Possessor's allies gain +5% To Hit if possessor is Hope element, Possessor may choose to gain the element Hope as a buff if possessor enters a Paladin, Guardian, Healer, Priest, or Mahou Shoujou stance.
Geomancer
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Desert- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Guardian
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
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) 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
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
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
Iron Body- (Passive Ability, Guardian) +500 HP for each 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
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

Heir to the Future
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology

Hunter
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical

Kinetic Emporor
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical

Mind Lord
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic

Mountain King
Apprentice Earth Resistance- (Passive Ability, Mountain King) Possessor gains 5% Earth Resistance
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Immunity- (Passive Ability, Mountain King) Possessor gains Earth Immunity against sources below Level 20 if Level 20 or greater
Improved Earth Resistance- (Passive Ability, Mountain King) Possessor gains 10% Earth Resistance
Mineralsense- (Passive Ability, Mountain King) Possessor gains +10% To Hit against Earth element targets with a Dodge value below 60%
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
Nourished By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Earth
Monk
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.

Ocean Prince
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water

Ravager
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Mancleaver- (Active Ability, Ravager) This character may use Mancleaver in conjunction with a Melee Attack, so long as no other technique is used and an Axe is equipped. This character gains +25 Melee Attack against Humans and +20 additional Melee Attack against Humans and Humanoids.
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
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
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI

Snow Queen
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice

Thief
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle

Thunder Czar
Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Warrior
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts
spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

Wind Duke
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air

Non-Focused Abilities
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
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
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
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
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 Defense- (Technique Ability, Healer) Possessor may use Bolster Defense 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 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health 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 +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health 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 +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
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 Power- (Technique Ability, Healer) Possessor may use Bolster Power 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 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
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.
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
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 Summon Agility Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 AGI
Basic Summon Constitution Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 CON
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
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
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
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Basic Mech User- (Passive Ability, Mech Jockey)- All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Battle Armor Pilot- (Passive Ability, Mech Jockey)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Mech Copilot Training (Basic)- (Passive Ability, Mech Jockey) +20 to all of any mech the user is a passenger of's stats
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
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.
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Traits - (Passive Ability, Mad Scientist) Possessor gains +1 to all stats so long as possessor is a Bio-Horror
Sword-Claw Rake- (Technique Ability, Combatant) Possessor may use 'Sword-Claw Rake' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Fist Weapon, Upgrade, or Bioaugmentation whose name includes 'Claw' or 'Talon' equipped. Said action gains +800 Melee Attack, gains a 30% chance of inflicting Wounded, and counts as involving 5 additional Swords.
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Devouring Gaze- (Active Ability, Master of Monsters) Possessor may spend an action to deal 500,000 Flat Physical & Psychic & Darkness element Damage or HP Drain to one target, with said Damage not being reduced against targets in the back row
Wields the Spear of Blackest Night- (Passive Ability, Lancer) Possessor's Spear weapons gain +(Possessor Level * 100) Melee Attack, (Possessor Level * 2)% inflicts Voidstruck, and the element Darknes][/quote]
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Modrageball
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Re: Kazivon explores Seirei

Post by Modrageball »

Aeromage wrote: Kazivon steps through the opulent gilded doors, and into the obscuring light beyond. Gravity seems to shift, and the dragon is suddenly falling, the light dimming and darkening, flickering and wavering as he plunges, the air becoming thicker, colder, more fluid.

Kazivon breaches the surface. Around him, as far as the eye can see, a vast, calm ocean spreads, its dark surface lit with flickers of whites and blues as it reflects the bright light of the huge, blue moon above, its surface a shifting, rippling mass of aquatic tones, hanging in a midnight sky strewn with ice-coloured stars. While cold against his scales, the water isn't unbearably so, with only faint currents eddying around his bulk. The air is equally calm and smells of... well, water. Salt water. Fresh water. Ice. Perhaps fish, too, although he can't see any about at present.
Drifting, steady points of light move with and against the gentle current in the distance here and there, perhaps vessels of some kind.

Geddoe42 wrote: Kazivon attempts watches the lights for a moment before trying to determine why both fresh and salt water is merged. Kazivon takes to the skies and tries to make a more thorough observation of his surroundings before choosing a path forward.

Aeromage wrote: The points of light remain reasonably constant, although after a while one fades to darkness. Another light-source lights itself in another part of the horizon some time afterwards.
He turns his attention to the water. Fresh and saltwater don't usually occupy the same area. Especially not in what he assumes is some sort of ocean. Why this is the case here eludes him, but given the distinct scents, he has to assume that, somehow, parts of this sea are freshwater and some are saltwater. Even though that would generally defy common sense.

Taking wing, cascading water as he climbs, Kazivon soars upwards to get a better view of the situation. The ocean below is a dark sheet, gentle wavetops shimmering in the moonlight. Those lights do seem to be vessels of some kind, and with some Telescopic Vision use, he determines that, while some are manned with crew picking their way across the decks, others look to be abandoned (although still somehow brightly-lit) and some are... strange. One or two look like they're ghostly apparitions made of light, while others are glowing wrecks that somehow float against the current.

Off in one part of the distance, he detects a faint glow on the horizon that seems to be steadier than those of the ships. Some sort of land, perhaps? A port? Some gut feeling makes him think that that direction is more 'solid', somehow, or closer to 'real'.
In the opposite direction, the ocean begins to look subtly... different. It's hard to see from this distance, but the way the light falls on it and the ribbons of winding darkness between waves looks... odd, somehow. The same gut feeling makes him think it's more 'fluid' out there.
Out in a third direction, clouds begin to block out the stars. Perhaps there's some sort of storm over there.
Speaking of the stars, the sky is pretty weird, itself. It almost feels close enough to touch, here, but at the same time seems as if there's something in the way. That moon, too, draws attention to itself, seeming at once both impossibly close and immeasurably distant.

Geddoe42 wrote: Kazivon decides to explore the decides to head toward the storm. He bellows out a streak of lightning and flies powerfully toward the clouds.

Aeromage wrote: Kazivon puts on a burst of speed and, with little effort, wings his way towards the distant storm, bellowing lightning and roaring defiance towards the tempest on the horizon. The ocean below becomes rougher as he flies onward, the winds picking up and stars blotting out as racing clouds begin to billow across the sky.
As he continues, the waves become even larger, deep valleys and mountainous peaks forming in the ocean, avalanche-cascades of crushing volume roaring from collapsing crests and plunging into nearly-vertical abysses of dark water. The wind's force gathers from a gale to a hurricane, its piercing, deafening shriek drowned out only by peals of thunder so loud and violent that Kazivon can feel it in his body, bones jarring and scales vibrating as the sheer force of the sound drives itself into him.
Vast elemental power thrums through the storm, dwarfing the dragon with its presence. The boiling mass of clouds above flicker and flash as bolts of lightning of immense size dance and writhe across their surface, violent and terrifying, but not yet tearing themselves free to strike the maelstrom below. By the same token, the pulverising volume of rainfall the clouds above must surely hold have not yet begun to fall, the air filled only with explosive blasts of sea spray sent cannoning up from the titanic clash of mountain-wave against mountain-wave.

It's impossible to make out anything beyond the storm. It's impossible to make out anything behind him, now. Kazivon also realises, with growing unease, that it may, in fact, be rather less possible than he would like to maintain control of his flight in the face of a storm of this magnitude.

Geddoe42 wrote: Kazivon denies the storm. His form softens and merges with the poorly illuminated winds. His determination steels itself as he begins to travel with movements blurring the line between the physical realm and the shadows within them. He continues with his current heading.

Aeromage wrote: Kazivon denies the storm. He tries to shift and soften his form to merge with the winds.
His power isn't over the winds, however. His essence as a Night Dragon is what he calls upon in an attempt to blur the line between the physical realm and its shadows.

This is not the physical realm, however. It's the Spirit World.

No matter. He will merge with the shadows of the wind and the sea in an attempt to bypass the titanic maelstrom of elements, travelling through channels of darkness to continue his course.

Channels of darkness that shatter and scatter and break, over and over, as the clouds above crackle and flash with blinding, gargantuan bolts and sheets of lightning.

Kazivon is torn, shadows and all, from his heading as the tempest intensifies, his shadow-path rent, the winds (not wholly physical, but part of a spiritual storm) blasting him off course, sending him whirling and twisting in a completely different direction. An immense wall of water smashes into him, dragging him under and into a crushing vortex that seems to last an eternity before he is blown out with shattering force on a gigantic torrent of spray and foam, only to be snatched up by the howling winds once more and hurled back into the mad clash of elements, his draconic healing powers working overtime to keep up with the damage inflicted on his body again and again and again.

The dragon is dragged even further into the storm. His divination-senses manage to pick up, somewhere along the line, that he's being thrown further into the Spirit World. He senses, in the brief moment before a wave taller than the sky falls on him, that he's being dragged through multiple places.





Kazivon wakes up to his body aching all over. His regeneration is still working, but it seems to have capped itself out at about 80% of his health.

The ocean... he's still in the ocean. An ocean, anyway. On an ocean, in fact. Beneath him, the water's surface, smooth and rippling as it is, holds him aloft as surely as if it was solid. Spires of reddish-brown, craggy rock jut here and there from its surface. Odd long, winding depressions in the sea-surface, like gently-curving roads scooped out and left in place, frozen-yet-liquid, wind and wander their ways around the spires.
The water is a deep, clear green, clear enough that the dragon can see the seabed, far below, and its mixture of sandy dunes and jutting boulders.
The sky overhead is a dark, dusty blue, with green-tinged clouds hanging motionless high above.
There is a large spire of the same light, sandy-brown rock ahead of him, its outcrops capped with small tufts of greenery.
The water is a rich, dark blue, clear enough that the dragon can see the seabed, far below, and its mottled carpet of myriad stones worn smooth.
The sky overhead is pale peach, its scudding clouds rippled through with shades of red and gold.
The spires are all lined up around him in orderly rows, their blue-white stone shining in the sunlight.
The moon overhead is a disc of hazy colour behind an obscuring whirl of prismatic cloud, its hues impossible to focus on.
The water is a light purple-lavender tone, clear enough that the dragon can see the seabed, far below, and its winding, smooth crevasses between dunes of flowing sand.
The sky overhead is golden and cloudless, the air still and silent.
There are spires, off in the distance, nowhere near Kazivon, their deep-purple colouration just about visible in the hazy, low-lying distortions of the horizon.

There is an ocean.
There is a sky.
There is a moon.
There are clouds.
There are spires.
There is a seabed.
There are winding paths in the water.
There is Kazivon.

Geddoe42 wrote: Kazivon snuffs out a sigh that he felt coming on and emboldens his resolve with the fact that there is more to see. He walks purposefully, yet with more caution than before, toward the large spire.

Aeromage wrote: Kazivon walks towards the large spire.
The large spire isn't there. It, along with the rest of the spires, are arranged around the horizon in a vast circle surrounding him, where they always had been.
Hadn't they?
They were always that deep viridian colour, weren't they?
The sky was always that navy colour, fading to dusty purple at the horizon, wasn't it?
The clouds were always that ghostly, glowing silver, weren't they?
The ocean was always that faintly gold-tinged, clear hue, wasn't it?
The seabed far below was always smooth sand patterned with unbroken, waving lines of coral, wasn't it?
Yes. They are, so they were, so they must have always been and always will be.

This place clearly hasn't changed, but it has, but it hasn't. Did it? Will it have had ever not changed if he looks somewhere else again?

Those paths in the water's surface, though, those definitely haven't changed. Have they?
Nothing has changed, so they can't have been changed.
And even if something had changed, they can't have changed.
Their winding depressions in the still surface of the ocean still wend their way off in their various paths towards the distance, like they always will ever never did.

Kazivon thinks he has something of a headache coming on.

Geddoe42 wrote: Kazivon has the wisdom of ancient dragons within him. He will attempt to breathe a line of lightning into the water since it can't change. It shouldn't evaporate, should it?

Aeromage wrote: Kazivon breathes a line of lightning into the water! It hits a little resistance, but only barely, before it passes straight through the surface and into the depths. It seems like this odd stretch of ocean, despite easily (and somewhat impossibly) supporting his weight can be breached with either a small expenditure of effort or perhaps the intent to breach its surface.
Kazivon is well-versed in the ways of dragons-breath weaponry. He infuses it with clinging power, causing it to linger.

And linger it does, although not quite in the way he expected. He definitely breathed a straight, linear path of lightning into the sea below.
The clear, lavender-coloured ocean, affording a view of the seabed far below, forested by vibrant reefs of red and blue coral.
Kazivon's line of breath isn't quite so straight any more. It winds and twists around the ocean, stretching far off into the distance and looping around the endless line of slate-grey spires parading off, single-file, into the misty horizon under the emerald-green sky, its expanse broken by waves of feathery golden clouds.

In following the zig-zagging path of lightning, however, Kazivon notes that the winding paths in the water's surface are definitely probably maybe--

No, he's pretty sure they're exactly the same as they were in this weirdly-shifting except it cannot shift because it always and ever was this way ocean-realm.
His breath-line might be tracing a spiral from his feet to the far distance amidst the silver sea and its white-sand-covered seabed, but that water-path's curves are the same as before, as the ocean and the spires and the sky are.

Kazivon finds himself looking at the moon. Is it a moon? It's kind of hard to tell behind all the clouds, given it's just a ball of light that is and was and always will be a moon. That hasn't changed, either. And neither has anything else.
Why is he looking at the moon? He's looking at the seabed. The seabed is the sky. No, wait, it's just made of reflective dunes of glossy... mud? Mud. He could barely tell it was a reflection, the water's so clear.

Yep. Definitely a headache coming.

Geddoe42 wrote: Kazivon calls out to the moon below and listens for the response from above, "Do you know the way to where I wish to go?"

Aeromage wrote: Kazivon calls to the moon below.
Gentle laughter drifts back up.

"There are many places you wish to go.
No journey can begin without a path.
Even if its direction is unclear."

Kazivon is looking at the seabed, its floor of hexagonal columns raising and sinking in wave-like formations far, far below, visible through the clear, aquamarine-tinted water, the paths of water pressed into its surface unchanged.
But that just makes sense, doesn't it? Nothing else has changed. Hasn't it?
Or have the paths been the most unchanged of all the things that haven't changed in this ocean?
Perhaps they bear closer attention. Where do they even go, winding around under the deep-blue sky with its rose-coloured clouds, around spires of white crystal?

That one, perhaps, leads to a place where the water shimmers with even more colours.
Or perhaps that one leads to a place Kazivon can't remember, if he ever went there at all.
Or perhaps that one leads to an ocean of curious glass and smoke.
Or perhaps that one leads to a shore that might never be reached.
Or perhaps that one leads to the land of the limits of the ocean where the language is strange.
Perhaps more.
Perhaps none.

This place is definitely beginning to wear on Kazivon's mind.

Geddoe42 wrote: Kazivon takes heed the words and picks a path to travel. The path that is the most unchanged of all the things that haven't changed. He begins his descent, or is it his ascent?

Aeromage wrote: Kazivon chooses none of the paths that may have led to possibilities he saw.
Kazivon chooses none of the paths that may have led to a fixed possibility.
Kazivon chooses the path that has changed the least of all the paths that haven't changed amidst the changes that haven't taken place in this unchanging world.
That is perfectly normal.
That is completely abnormal.
Kazivon chooses the path that hasn't changed amidst the changes that haven't changed amidst the changes that haven't changed amidst the changes that--

BONG

Kazivon walks along a path of carved water in the turquoise ocean, a smooth, winding depression in the sea's surface that wends its way through clusters of spires of rosecrystal.

BONG

Kazivon walks along a path of carved water in the dusky pink ocean, a smooth, winding depression in the sea's surface that wends its way through irregularly-spaced spires of granite. This is not what they were before. Things have changed.

BONG

Kazivon walks along a path of carved water in the sapphire ocean, a smooth, winding depression in the sea's surface that wends its way through regular lines of iron spires, the seabed murky and hard to make out, far below. Things have changed.

BONG

Kazivon walks along a path of carved water in the jade-coloured ocean, a smooth, winding depression in the sea's surface that wends its way between the unbroken lines of white-stone spires, the seabed a distant, rolling mass of ice. The moon high overhead is turbulent and blue, its face a mass of currents and patterns of great, clashing waves. Things have changed. Something is forbidden. Something is lauded.

BONG

Kazivon walks along a path of carved water in the ice-blue ocean, a smooth, winding depression in the sea's surface that wends its way between the occasional precariously-leaning grey, mossy spires, the seabed craggy and filled with chasms. The moon high overhead is turbulent and blue, its face a shifting mass of flowing, fluctuating energy. Things have changed. Something is forbidden. Something is lauded.

ESSENCE SPHERES ARE FORBIDDEN.
THE ELEMENT OF HOPE IS EMPOWERED.

Everything shines more brightly as a sudden upswell of Hope, determination and general drive to make things better suffuses the ocean. At the far end of the path, Kazivon can make out a city of spires and belltowers rising directly from the rippling sea's surface, its walls pale blue against the lavender sky, framed with silver. An aura of power emanates from the place, snapping everything else into focus around it.


Kazivon gets:

1 Fame
'Discovered the See of Ceaselessly Shifting Statutes on Seirei'

Geddoe42 wrote: Kazivon seems pleased (if not displeased) that something seems to make sense (or does it?). He heads to the city at a renewed, brisk pace.

Aeromage wrote: The dragon heads towards the city in the midst of the changing ocean, which is most definitely changing as far as he can tell and isn't involved in some sort of 'was always the way it changed to even if it wasn't' headache-causing situation.
The collection of spires, belltowers, domes and walls that comprise the city become clearer as Kazivon approaches. At least, he thinks it does; it is only after wondering if his eyesight is failing him that he realises that the entire place is, in actuality, slowly shifting in form over time. Spires push from rooftops. Towers become domes. Airy bridges are formed from balconies. Ornamentations on walls become stairwells, walkways and other architectural segments, while pieces of architecture slowly reform into carvings on walls or inset patterns of differently-coloured stone. The only constants, if they could be called that, is the presence of at least one belltower, single-handed clock face, and image of unbalanced scales in the mix.

As he comes closer, the clock(s?) abruptly speed to the 12 o'clock position.

BONG

LIGHT ARMOUR IS FORBIDDEN.
SHIP PATTERNS ARE EMPOWERED.

The brilliance of upswelling Hope fades as the element returns to its normal(?) background levels. How peculiar.
The city now seems more fortress-like to his eyes, with a number of tall cranes visible over the battlements and huge, solid metal doors set into its sides and plunging into the ocean at regular intervals. Perhaps it's created shipyards?

His trek along the carved-water path (now in an ocean of pearly white, with the occasional spire of ice jutting from it) terminates at a grand set of stairs leading into the city proper, through a vast archway topped with an image of unbalance scales that twists and flows oddly as he looks at it. A huge plaza lies beyond, the city walls and a perimetre of impressive buildings looming up above it and giving it a strangely claustrophobic feel despite its size.

Four large doors lead further into the city, each flanked by statues and with a large plaque set above them.

One is flanked by statues of men being transformed. Some appear to be becoming muscular warriors. Others grasp books that are forming out of midair, a look of growing wisdom in their eyes. Others become things that aren't men at all, but different, more powerful entities. The plinth around the statue is littered with broken objects- blades, books, depictions of elements, and other, more esoteric things. As Kazivon watches, the statues shift into warriors losing their light armour, but grasping spontaneously-manifesting blueprints of ships.
Before them all towers a carved entity whose form keeps shifting and flowing into different shapes, but manages to projects an air of undeniable holiness and order, somewhat akin (at least at the present moment) to an impressionistic angel holding forth a scroll as if reading a proclamation.
The plaque above the door behind this odd work of art reads "SUBMIT TO THE STATUTES".

The second door is flanked by statues of men fighting against lesser versions of the impressionistic angel, along with strange aquatic creatures and spirits. Some of the men (wearing sundered light armour) are shown taking weapons and odd diagrams depicting ship blueprints from the fallen.
The plaque above the door behind this odd work of art reads "STRUGGLE AGAINST THE STATUTES".

The third door is flanked by statues of scholars studying from a number of books. Some sit at drafting-tables, drawing up diagrams and blueprints of ships. Others hold weapons and are shown cutting light armour from soldiers or apparently tearing such armour to shreds with a gesture.
The plaque above the door behind this odd work of art reads "STUDY THE STATUTES".

The final door shows aquatic creatures and spirits welcoming a group of men towards it. Several look like merchants. One is barring a light-armour-wearing man from entry.
The plaque above the door behind this odd work of art reads "SURVEY THE SEE".
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Re: Kazivon explores Seirei

Post by Modrageball »

Geddoe42 wrote: Kazivon tries to enter the second door.

Aeromage wrote: The great door swings open with a bell-like aftertone as Kazivon approaches. Beyond it, a flight of steps flanked by statues of warrior-captains wearing heavy armour, opulent clothes, extravagant robes and light-sculpted auras leads down to a portcullis barring entry to a wide, flat arena. Row upon row of tiered seats are set up beyond the bounds of the fighting field, slowly shifting in design and colouration as the dragon looks on.
A sense of massive, hostile power exudes from the far end of the arena, where another, larger portcullis leads off into the depths of the building.

Geddoe42 wrote: Kazivon tries to determine how strong this presence is in relation to himself using diviner abilities and trying to sense the mana pattern of the presence.

Aeromage wrote: Kazivon can't get a good grip of the precise strength of the presence beyond the portcullis, or glean any sort of knowledge as to any mana patterns lying beyond. What he is certain of, however, is that it is very powerful indeed, at least in relation to himself.

After a moment of grappling with that, he realises the same can be said for the building he's currently standing in. He can't get a bead on its mana patterns or the relative level of inherent power held within its structure and component parts, save that he gets the distinct feeling that it's definitely on a higher tier than he's capable of comprehending.

Geddoe42 wrote: Kazivon is prideful, but not stupid. He assumes it would be best not to struggle against something he can't comprehend. He leaves the second door and tries to go to the 4th door.

Aeromage wrote: The dragon leaves the arena behind and returns to the courtyard! The place looks subtly different from last time.

The clocks, which are now positioned above each of the doors, stutter-tick to the 12 o'clock position with simultaneously abrupt timing.

BONG

GLORY IS FORBIDDEN.
PELTS ARE EMPOWERED.

Before, Kazivon was outside the city when it changed, viewing its strange shift from a distance.
This time, he is caught directly inside it.

Walls and floors run like water, details blurring and washing away in the blink of an eye. The courtyard itself is transformed into a whirlpool of materials in flux, colours shifting and substances melding, metling, separating and reforming hundreds of times in the space of a heartbeat.
Amidst the maelstrom of change, Kazivon feels himself singled out, weighed and Judged. Flux and Law flow through his essence, surging out the other side.

Kazivon does not possess any Living Legend abilities.
Kazivon does not possess any Glory-element items.
Kazivon does not possess any Great Beast abilities.
Kazivon does not possess any Pelt armour.

Kazivon does, however, possess a Glorious Divine Radiance Focus and the ability Night Dragon's Glory. He feels the focus dim and his night-granted glory wane. They're still present, but much less effective than they were before. Something gives him the impression they're not likely to be permanently affected due to their only-tenuously-thematic connection to the element.
At the same time, he feels his Panopticum Scales being empowered slightly. How odd.

The area begins to stabilise. Where before the city he could see was tall and fortress-like, it now looks considerably less impressive. What might have once been a capably-built city is now oddly ramshackle in places, bits and pieces patched with materials that don't quite match. The walls and towers are now much lower, their previously extravagant carvings replaced with featureless, grey walls and plain windows, the spires replaced with plain battlements and flat rooftops.
Then, the smell hits him. The combined force of hundreds of tanneries, thousands of hides, countless caged beasts and chemical fixatives assaults his nose as the buildings settle back into the slow, steady shifting-of-details he noticed in the city's prior iteration.

Kazivon now stands in a short, wide open-air courtyard. Behind him, a large, wooden gate stands open to the ocean (now a flat, dull blue under a grey sky). Two doors flanked by statues lead off from the left-hand side of the area, one similarly statue-flanked door leading to the right, and a larger, more solid-looking door lies straight ahead at the far end.
The 'SUBMIT TO THE STATUES' door's statues now show impressive, heroic-looking figures becoming fierce, powerful barbarians garbed in animal skins, overseen by a carved entity whose form keeps shifting and flowing into different shapes, but manages to projects an air of undeniable holiness and order, somewhat akin (at least at the present moment) to a wheel of savagely-sharp wings.

The 'STRUGGLE AGAINST THE STATUTES' door's statues now shows men fighting savage beasts, fierce barbarians and feral spirits, and smaller versions of the wheel-of-wings entity that seem to be somehow depicted as shattering their opponents' reputations and deeds.
Kazivon isn't quite sure how a static piece of statuary is managing to convey that, but there it is.

The 'STUDY THE STATUTES' door's statues now depict animal-skin-wearing men and women watching ferocious-looking beasts being skinned, others fighting whilst wearing said skins, and still others triumphing over glorious-looking knights and mages.

The 'SURVEY THE SEE' door now depicts fierce-looking animals, animalistic spirits, animal-men and huge barbarians welcoming a group of men towards it. Also depicted is a carved knight in shining armour getting loomed at by a surly-looking pair of lion-headed statues wearing dragon skins, who are blocking his path.

Is Kazivon doing anything different in light of this?

Geddoe42 wrote: Kazivon may be the night dragon, but he is first and foremost the supreme ruler of dragonkind. Whether or not his glory is suppressed matters not to the dragon tyrant. Kazivon lets out a roar before he enters the study the statues door with this revelation.

Aeromage wrote: Kazivon roars in defiance of the glory-suppressing city and heads through the large, plain doors beyond the statues to find a... considerably less-than-glorious area.
Instead of the hall of learning he was possibly expecting, the dragon is instead greeted with the sight of a huge courtyard with a packed-earth floor. Moments later, he is also greeted with the smell of the pens full of animals and beasts, ranging from the mundane to the exotic to the considerably strange that cluster around the walls and alcoves of the yard, broken up by tanneries, butcheries, skinning tables, and stomped-muddy fighting rings, some with carelessly-heaped piles of pelts laid next to them. All of it overseen by a short tower at the far end with a familiar (yet different) vaguely-marked clock face on it.
It's rather overpowering.

The place isn't empty of people, either. A variety of individuals variously stand, work, fight or argue in and around the stations of the courtyard. Hugely muscular beastmen wearing what Kazivon can only hope are the hides of non-beastman beasts. Scarred barbarian types with weathered features. Weaselly-looking rogues wearing more dirt than clothing. Spirits that shift from animals to humanoids wearing animal skins and back again. Shouts and yells clash with grunts, battlecries, animal bellows and distinctly more unpleasant noises as the citizens(?) of the See go about their business of presumably very-hands-on learning.

Geddoe42 wrote: Kazivon looks with contempt upon these foolish mortals and their futile attempts to learn the necessary skills to deal with a dragon. He scans the area to see what the strongest beasts here are and also how powerful these people are.
Kazivon tried to tell if there are any other dragons here and the most powerful entities before he takes any action.

He prepares himself to face these citizens should they turn upon him, but otherwise begins to mask his presence temporarily until he knows what he is dealing with.

Aeromage wrote: Pitiful things. Truly, Kazivon is the greatest and noblest of all entities present in the now-considerably-lacking city(?), especially given its recent barbarous and dirt-smeared turn. Why, a simple scan will be enough to confirm his unassailably correct logic--

--well. That one failed. Perhaps scanning the enormous, gold-furred behemoth was a bit of a stretch. Still, surely that jewel-scaled lizard-beast will prove to be--

--unscannable, as well. No matter! His superiority over the residents here is still assured, as even the most cursory glance--

--will fail to tell him. Well, then, perhaps...


A considerable period passes as Kazivon glares at man, beast and man-beast in turn, growing more and more frustrated as his scanning attempts meet with failure almost each and every time. The 'almost' part doesn't help improve his mood in the slightest, given the one thing he was able to scan turns out to be a Lesser Cinthan Flux-Aurochs (Animal, Level 70), an oversized cow with horns that fluctuate in shape and colour and whose thick hide ripples like seaweed caught in a tidepool.
It also isn't helping his mood that several of the citizens are clearly able to see him, but apparently uncaring of his presence.

While he can't quite determine whether or not there are dragons around, some of the beasts do look draconic in nature, and there are one or two overgrown dragon-men-looking individuals wearing impressive beast-skins and little else. One of them is wearing the remains of something with a great, frosty mane and scintillating white fur, weilding a knife easily as large as as a broadsword as he lays open exotic beast after exotic beast, skinning them with rapid precision. Another wears the emerald-scaled hide of something that looks disturbingly like it may have been another dragon-man given the way he wears it almost like a second skin, setting about driving his opponents into the mud in a fighting ring.

Geddoe42 wrote: Kazivon will approach the friendliest looking individual to ask about this area. He will hide his frustrations as much as possible, but clearly he was not expecting this. He is also intrigued. He could potentially learn alot about great beasts here.

Aeromage wrote: The friendliest-looking individual turns out to be a broadly-smiling nine-foot tall bull-man with as much fat as he has muscle. He, like everyone else in the area, is dressed in a pelt- this one being something from a beast with rich, red fur and a mane so thick and wild that the mass of hair completely covers the minotaur-ish wearer's considerably large upper body all by itself.
He also smells exactly like one would expect an overweight, nine-foot-tall bull-man wearing a skinned beast to smell, especially one presently engaged in the task of skinning creatures and stretching their pelts out to dry on oversized tanning racks.

His grin grows broader as Kazivon approaches. "Hoy! Here t' learn about skinning, or here t' volunteer yer skin?"

Geddoe42 wrote: Kazivon musters what he can of a grin in an effort to make a smile at this foul man's joke.

"My name is.. Kazivon. I'm interested in the great pelts of beast, but am not ready to offer up my own."

He thinks to himself for a minute: these villagers aren't a dragon or spirit who could grant me power, but perhaps I could use them to learn how to capture power for myself. Clearly they have found a way to grow in power beyond normal humans, or am I still that weak.

Kazivon stops grinning.

"I'd like to learn about skinning and how you retain power from that which you kill."

Aeromage wrote: The bull-man gives a great, booming laugh. "Skinning, aye? I reckon I could teach yer a thing'r two, so long's you have t' aptitude! Now, t' first thing yer should know about skinning is..."

The huge minotaur-like man begins giving Kazivon a demonstrative lecture on the best way to skin beasts of various types and how to avoid damaging the resulting pelt, laying open a dizzying array of increasingly exotic and dangerous-looking creatures with little more than a simple flick of his oversized (and, Kazivon realises, despite its simple appearance, extremely potent) knife. The differing methods of tackling scales, fur, feathers, carapaces and stranger flesh besides are bulldozed through, and Kazivon, clearly due to his innate superiority as a dragon, grasps the subjects perfectly.

Skinner- (Passive Ability, Smith) +50 Defense if a Pelt is equipped

Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.

Skinner of Great Beasts- (Passive Ability, Great Beast) Possessor may choose for possessor's 'Skinning Slice' ability may additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit and Dragon and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack

This may need rebalancing later, but Kazivon rolled well in a rather high-level training area.


Kazivon might have intended to quiz his new teacher further, unpleasant as he might be to the various senses.
Kazivon is unable to do so in time.

The clock overlooking the courtyard abruptly speeds its hands to the 12 o'clock position.

BONG

BAILARTIXES ARE FORBIDDEN.
HOLY SYMBOLS ARE EMPOWERED.

Courtyard, beasts, citizens and skins are swept into a liquifying whirl of form and colour, with Kazivon being spun and wrenched this way and that by the sudden, unexpected upheaval of reality. The stench of the assorted caged animals and the bloody butcheries vanish in the dizzying blur to be replaced by a pervasive smell of books and incense. The ground erupts around the dragon, tall, unformed slabs of flux piercing through the semi-liquid and towering into the sky, which is obscured by a wash of chaotically-melding colour and substance.

Amidst the maelstrom of change, Kazivon feels himself singled out, weighed and Judged. Flux and Law flow through his essence, surging out the other side. He feels the previous effects slough off as others take their place.

Kazivon does not possess any Soldreidrethanoi abilities.
Kazivon does not possess any Bailartixes.
Kazivon possesses a Holy Symbol.

The Glorious Divine Radiance Focus surges with holy light as the place's empowerment takes hold. It gains the enhancements:

Empowered by the See of Ceaselessly Shifting Statutes- Attack, Stat Damage, Defense, Stat Defense, HP, MP and Stat bonuses provided by this item's base, unmodified text (not including additional Enhancements) are doubled; this item's possessor may choose at the start of each thread to have this item gain any combination of the elements Water, Flux and Law, Quest Enchantment
Kyrie Elision- Possessor may choose whether to count as having a Patron Deity and Worshipper Benefits or not for the purpose of effects that check for such, possessor may choose to count as being a Devout Worshipper of the Absent Goddess even if possessor already possesses a Patron Deity and/or may not worship a deity or additional deities, Anointment

Then everything snaps into sharp relief.

Kazivon is standing in a vast cathedral hall, the scent of incense and aftertones of bells hanging in the air. His feet rest, not on a rough surface of packed dirt and filth, but a beautifully tiled mosaic floor set in elaborate circular patterns. Huge windows let in great beams of light, depicting entities of beautiful and terrible holy might set around the blank silhouette of a female figure. Row upon row of tall, stately dark-wood bookcases line the walls and form regular rows that fill the length of the great hall, towering up to meet the elaborately-painted domes and carved vaults of the grand ceiling. Here and there, Kazivon sees that the bookcases form wide spaces set around flagstoned square areas, some containing pews and benches, others left empty.

High above, at the far end of the hall, a huge rose window patterned after a clock overlooks it all. Shadows within fall in such a way that they might look like clock hands. None of them are moving in the way a normal clock's hands should.

Geddoe42 wrote: Kazivon will approach the rose window to investigate. He is a living shadow, and will try to determine what the shadows are as well.

Aeromage wrote: The great circular clock-window, shadows spinning within, casts an equally huge, impressive pattern of light and shadow on the floor before and below it, streams of painted radiance and flickering darkness tinting the air in flowing turns.

Kazivon is a Living Shadow.
Kazivon is a Night Dragon.
Kazivon, perhaps fortunately, is not Darkness element at present and therefore not quite as tied to those abilities as he would otherwise be. As such, instead of being scythed from time and reality by the passing multitude of shadow-hands' shadows, they instead pass through him, sweeping chills and spreading inevitability as they pass. Words are etched in his mind, not through speech or thought, but from absence of them, the shadow cast by the presence of something far, far above him.

Such a small thing.
So great a risk, to come here.
It doesn't even know.
Perhaps it should see.
Shall it see?
Perhaps the See will see to it.
The law-makers in their holy palace have already decided what is to come.
Let it see the See to be.


Kazivon stands within the great cathedral-hall filled with bookcases and coloured light.

Time blurs as shadows flicker through his form. All colour drains from the room.

Kazivon stands within a great, cathedral-like hall as before, but the place has changed. It is a mere outline of what it was before, polished to blinding white, altered to remove all detail save the simplified lines of the architecture. Blank windows stream piercing light onto rows of rectangular monoliths, each containing flush, blank-spined rectangles that could be books, while the walls show empty outlines of emblems that are no longer present. The dragon feels that he has not gained or lost anything.
Something unknown to him is present, however.
The place is now one of Purification as both a concept and Element.

Time blurs as shadows flicker through his form. All colour drains from the room.

Kazivon stands within a vast courtyard open to a fluid, starry night caught within a suspended ocean that churns and whirls around an enormous, ever-shifting blue moon. A diverse array of individuals- human, spirit, and caught-in-between, each dressed in impressive-looking garb bordering on that of archetypical heroes and wielding weapons both glorious and awe-inspiring spar against one-another or participate in the slaying of werebeasts of many different varieties. The dragon feels that he has not gained or lost anything.

Time blurs as shadows flicker through his form. All colour drains from the room.

Kazivon stands within a huge, severe-looking office, with high-fronted desks manned by frowning clerks standing in rows before enormous cabinets and cases full of documents. The shattered remains of an enormous variety of items, all carrying with them the hints of the power they once permanently granted, litter the otherwise-immaculate hall's floor. Kazivon experiences a horrible, tearing sensation as the future ghost of bonus weeks are ripped from him, shattered Skillbanks spilling from his form.

Time blurs as shadows flicker through his form. All colour drains from the room.

Kazivon floats within a place of suspended thought, platforms of pure Psychic energy holding aloft meditating monks and mystics in a dark void. It is a place of reason devoid of passion, of mind abstracted from the physical or spiritual. Thought-pictograms of enlightened beings ripping out their own souls and the souls of others to elevate them to pure psychic constructs of predetermined action and rationality float into being before the dragon's eyes. The dragon feels his mind expand and fortify within the presence of the place, his basic psychic powers elevated to something greater.

Time blurs as shadows flicker through his form.

Kazivon is, once again, standing in the great cathedral-hall painted a variety of hues by stained glass and scented with incense. He has not gained or lost anything from the visions presented to him. He thinks.

Such are things to come.
But whether in the blink of an eye or the stretch of hours, only the law-makers will decide.


The shadows continue to flicker and whirl within the glass clock-window, but no longer pass through Kazivon's form.

Geddoe42 wrote: Kazivon is intrigued by the possibility of gaining much. He scales shift colors to a light purple and he becomes psychic element. "This is the future I want and the law-makers have opened for me." He attempts to allow his mind to be freed.

Aeromage wrote: Kazivon successfully shifts to Psychic element, scales tinting as he does so.
His declaration, however, seems to have no effect whatsoever on the cathedral-library-hall. Whatever changes the lawmakers that are (presumably) in charge of this place have planned, it seems they'll be coming in their own time.

Geddoe42 wrote: Kazivon leaves the cathedral.

Aeromage wrote: The dragon backtracks his way past bookcases and openings to the large double doors leading out of the strange library-esque area.

He finds himself in a large, long, high-ceilinged area somewhere between a grand cathedral hall and a temple vestibule, with tall, fluted pillars stretching up and splitting into graceful arches that support the beautifully-painted vaulted ceilings. Symbols line the walls, all unfamiliar to Kazivon, with the most frequently-repeated one being a simple, plain circle.

Five great doors line the walls, one at either end, two in the side he emerged from, and one on the opposite wall.

The one he just came from stands between two great statues of crystalline-winged entities with radiant discs for heads, one holding a broken bailartix in its hands, the other holding up a large, shining ring with two hands, its robe arrayed with a multitude of other symbols and sigils. Carved into the wall in elegant script above the door is 'STUDY THE STATUTES'.

The one on the opposite wall is flanked by a statues of a man and another disc-headed figure in combat with one another. The man holds a similar shining ring-symbol. The entity has a multitude of symbols floating around it. Both statues have broken bailartixes littering their plinths. Carved into the wall in elegant script above the door is 'STRUGGLE AGAINST THE STATUTES'.

The second door on Kazivon's side is located between a statue of a man bowing his head, a snapped bailartix in his hands. The other statue, yet another disc-headed entity, holds an unfurled scroll in one hand and a shining ring-symbol in the other. Carved into the wall in elegant script above the door is 'SUBMIT TO THE STATUES'.

The door on the far end of the hall, larger than the others, is flanked by a group of statues of priests and priestesses holding various holy symbols, their arms spread in welcome. Broken bailartixes litter the ground around them. Carved into the wall in elegant script above the door is 'SURVEY THE SEE'.
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Re: Kazivon explores Seirei

Post by Modrageball »

Geddoe42 wrote: Kazivon, not wanting to experience some of the bad futures, opts to return to nexus leaving the quest. He uses open a portal to the top disk of nexus to leave

Aeromage wrote: Kazivon casts Open Gate to Nexus! The spell struggles to take hold, despite the area not seeming to actively oppose it. It manages to stabilise just enough for the dragon to hop through, albeit in a perhaps less dignified manner than he'd have liked.

Summary to come.

Aeromage wrote: Summary

I believe the Pelt class got renamed from 'Great Beast' to 'Skinwalker' due to the new T2 Animal type, so I've altered the classname below. I also added Great Beast to the list of skinnable subtypes with Skinner of Great Beasts, because that's the sort of thing it was intended to affect anyway and leaving it out with the term in the ability-name would be kind of strange. All of the below stuff is new.

Kazivon gets:

1 Fame

Skinner- (Passive Ability, Smith) +50 Defense if a Pelt is equipped

Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.

Skinner of Great Beasts- (Passive Ability, Skinwalker) Possessor may choose for possessor's 'Skinning Slice' ability may additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit, Dragon and Great Beast and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack


Discovered the See of Ceaselessly Shifting Statutes on Seirei



Kazivon's Glorious Divine Radiance Focus gets:

Empowered by the See of Ceaselessly Shifting Statutes- Attack, Stat Damage, Defense, Stat Defense, HP, MP and Stat bonuses provided by this item's base, unmodified text (not including additional Enhancements) are doubled; this item's possessor may choose at the start of each thread to have this item gain any combination of the elements Water, Flux and Law, Quest Enchantment
Kyrie Elision- Possessor may choose whether to count as having a Patron Deity and Worshipper Benefits or not for the purpose of effects that check for such, possessor may choose to count as being a Devout Worshipper of the Absent Goddess even if possessor already possesses a Patron Deity and/or may not worship a deity or additional deities, Anointment


For reference, Kazivon probably wandered into the highest-level are yet discovered in Seirei by PCs. He came out extremely well, considering.

Lord Gadigan wrote:
I believe the Pelt class got renamed from 'Great Beast' to 'Skinwalker' due to the new T2 Animal type, so I've altered the classname below



Confirming this as correct.

Lord Gadigan wrote:
Skinner- (Passive Ability, Smith) Possessor gains +50 Defense if a Pelt is equipped



Approved with no mark.

Lord Gadigan wrote:
1 Fame



Approved.

Lord Gadigan wrote:
Discovered the See of Ceaselessly Shifting Statutes on Seirei



Approved.

Lord Gadigan wrote:
Empowered by the See of Ceaselessly Shifting Statutes- Attack bonuses, Stat Damage Dealt, Defense, Defense Against Stat DAmage, HP, MP and Stat bonuses provided by this item's base, unmodified text (not including additional Enhancements) are doubled; this item's possessor may choose at the start of each thread to have this item gain any combination of the elements Water, Flux and Law, Quest Enchantment



Approved with mark.

Lord Gadigan wrote:
Kyrie Elision- Possessor may choose whether to count as having a Patron Deity and Worshipper Benefits or not for the purpose of effects that check for such, possessor may choose to count as being a Devout Worshipper of the Absent Goddess even if possessor already possesses a Patron Deity and/or may not worship a deity or additional deities, Anointment



Approved with mark.

Lord Gadigan wrote:
Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.



Approved with mark. Neat implementation of the mechanic.

Lord Gadigan wrote:
Skinner of Great Beasts- (Passive Ability, Skinwalker) Possessor may choose for possessor's 'Skinning Slice' ability may additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit, Dragon and Great Beast and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack



Approved with mark.

Lord Gadigan wrote: Thread moved for updating.
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Re: Kazivon explores Seirei

Post by Modrageball »

The quest ends here.
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Re: Kazivon explores Seirei

Post by Aeromage »

As it turns out, Kazivon borrowed his Glorious Divine Radiance Focus from Geddoe, so that's where the enhancements are going.


Updated Summary

Kazivon gets:

1 Fame

Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.

Skinner of Great Beasts- (Passive Ability, Skinwalker) Possessor may choose for possessor's 'Skinning Slice' ability may additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit, Dragon and Great Beast and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack


Discovered the See of Ceaselessly Shifting Statutes on Seirei


Geddoe's Glorious Divine Radiance Focus gets:

w/ Empowered by the See of Ceaselessly Shifting Statutes- Attack bonuses, Stat Damage Dealt, Defense, Defense Against Stat DAmage, HP, MP and Stat bonuses provided by this item's base, unmodified text (not including additional Enhancements) are doubled; this item's possessor may choose at the start of each thread to have this item gain any combination of the elements Water, Flux and Law, Quest Enchantment
w/ Kyrie Elision- Possessor may choose whether to count as having a Patron Deity and Worshipper Benefits or not for the purpose of effects that check for such, possessor may choose to count as being a Devout Worshipper of the Absent Goddess even if possessor already possesses a Patron Deity and/or may not worship a deity or additional deities, Anointment



-Updated, Moved and Locked-
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